babylon.max.js 5.7 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. result = result.replace(/texture2D\s*\(/g, "texture(");
  519. if (isFragment) {
  520. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /**
  1487. * Gather the list of clipboard event types as constants.
  1488. */
  1489. var ClipboardEventTypes = /** @class */ (function () {
  1490. function ClipboardEventTypes() {
  1491. }
  1492. /**
  1493. * The clipboard event is fired when a copy command is active (pressed).
  1494. */
  1495. ClipboardEventTypes.COPY = 0x01; //
  1496. /**
  1497. * The clipboard event is fired when a cut command is active (pressed).
  1498. */
  1499. ClipboardEventTypes.CUT = 0x02;
  1500. /**
  1501. * The clipboard event is fired when a paste command is active (pressed).
  1502. */
  1503. ClipboardEventTypes.PASTE = 0x03;
  1504. return ClipboardEventTypes;
  1505. }());
  1506. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1507. /**
  1508. * This class is used to store clipboard related info for the onClipboardObservable event.
  1509. */
  1510. var ClipboardInfo = /** @class */ (function () {
  1511. /**
  1512. *Creates an instance of ClipboardInfo.
  1513. * @param {number} type
  1514. * @param {ClipboardEvent} event
  1515. */
  1516. function ClipboardInfo(
  1517. /**
  1518. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1519. */
  1520. type,
  1521. /**
  1522. * Defines the related dom event
  1523. */
  1524. event) {
  1525. this.type = type;
  1526. this.event = event;
  1527. }
  1528. /**
  1529. * Get the clipboard event's type from the keycode.
  1530. * @param keyCode Defines the keyCode for the current keyboard event.
  1531. * @return {number}
  1532. */
  1533. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1534. var charCode = keyCode;
  1535. //TODO: add codes for extended ASCII
  1536. switch (charCode) {
  1537. case 67: return ClipboardEventTypes.COPY;
  1538. case 86: return ClipboardEventTypes.PASTE;
  1539. case 88: return ClipboardEventTypes.CUT;
  1540. default: return -1;
  1541. }
  1542. };
  1543. return ClipboardInfo;
  1544. }());
  1545. BABYLON.ClipboardInfo = ClipboardInfo;
  1546. })(BABYLON || (BABYLON = {}));
  1547. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1548. var BABYLON;
  1549. (function (BABYLON) {
  1550. /** Class used to store color4 gradient */
  1551. var ColorGradient = /** @class */ (function () {
  1552. function ColorGradient() {
  1553. }
  1554. /**
  1555. * Will get a color picked randomly between color1 and color2.
  1556. * If color2 is undefined then color1 will be used
  1557. * @param result defines the target Color4 to store the result in
  1558. */
  1559. ColorGradient.prototype.getColorToRef = function (result) {
  1560. if (!this.color2) {
  1561. result.copyFrom(this.color1);
  1562. return;
  1563. }
  1564. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1565. };
  1566. return ColorGradient;
  1567. }());
  1568. BABYLON.ColorGradient = ColorGradient;
  1569. /** Class used to store color 3 gradient */
  1570. var Color3Gradient = /** @class */ (function () {
  1571. function Color3Gradient() {
  1572. }
  1573. return Color3Gradient;
  1574. }());
  1575. BABYLON.Color3Gradient = Color3Gradient;
  1576. /** Class used to store factor gradient */
  1577. var FactorGradient = /** @class */ (function () {
  1578. function FactorGradient() {
  1579. }
  1580. /**
  1581. * Will get a number picked randomly between factor1 and factor2.
  1582. * If factor2 is undefined then factor1 will be used
  1583. * @returns the picked number
  1584. */
  1585. FactorGradient.prototype.getFactor = function () {
  1586. if (this.factor2 === undefined) {
  1587. return this.factor1;
  1588. }
  1589. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1590. };
  1591. return FactorGradient;
  1592. }());
  1593. BABYLON.FactorGradient = FactorGradient;
  1594. /**
  1595. * @ignore
  1596. * Application error to support additional information when loading a file
  1597. */
  1598. var LoadFileError = /** @class */ (function (_super) {
  1599. __extends(LoadFileError, _super);
  1600. /**
  1601. * Creates a new LoadFileError
  1602. * @param message defines the message of the error
  1603. * @param request defines the optional XHR request
  1604. */
  1605. function LoadFileError(message,
  1606. /** defines the optional XHR request */
  1607. request) {
  1608. var _this = _super.call(this, message) || this;
  1609. _this.request = request;
  1610. _this.name = "LoadFileError";
  1611. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1612. return _this;
  1613. }
  1614. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1615. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1616. // Polyfill for Object.setPrototypeOf if necessary.
  1617. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1618. return LoadFileError;
  1619. }(Error));
  1620. BABYLON.LoadFileError = LoadFileError;
  1621. /**
  1622. * Class used to define a retry strategy when error happens while loading assets
  1623. */
  1624. var RetryStrategy = /** @class */ (function () {
  1625. function RetryStrategy() {
  1626. }
  1627. /**
  1628. * Function used to defines an exponential back off strategy
  1629. * @param maxRetries defines the maximum number of retries (3 by default)
  1630. * @param baseInterval defines the interval between retries
  1631. * @returns the strategy function to use
  1632. */
  1633. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1634. if (maxRetries === void 0) { maxRetries = 3; }
  1635. if (baseInterval === void 0) { baseInterval = 500; }
  1636. return function (url, request, retryIndex) {
  1637. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1638. return -1;
  1639. }
  1640. return Math.pow(2, retryIndex) * baseInterval;
  1641. };
  1642. };
  1643. return RetryStrategy;
  1644. }());
  1645. BABYLON.RetryStrategy = RetryStrategy;
  1646. // Screenshots
  1647. var screenshotCanvas;
  1648. var cloneValue = function (source, destinationObject) {
  1649. if (!source) {
  1650. return null;
  1651. }
  1652. if (source instanceof BABYLON.Mesh) {
  1653. return null;
  1654. }
  1655. if (source instanceof BABYLON.SubMesh) {
  1656. return source.clone(destinationObject);
  1657. }
  1658. else if (source.clone) {
  1659. return source.clone();
  1660. }
  1661. return null;
  1662. };
  1663. /**
  1664. * Class containing a set of static utilities functions
  1665. */
  1666. var Tools = /** @class */ (function () {
  1667. function Tools() {
  1668. }
  1669. /**
  1670. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1671. * @param u defines the coordinate on X axis
  1672. * @param v defines the coordinate on Y axis
  1673. * @param width defines the width of the source data
  1674. * @param height defines the height of the source data
  1675. * @param pixels defines the source byte array
  1676. * @param color defines the output color
  1677. */
  1678. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1679. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1680. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1681. var position = (wrappedU + wrappedV * width) * 4;
  1682. color.r = pixels[position] / 255;
  1683. color.g = pixels[position + 1] / 255;
  1684. color.b = pixels[position + 2] / 255;
  1685. color.a = pixels[position + 3] / 255;
  1686. };
  1687. /**
  1688. * Interpolates between a and b via alpha
  1689. * @param a The lower value (returned when alpha = 0)
  1690. * @param b The upper value (returned when alpha = 1)
  1691. * @param alpha The interpolation-factor
  1692. * @return The mixed value
  1693. */
  1694. Tools.Mix = function (a, b, alpha) {
  1695. return a * (1 - alpha) + b * alpha;
  1696. };
  1697. /**
  1698. * Tries to instantiate a new object from a given class name
  1699. * @param className defines the class name to instantiate
  1700. * @returns the new object or null if the system was not able to do the instantiation
  1701. */
  1702. Tools.Instantiate = function (className) {
  1703. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1704. return Tools.RegisteredExternalClasses[className];
  1705. }
  1706. var arr = className.split(".");
  1707. var fn = (window || this);
  1708. for (var i = 0, len = arr.length; i < len; i++) {
  1709. fn = fn[arr[i]];
  1710. }
  1711. if (typeof fn !== "function") {
  1712. return null;
  1713. }
  1714. return fn;
  1715. };
  1716. /**
  1717. * Provides a slice function that will work even on IE
  1718. * @param data defines the array to slice
  1719. * @param start defines the start of the data (optional)
  1720. * @param end defines the end of the data (optional)
  1721. * @returns the new sliced array
  1722. */
  1723. Tools.Slice = function (data, start, end) {
  1724. if (data.slice) {
  1725. return data.slice(start, end);
  1726. }
  1727. return Array.prototype.slice.call(data, start, end);
  1728. };
  1729. /**
  1730. * Polyfill for setImmediate
  1731. * @param action defines the action to execute after the current execution block
  1732. */
  1733. Tools.SetImmediate = function (action) {
  1734. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1735. window.setImmediate(action);
  1736. }
  1737. else {
  1738. setTimeout(action, 1);
  1739. }
  1740. };
  1741. /**
  1742. * Function indicating if a number is an exponent of 2
  1743. * @param value defines the value to test
  1744. * @returns true if the value is an exponent of 2
  1745. */
  1746. Tools.IsExponentOfTwo = function (value) {
  1747. var count = 1;
  1748. do {
  1749. count *= 2;
  1750. } while (count < value);
  1751. return count === value;
  1752. };
  1753. /**
  1754. * Returns the nearest 32-bit single precision float representation of a Number
  1755. * @param value A Number. If the parameter is of a different type, it will get converted
  1756. * to a number or to NaN if it cannot be converted
  1757. * @returns number
  1758. */
  1759. Tools.FloatRound = function (value) {
  1760. if (Math.fround) {
  1761. return Math.fround(value);
  1762. }
  1763. return (Tools._tmpFloatArray[0] = value);
  1764. };
  1765. /**
  1766. * Find the next highest power of two.
  1767. * @param x Number to start search from.
  1768. * @return Next highest power of two.
  1769. */
  1770. Tools.CeilingPOT = function (x) {
  1771. x--;
  1772. x |= x >> 1;
  1773. x |= x >> 2;
  1774. x |= x >> 4;
  1775. x |= x >> 8;
  1776. x |= x >> 16;
  1777. x++;
  1778. return x;
  1779. };
  1780. /**
  1781. * Find the next lowest power of two.
  1782. * @param x Number to start search from.
  1783. * @return Next lowest power of two.
  1784. */
  1785. Tools.FloorPOT = function (x) {
  1786. x = x | (x >> 1);
  1787. x = x | (x >> 2);
  1788. x = x | (x >> 4);
  1789. x = x | (x >> 8);
  1790. x = x | (x >> 16);
  1791. return x - (x >> 1);
  1792. };
  1793. /**
  1794. * Find the nearest power of two.
  1795. * @param x Number to start search from.
  1796. * @return Next nearest power of two.
  1797. */
  1798. Tools.NearestPOT = function (x) {
  1799. var c = Tools.CeilingPOT(x);
  1800. var f = Tools.FloorPOT(x);
  1801. return (c - x) > (x - f) ? f : c;
  1802. };
  1803. /**
  1804. * Get the closest exponent of two
  1805. * @param value defines the value to approximate
  1806. * @param max defines the maximum value to return
  1807. * @param mode defines how to define the closest value
  1808. * @returns closest exponent of two of the given value
  1809. */
  1810. Tools.GetExponentOfTwo = function (value, max, mode) {
  1811. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1812. var pot;
  1813. switch (mode) {
  1814. case BABYLON.Engine.SCALEMODE_FLOOR:
  1815. pot = Tools.FloorPOT(value);
  1816. break;
  1817. case BABYLON.Engine.SCALEMODE_NEAREST:
  1818. pot = Tools.NearestPOT(value);
  1819. break;
  1820. case BABYLON.Engine.SCALEMODE_CEILING:
  1821. default:
  1822. pot = Tools.CeilingPOT(value);
  1823. break;
  1824. }
  1825. return Math.min(pot, max);
  1826. };
  1827. /**
  1828. * Extracts the filename from a path
  1829. * @param path defines the path to use
  1830. * @returns the filename
  1831. */
  1832. Tools.GetFilename = function (path) {
  1833. var index = path.lastIndexOf("/");
  1834. if (index < 0) {
  1835. return path;
  1836. }
  1837. return path.substring(index + 1);
  1838. };
  1839. /**
  1840. * Extracts the "folder" part of a path (everything before the filename).
  1841. * @param uri The URI to extract the info from
  1842. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1843. * @returns The "folder" part of the path
  1844. */
  1845. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1846. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1847. var index = uri.lastIndexOf("/");
  1848. if (index < 0) {
  1849. if (returnUnchangedIfNoSlash) {
  1850. return uri;
  1851. }
  1852. return "";
  1853. }
  1854. return uri.substring(0, index + 1);
  1855. };
  1856. /**
  1857. * Extracts text content from a DOM element hierarchy
  1858. * @param element defines the root element
  1859. * @returns a string
  1860. */
  1861. Tools.GetDOMTextContent = function (element) {
  1862. var result = "";
  1863. var child = element.firstChild;
  1864. while (child) {
  1865. if (child.nodeType === 3) {
  1866. result += child.textContent;
  1867. }
  1868. child = (child.nextSibling);
  1869. }
  1870. return result;
  1871. };
  1872. /**
  1873. * Convert an angle in radians to degrees
  1874. * @param angle defines the angle to convert
  1875. * @returns the angle in degrees
  1876. */
  1877. Tools.ToDegrees = function (angle) {
  1878. return angle * 180 / Math.PI;
  1879. };
  1880. /**
  1881. * Convert an angle in degrees to radians
  1882. * @param angle defines the angle to convert
  1883. * @returns the angle in radians
  1884. */
  1885. Tools.ToRadians = function (angle) {
  1886. return angle * Math.PI / 180;
  1887. };
  1888. /**
  1889. * Encode a buffer to a base64 string
  1890. * @param buffer defines the buffer to encode
  1891. * @returns the encoded string
  1892. */
  1893. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1894. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1895. var output = "";
  1896. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1897. var i = 0;
  1898. var bytes = new Uint8Array(buffer);
  1899. while (i < bytes.length) {
  1900. chr1 = bytes[i++];
  1901. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1902. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1903. enc1 = chr1 >> 2;
  1904. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1905. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1906. enc4 = chr3 & 63;
  1907. if (isNaN(chr2)) {
  1908. enc3 = enc4 = 64;
  1909. }
  1910. else if (isNaN(chr3)) {
  1911. enc4 = 64;
  1912. }
  1913. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1914. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1915. }
  1916. return "data:image/png;base64," + output;
  1917. };
  1918. /**
  1919. * Extracts minimum and maximum values from a list of indexed positions
  1920. * @param positions defines the positions to use
  1921. * @param indices defines the indices to the positions
  1922. * @param indexStart defines the start index
  1923. * @param indexCount defines the end index
  1924. * @param bias defines bias value to add to the result
  1925. * @return minimum and maximum values
  1926. */
  1927. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1928. if (bias === void 0) { bias = null; }
  1929. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1930. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1931. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1932. var offset = indices[index] * 3;
  1933. var x = positions[offset];
  1934. var y = positions[offset + 1];
  1935. var z = positions[offset + 2];
  1936. minimum.minimizeInPlaceFromFloats(x, y, z);
  1937. maximum.maximizeInPlaceFromFloats(x, y, z);
  1938. }
  1939. if (bias) {
  1940. minimum.x -= minimum.x * bias.x + bias.y;
  1941. minimum.y -= minimum.y * bias.x + bias.y;
  1942. minimum.z -= minimum.z * bias.x + bias.y;
  1943. maximum.x += maximum.x * bias.x + bias.y;
  1944. maximum.y += maximum.y * bias.x + bias.y;
  1945. maximum.z += maximum.z * bias.x + bias.y;
  1946. }
  1947. return {
  1948. minimum: minimum,
  1949. maximum: maximum
  1950. };
  1951. };
  1952. /**
  1953. * Extracts minimum and maximum values from a list of positions
  1954. * @param positions defines the positions to use
  1955. * @param start defines the start index in the positions array
  1956. * @param count defines the number of positions to handle
  1957. * @param bias defines bias value to add to the result
  1958. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1959. * @return minimum and maximum values
  1960. */
  1961. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1962. if (bias === void 0) { bias = null; }
  1963. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1964. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1965. if (!stride) {
  1966. stride = 3;
  1967. }
  1968. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1969. var x = positions[offset];
  1970. var y = positions[offset + 1];
  1971. var z = positions[offset + 2];
  1972. minimum.minimizeInPlaceFromFloats(x, y, z);
  1973. maximum.maximizeInPlaceFromFloats(x, y, z);
  1974. }
  1975. if (bias) {
  1976. minimum.x -= minimum.x * bias.x + bias.y;
  1977. minimum.y -= minimum.y * bias.x + bias.y;
  1978. minimum.z -= minimum.z * bias.x + bias.y;
  1979. maximum.x += maximum.x * bias.x + bias.y;
  1980. maximum.y += maximum.y * bias.x + bias.y;
  1981. maximum.z += maximum.z * bias.x + bias.y;
  1982. }
  1983. return {
  1984. minimum: minimum,
  1985. maximum: maximum
  1986. };
  1987. };
  1988. /**
  1989. * Returns an array if obj is not an array
  1990. * @param obj defines the object to evaluate as an array
  1991. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1992. * @returns either obj directly if obj is an array or a new array containing obj
  1993. */
  1994. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1995. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1996. return null;
  1997. }
  1998. return Array.isArray(obj) ? obj : [obj];
  1999. };
  2000. /**
  2001. * Returns an array of the given size filled with element built from the given constructor and the paramters
  2002. * @param size the number of element to construct and put in the array
  2003. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  2004. * @returns a new array filled with new objects
  2005. */
  2006. Tools.BuildArray = function (size, itemBuilder) {
  2007. var a = [];
  2008. for (var i = 0; i < size; ++i) {
  2009. a.push(itemBuilder());
  2010. }
  2011. return a;
  2012. };
  2013. /**
  2014. * Gets the pointer prefix to use
  2015. * @returns "pointer" if touch is enabled. Else returns "mouse"
  2016. */
  2017. Tools.GetPointerPrefix = function () {
  2018. var eventPrefix = "pointer";
  2019. // Check if pointer events are supported
  2020. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  2021. eventPrefix = "mouse";
  2022. }
  2023. return eventPrefix;
  2024. };
  2025. /**
  2026. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2027. * @param func - the function to be called
  2028. * @param requester - the object that will request the next frame. Falls back to window.
  2029. * @returns frame number
  2030. */
  2031. Tools.QueueNewFrame = function (func, requester) {
  2032. if (!Tools.IsWindowObjectExist()) {
  2033. return setTimeout(func, 16);
  2034. }
  2035. if (!requester) {
  2036. requester = window;
  2037. }
  2038. if (requester.requestAnimationFrame) {
  2039. return requester.requestAnimationFrame(func);
  2040. }
  2041. else if (requester.msRequestAnimationFrame) {
  2042. return requester.msRequestAnimationFrame(func);
  2043. }
  2044. else if (requester.webkitRequestAnimationFrame) {
  2045. return requester.webkitRequestAnimationFrame(func);
  2046. }
  2047. else if (requester.mozRequestAnimationFrame) {
  2048. return requester.mozRequestAnimationFrame(func);
  2049. }
  2050. else if (requester.oRequestAnimationFrame) {
  2051. return requester.oRequestAnimationFrame(func);
  2052. }
  2053. else {
  2054. return window.setTimeout(func, 16);
  2055. }
  2056. };
  2057. /**
  2058. * Ask the browser to promote the current element to fullscreen rendering mode
  2059. * @param element defines the DOM element to promote
  2060. */
  2061. Tools.RequestFullscreen = function (element) {
  2062. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2063. if (!requestFunction) {
  2064. return;
  2065. }
  2066. requestFunction.call(element);
  2067. };
  2068. /**
  2069. * Asks the browser to exit fullscreen mode
  2070. */
  2071. Tools.ExitFullscreen = function () {
  2072. if (document.exitFullscreen) {
  2073. document.exitFullscreen();
  2074. }
  2075. else if (document.mozCancelFullScreen) {
  2076. document.mozCancelFullScreen();
  2077. }
  2078. else if (document.webkitCancelFullScreen) {
  2079. document.webkitCancelFullScreen();
  2080. }
  2081. else if (document.msCancelFullScreen) {
  2082. document.msCancelFullScreen();
  2083. }
  2084. };
  2085. /**
  2086. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2087. * @param url define the url we are trying
  2088. * @param element define the dom element where to configure the cors policy
  2089. */
  2090. Tools.SetCorsBehavior = function (url, element) {
  2091. if (url && url.indexOf("data:") === 0) {
  2092. return;
  2093. }
  2094. if (Tools.CorsBehavior) {
  2095. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2096. element.crossOrigin = Tools.CorsBehavior;
  2097. }
  2098. else {
  2099. var result = Tools.CorsBehavior(url);
  2100. if (result) {
  2101. element.crossOrigin = result;
  2102. }
  2103. }
  2104. }
  2105. };
  2106. // External files
  2107. /**
  2108. * Removes unwanted characters from an url
  2109. * @param url defines the url to clean
  2110. * @returns the cleaned url
  2111. */
  2112. Tools.CleanUrl = function (url) {
  2113. url = url.replace(/#/mg, "%23");
  2114. return url;
  2115. };
  2116. /**
  2117. * Loads an image as an HTMLImageElement.
  2118. * @param input url string, ArrayBuffer, or Blob to load
  2119. * @param onLoad callback called when the image successfully loads
  2120. * @param onError callback called when the image fails to load
  2121. * @param offlineProvider offline provider for caching
  2122. * @returns the HTMLImageElement of the loaded image
  2123. */
  2124. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2125. var url;
  2126. var usingObjectURL = false;
  2127. if (input instanceof ArrayBuffer) {
  2128. url = URL.createObjectURL(new Blob([input]));
  2129. usingObjectURL = true;
  2130. }
  2131. else if (input instanceof Blob) {
  2132. url = URL.createObjectURL(input);
  2133. usingObjectURL = true;
  2134. }
  2135. else {
  2136. url = Tools.CleanUrl(input);
  2137. url = Tools.PreprocessUrl(input);
  2138. }
  2139. var img = new Image();
  2140. Tools.SetCorsBehavior(url, img);
  2141. var loadHandler = function () {
  2142. if (usingObjectURL && img.src) {
  2143. URL.revokeObjectURL(img.src);
  2144. }
  2145. img.removeEventListener("load", loadHandler);
  2146. img.removeEventListener("error", errorHandler);
  2147. onLoad(img);
  2148. };
  2149. var errorHandler = function (err) {
  2150. if (usingObjectURL && img.src) {
  2151. URL.revokeObjectURL(img.src);
  2152. }
  2153. img.removeEventListener("load", loadHandler);
  2154. img.removeEventListener("error", errorHandler);
  2155. Tools.Error("Error while trying to load image: " + input);
  2156. if (onError) {
  2157. onError("Error while trying to load image: " + input, err);
  2158. }
  2159. };
  2160. img.addEventListener("load", loadHandler);
  2161. img.addEventListener("error", errorHandler);
  2162. var noOfflineSupport = function () {
  2163. img.src = url;
  2164. };
  2165. var loadFromOfflineSupport = function () {
  2166. if (offlineProvider) {
  2167. offlineProvider.loadImage(url, img);
  2168. }
  2169. };
  2170. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2171. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2172. }
  2173. else {
  2174. if (url.indexOf("file:") !== -1) {
  2175. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2176. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2177. try {
  2178. var blobURL;
  2179. try {
  2180. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2181. }
  2182. catch (ex) {
  2183. // Chrome doesn't support oneTimeOnly parameter
  2184. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2185. }
  2186. img.src = blobURL;
  2187. usingObjectURL = true;
  2188. }
  2189. catch (e) {
  2190. img.src = "";
  2191. }
  2192. return img;
  2193. }
  2194. }
  2195. noOfflineSupport();
  2196. }
  2197. return img;
  2198. };
  2199. /**
  2200. * Loads a file
  2201. * @param url url string, ArrayBuffer, or Blob to load
  2202. * @param onSuccess callback called when the file successfully loads
  2203. * @param onProgress callback called while file is loading (if the server supports this mode)
  2204. * @param offlineProvider defines the offline provider for caching
  2205. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2206. * @param onError callback called when the file fails to load
  2207. * @returns a file request object
  2208. */
  2209. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2210. url = Tools.CleanUrl(url);
  2211. url = Tools.PreprocessUrl(url);
  2212. // If file and file input are set
  2213. if (url.indexOf("file:") !== -1) {
  2214. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2215. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2216. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2217. }
  2218. }
  2219. var loadUrl = Tools.BaseUrl + url;
  2220. var aborted = false;
  2221. var fileRequest = {
  2222. onCompleteObservable: new BABYLON.Observable(),
  2223. abort: function () { return aborted = true; },
  2224. };
  2225. var requestFile = function () {
  2226. var request = new XMLHttpRequest();
  2227. var retryHandle = null;
  2228. fileRequest.abort = function () {
  2229. aborted = true;
  2230. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2231. request.abort();
  2232. }
  2233. if (retryHandle !== null) {
  2234. clearTimeout(retryHandle);
  2235. retryHandle = null;
  2236. }
  2237. };
  2238. var retryLoop = function (retryIndex) {
  2239. request.open('GET', loadUrl, true);
  2240. if (useArrayBuffer) {
  2241. request.responseType = "arraybuffer";
  2242. }
  2243. if (onProgress) {
  2244. request.addEventListener("progress", onProgress);
  2245. }
  2246. var onLoadEnd = function () {
  2247. request.removeEventListener("loadend", onLoadEnd);
  2248. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2249. fileRequest.onCompleteObservable.clear();
  2250. };
  2251. request.addEventListener("loadend", onLoadEnd);
  2252. var onReadyStateChange = function () {
  2253. if (aborted) {
  2254. return;
  2255. }
  2256. // In case of undefined state in some browsers.
  2257. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2258. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2259. request.removeEventListener("readystatechange", onReadyStateChange);
  2260. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2261. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2262. return;
  2263. }
  2264. var retryStrategy = Tools.DefaultRetryStrategy;
  2265. if (retryStrategy) {
  2266. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2267. if (waitTime !== -1) {
  2268. // Prevent the request from completing for retry.
  2269. request.removeEventListener("loadend", onLoadEnd);
  2270. request = new XMLHttpRequest();
  2271. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2272. return;
  2273. }
  2274. }
  2275. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2276. if (onError) {
  2277. onError(request, e);
  2278. }
  2279. else {
  2280. throw e;
  2281. }
  2282. }
  2283. };
  2284. request.addEventListener("readystatechange", onReadyStateChange);
  2285. if (Tools.UseCustomRequestHeaders) {
  2286. Tools.InjectCustomRequestHeaders(request);
  2287. }
  2288. request.send();
  2289. };
  2290. retryLoop(0);
  2291. };
  2292. // Caching all files
  2293. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2294. var noOfflineSupport_1 = function (request) {
  2295. if (request && request.status > 400) {
  2296. if (onError) {
  2297. onError(request);
  2298. }
  2299. }
  2300. else {
  2301. if (!aborted) {
  2302. requestFile();
  2303. }
  2304. }
  2305. };
  2306. var loadFromOfflineSupport = function () {
  2307. // TODO: database needs to support aborting and should return a IFileRequest
  2308. if (aborted) {
  2309. return;
  2310. }
  2311. if (offlineProvider) {
  2312. offlineProvider.loadFile(url, function (data) {
  2313. if (!aborted) {
  2314. onSuccess(data);
  2315. }
  2316. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2317. }, onProgress ? function (event) {
  2318. if (!aborted) {
  2319. onProgress(event);
  2320. }
  2321. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2322. }
  2323. };
  2324. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2325. }
  2326. else {
  2327. requestFile();
  2328. }
  2329. return fileRequest;
  2330. };
  2331. /**
  2332. * Load a script (identified by an url). When the url returns, the
  2333. * content of this file is added into a new script element, attached to the DOM (body element)
  2334. * @param scriptUrl defines the url of the script to laod
  2335. * @param onSuccess defines the callback called when the script is loaded
  2336. * @param onError defines the callback to call if an error occurs
  2337. */
  2338. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2339. if (!Tools.IsWindowObjectExist()) {
  2340. return;
  2341. }
  2342. var head = document.getElementsByTagName('head')[0];
  2343. var script = document.createElement('script');
  2344. script.type = 'text/javascript';
  2345. script.src = scriptUrl;
  2346. script.onload = function () {
  2347. if (onSuccess) {
  2348. onSuccess();
  2349. }
  2350. };
  2351. script.onerror = function (e) {
  2352. if (onError) {
  2353. onError("Unable to load script '" + scriptUrl + "'", e);
  2354. }
  2355. };
  2356. head.appendChild(script);
  2357. };
  2358. /**
  2359. * Loads a file from a blob
  2360. * @param fileToLoad defines the blob to use
  2361. * @param callback defines the callback to call when data is loaded
  2362. * @param progressCallback defines the callback to call during loading process
  2363. * @returns a file request object
  2364. */
  2365. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2366. var reader = new FileReader();
  2367. var request = {
  2368. onCompleteObservable: new BABYLON.Observable(),
  2369. abort: function () { return reader.abort(); },
  2370. };
  2371. reader.onloadend = function (e) {
  2372. request.onCompleteObservable.notifyObservers(request);
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. reader.onprogress = progressCallback;
  2379. reader.readAsDataURL(fileToLoad);
  2380. return request;
  2381. };
  2382. /**
  2383. * Loads a file
  2384. * @param fileToLoad defines the file to load
  2385. * @param callback defines the callback to call when data is loaded
  2386. * @param progressCallBack defines the callback to call during loading process
  2387. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2388. * @returns a file request object
  2389. */
  2390. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2391. var reader = new FileReader();
  2392. var request = {
  2393. onCompleteObservable: new BABYLON.Observable(),
  2394. abort: function () { return reader.abort(); },
  2395. };
  2396. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2397. reader.onerror = function (e) {
  2398. Tools.Log("Error while reading file: " + fileToLoad.name);
  2399. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2400. };
  2401. reader.onload = function (e) {
  2402. //target doesn't have result from ts 1.3
  2403. callback(e.target['result']);
  2404. };
  2405. if (progressCallBack) {
  2406. reader.onprogress = progressCallBack;
  2407. }
  2408. if (!useArrayBuffer) {
  2409. // Asynchronous read
  2410. reader.readAsText(fileToLoad);
  2411. }
  2412. else {
  2413. reader.readAsArrayBuffer(fileToLoad);
  2414. }
  2415. return request;
  2416. };
  2417. /**
  2418. * Creates a data url from a given string content
  2419. * @param content defines the content to convert
  2420. * @returns the new data url link
  2421. */
  2422. Tools.FileAsURL = function (content) {
  2423. var fileBlob = new Blob([content]);
  2424. var url = window.URL || window.webkitURL;
  2425. var link = url.createObjectURL(fileBlob);
  2426. return link;
  2427. };
  2428. /**
  2429. * Format the given number to a specific decimal format
  2430. * @param value defines the number to format
  2431. * @param decimals defines the number of decimals to use
  2432. * @returns the formatted string
  2433. */
  2434. Tools.Format = function (value, decimals) {
  2435. if (decimals === void 0) { decimals = 2; }
  2436. return value.toFixed(decimals);
  2437. };
  2438. /**
  2439. * Checks if a given vector is inside a specific range
  2440. * @param v defines the vector to test
  2441. * @param min defines the minimum range
  2442. * @param max defines the maximum range
  2443. */
  2444. Tools.CheckExtends = function (v, min, max) {
  2445. min.minimizeInPlace(v);
  2446. max.maximizeInPlace(v);
  2447. };
  2448. /**
  2449. * Tries to copy an object by duplicating every property
  2450. * @param source defines the source object
  2451. * @param destination defines the target object
  2452. * @param doNotCopyList defines a list of properties to avoid
  2453. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2454. */
  2455. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2456. for (var prop in source) {
  2457. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2458. continue;
  2459. }
  2460. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2461. continue;
  2462. }
  2463. var sourceValue = source[prop];
  2464. var typeOfSourceValue = typeof sourceValue;
  2465. if (typeOfSourceValue === "function") {
  2466. continue;
  2467. }
  2468. try {
  2469. if (typeOfSourceValue === "object") {
  2470. if (sourceValue instanceof Array) {
  2471. destination[prop] = [];
  2472. if (sourceValue.length > 0) {
  2473. if (typeof sourceValue[0] == "object") {
  2474. for (var index = 0; index < sourceValue.length; index++) {
  2475. var clonedValue = cloneValue(sourceValue[index], destination);
  2476. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2477. destination[prop].push(clonedValue);
  2478. }
  2479. }
  2480. }
  2481. else {
  2482. destination[prop] = sourceValue.slice(0);
  2483. }
  2484. }
  2485. }
  2486. else {
  2487. destination[prop] = cloneValue(sourceValue, destination);
  2488. }
  2489. }
  2490. else {
  2491. destination[prop] = sourceValue;
  2492. }
  2493. }
  2494. catch (e) {
  2495. // Just ignore error (it could be because of a read-only property)
  2496. }
  2497. }
  2498. };
  2499. /**
  2500. * Gets a boolean indicating if the given object has no own property
  2501. * @param obj defines the object to test
  2502. * @returns true if object has no own property
  2503. */
  2504. Tools.IsEmpty = function (obj) {
  2505. for (var i in obj) {
  2506. if (obj.hasOwnProperty(i)) {
  2507. return false;
  2508. }
  2509. }
  2510. return true;
  2511. };
  2512. /**
  2513. * Function used to register events at window level
  2514. * @param events defines the events to register
  2515. */
  2516. Tools.RegisterTopRootEvents = function (events) {
  2517. for (var index = 0; index < events.length; index++) {
  2518. var event = events[index];
  2519. window.addEventListener(event.name, event.handler, false);
  2520. try {
  2521. if (window.parent) {
  2522. window.parent.addEventListener(event.name, event.handler, false);
  2523. }
  2524. }
  2525. catch (e) {
  2526. // Silently fails...
  2527. }
  2528. }
  2529. };
  2530. /**
  2531. * Function used to unregister events from window level
  2532. * @param events defines the events to unregister
  2533. */
  2534. Tools.UnregisterTopRootEvents = function (events) {
  2535. for (var index = 0; index < events.length; index++) {
  2536. var event = events[index];
  2537. window.removeEventListener(event.name, event.handler);
  2538. try {
  2539. if (window.parent) {
  2540. window.parent.removeEventListener(event.name, event.handler);
  2541. }
  2542. }
  2543. catch (e) {
  2544. // Silently fails...
  2545. }
  2546. }
  2547. };
  2548. /**
  2549. * Dumps the current bound framebuffer
  2550. * @param width defines the rendering width
  2551. * @param height defines the rendering height
  2552. * @param engine defines the hosting engine
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. // Read the contents of the framebuffer
  2560. var numberOfChannelsByLine = width * 4;
  2561. var halfHeight = height / 2;
  2562. //Reading datas from WebGL
  2563. var data = engine.readPixels(0, 0, width, height);
  2564. //To flip image on Y axis.
  2565. for (var i = 0; i < halfHeight; i++) {
  2566. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2567. var currentCell = j + i * numberOfChannelsByLine;
  2568. var targetLine = height - i - 1;
  2569. var targetCell = j + targetLine * numberOfChannelsByLine;
  2570. var temp = data[currentCell];
  2571. data[currentCell] = data[targetCell];
  2572. data[targetCell] = temp;
  2573. }
  2574. }
  2575. // Create a 2D canvas to store the result
  2576. if (!screenshotCanvas) {
  2577. screenshotCanvas = document.createElement('canvas');
  2578. }
  2579. screenshotCanvas.width = width;
  2580. screenshotCanvas.height = height;
  2581. var context = screenshotCanvas.getContext('2d');
  2582. if (context) {
  2583. // Copy the pixels to a 2D canvas
  2584. var imageData = context.createImageData(width, height);
  2585. var castData = (imageData.data);
  2586. castData.set(data);
  2587. context.putImageData(imageData, 0, 0);
  2588. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2589. }
  2590. };
  2591. /**
  2592. * Converts the canvas data to blob.
  2593. * This acts as a polyfill for browsers not supporting the to blob function.
  2594. * @param canvas Defines the canvas to extract the data from
  2595. * @param successCallback Defines the callback triggered once the data are available
  2596. * @param mimeType Defines the mime type of the result
  2597. */
  2598. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2599. if (mimeType === void 0) { mimeType = "image/png"; }
  2600. // We need HTMLCanvasElement.toBlob for HD screenshots
  2601. if (!canvas.toBlob) {
  2602. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2603. canvas.toBlob = function (callback, type, quality) {
  2604. var _this = this;
  2605. setTimeout(function () {
  2606. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2607. for (var i = 0; i < len; i++) {
  2608. arr[i] = binStr.charCodeAt(i);
  2609. }
  2610. callback(new Blob([arr]));
  2611. });
  2612. };
  2613. }
  2614. canvas.toBlob(function (blob) {
  2615. successCallback(blob);
  2616. }, mimeType);
  2617. };
  2618. /**
  2619. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2620. * @param successCallback defines the callback triggered once the data are available
  2621. * @param mimeType defines the mime type of the result
  2622. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2623. */
  2624. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2625. if (mimeType === void 0) { mimeType = "image/png"; }
  2626. if (successCallback) {
  2627. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2628. successCallback(base64Image);
  2629. }
  2630. else {
  2631. this.ToBlob(screenshotCanvas, function (blob) {
  2632. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2633. if (("download" in document.createElement("a"))) {
  2634. if (!fileName) {
  2635. var date = new Date();
  2636. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2637. fileName = "screenshot_" + stringDate + ".png";
  2638. }
  2639. Tools.Download(blob, fileName);
  2640. }
  2641. else {
  2642. var url = URL.createObjectURL(blob);
  2643. var newWindow = window.open("");
  2644. if (!newWindow) {
  2645. return;
  2646. }
  2647. var img = newWindow.document.createElement("img");
  2648. img.onload = function () {
  2649. // no longer need to read the blob so it's revoked
  2650. URL.revokeObjectURL(url);
  2651. };
  2652. img.src = url;
  2653. newWindow.document.body.appendChild(img);
  2654. }
  2655. }, mimeType);
  2656. }
  2657. };
  2658. /**
  2659. * Downloads a blob in the browser
  2660. * @param blob defines the blob to download
  2661. * @param fileName defines the name of the downloaded file
  2662. */
  2663. Tools.Download = function (blob, fileName) {
  2664. if (navigator && navigator.msSaveBlob) {
  2665. navigator.msSaveBlob(blob, fileName);
  2666. return;
  2667. }
  2668. var url = window.URL.createObjectURL(blob);
  2669. var a = document.createElement("a");
  2670. document.body.appendChild(a);
  2671. a.style.display = "none";
  2672. a.href = url;
  2673. a.download = fileName;
  2674. a.addEventListener("click", function () {
  2675. if (a.parentElement) {
  2676. a.parentElement.removeChild(a);
  2677. }
  2678. });
  2679. a.click();
  2680. window.URL.revokeObjectURL(url);
  2681. };
  2682. /**
  2683. * Captures a screenshot of the current rendering
  2684. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2685. * @param engine defines the rendering engine
  2686. * @param camera defines the source camera
  2687. * @param size This parameter can be set to a single number or to an object with the
  2688. * following (optional) properties: precision, width, height. If a single number is passed,
  2689. * it will be used for both width and height. If an object is passed, the screenshot size
  2690. * will be derived from the parameters. The precision property is a multiplier allowing
  2691. * rendering at a higher or lower resolution
  2692. * @param successCallback defines the callback receives a single parameter which contains the
  2693. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2694. * src parameter of an <img> to display it
  2695. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2696. * Check your browser for supported MIME types
  2697. */
  2698. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2699. if (mimeType === void 0) { mimeType = "image/png"; }
  2700. var width;
  2701. var height;
  2702. // If a precision value is specified
  2703. if (size.precision) {
  2704. width = Math.round(engine.getRenderWidth() * size.precision);
  2705. height = Math.round(width / engine.getAspectRatio(camera));
  2706. }
  2707. else if (size.width && size.height) {
  2708. width = size.width;
  2709. height = size.height;
  2710. }
  2711. //If passing only width, computing height to keep display canvas ratio.
  2712. else if (size.width && !size.height) {
  2713. width = size.width;
  2714. height = Math.round(width / engine.getAspectRatio(camera));
  2715. }
  2716. //If passing only height, computing width to keep display canvas ratio.
  2717. else if (size.height && !size.width) {
  2718. height = size.height;
  2719. width = Math.round(height * engine.getAspectRatio(camera));
  2720. }
  2721. //Assuming here that "size" parameter is a number
  2722. else if (!isNaN(size)) {
  2723. height = size;
  2724. width = size;
  2725. }
  2726. else {
  2727. Tools.Error("Invalid 'size' parameter !");
  2728. return;
  2729. }
  2730. if (!screenshotCanvas) {
  2731. screenshotCanvas = document.createElement('canvas');
  2732. }
  2733. screenshotCanvas.width = width;
  2734. screenshotCanvas.height = height;
  2735. var renderContext = screenshotCanvas.getContext("2d");
  2736. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2737. var newWidth = width;
  2738. var newHeight = newWidth / ratio;
  2739. if (newHeight > height) {
  2740. newHeight = height;
  2741. newWidth = newHeight * ratio;
  2742. }
  2743. var offsetX = Math.max(0, width - newWidth) / 2;
  2744. var offsetY = Math.max(0, height - newHeight) / 2;
  2745. var renderingCanvas = engine.getRenderingCanvas();
  2746. if (renderContext && renderingCanvas) {
  2747. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2748. }
  2749. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2750. };
  2751. /**
  2752. * Generates an image screenshot from the specified camera.
  2753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2754. * @param engine The engine to use for rendering
  2755. * @param camera The camera to use for rendering
  2756. * @param size This parameter can be set to a single number or to an object with the
  2757. * following (optional) properties: precision, width, height. If a single number is passed,
  2758. * it will be used for both width and height. If an object is passed, the screenshot size
  2759. * will be derived from the parameters. The precision property is a multiplier allowing
  2760. * rendering at a higher or lower resolution
  2761. * @param successCallback The callback receives a single parameter which contains the
  2762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2763. * src parameter of an <img> to display it
  2764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2765. * Check your browser for supported MIME types
  2766. * @param samples Texture samples (default: 1)
  2767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2768. * @param fileName A name for for the downloaded file.
  2769. */
  2770. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2771. if (mimeType === void 0) { mimeType = "image/png"; }
  2772. if (samples === void 0) { samples = 1; }
  2773. if (antialiasing === void 0) { antialiasing = false; }
  2774. var width;
  2775. var height;
  2776. //If a precision value is specified
  2777. if (size.precision) {
  2778. width = Math.round(engine.getRenderWidth() * size.precision);
  2779. height = Math.round(width / engine.getAspectRatio(camera));
  2780. size = { width: width, height: height };
  2781. }
  2782. else if (size.width && size.height) {
  2783. width = size.width;
  2784. height = size.height;
  2785. }
  2786. //If passing only width, computing height to keep display canvas ratio.
  2787. else if (size.width && !size.height) {
  2788. width = size.width;
  2789. height = Math.round(width / engine.getAspectRatio(camera));
  2790. size = { width: width, height: height };
  2791. }
  2792. //If passing only height, computing width to keep display canvas ratio.
  2793. else if (size.height && !size.width) {
  2794. height = size.height;
  2795. width = Math.round(height * engine.getAspectRatio(camera));
  2796. size = { width: width, height: height };
  2797. }
  2798. //Assuming here that "size" parameter is a number
  2799. else if (!isNaN(size)) {
  2800. height = size;
  2801. width = size;
  2802. }
  2803. else {
  2804. Tools.Error("Invalid 'size' parameter !");
  2805. return;
  2806. }
  2807. var scene = camera.getScene();
  2808. var previousCamera = null;
  2809. if (scene.activeCamera !== camera) {
  2810. previousCamera = scene.activeCamera;
  2811. scene.activeCamera = camera;
  2812. }
  2813. var renderCanvas = engine.getRenderingCanvas();
  2814. if (!renderCanvas) {
  2815. Tools.Error("No rendering canvas found !");
  2816. return;
  2817. }
  2818. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2819. engine.setSize(width, height);
  2820. scene.render();
  2821. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2822. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2823. texture.renderList = null;
  2824. texture.samples = samples;
  2825. if (antialiasing) {
  2826. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2827. }
  2828. texture.onAfterRenderObservable.add(function () {
  2829. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2830. });
  2831. scene.incrementRenderId();
  2832. scene.resetCachedMaterial();
  2833. texture.render(true);
  2834. texture.dispose();
  2835. if (previousCamera) {
  2836. scene.activeCamera = previousCamera;
  2837. }
  2838. engine.setSize(originalSize.width, originalSize.height);
  2839. camera.getProjectionMatrix(true); // Force cache refresh;
  2840. };
  2841. /**
  2842. * Validates if xhr data is correct
  2843. * @param xhr defines the request to validate
  2844. * @param dataType defines the expected data type
  2845. * @returns true if data is correct
  2846. */
  2847. Tools.ValidateXHRData = function (xhr, dataType) {
  2848. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2849. if (dataType === void 0) { dataType = 7; }
  2850. try {
  2851. if (dataType & 1) {
  2852. if (xhr.responseText && xhr.responseText.length > 0) {
  2853. return true;
  2854. }
  2855. else if (dataType === 1) {
  2856. return false;
  2857. }
  2858. }
  2859. if (dataType & 2) {
  2860. // Check header width and height since there is no "TGA" magic number
  2861. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2862. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2863. return true;
  2864. }
  2865. else if (dataType === 2) {
  2866. return false;
  2867. }
  2868. }
  2869. if (dataType & 4) {
  2870. // Check for the "DDS" magic number
  2871. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2872. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2873. return true;
  2874. }
  2875. else {
  2876. return false;
  2877. }
  2878. }
  2879. }
  2880. catch (e) {
  2881. // Global protection
  2882. }
  2883. return false;
  2884. };
  2885. /**
  2886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2887. * Be aware Math.random() could cause collisions, but:
  2888. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  2889. * @returns a pseudo random id
  2890. */
  2891. Tools.RandomId = function () {
  2892. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2893. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2894. return v.toString(16);
  2895. });
  2896. };
  2897. /**
  2898. * Test if the given uri is a base64 string
  2899. * @param uri The uri to test
  2900. * @return True if the uri is a base64 string or false otherwise
  2901. */
  2902. Tools.IsBase64 = function (uri) {
  2903. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2904. };
  2905. /**
  2906. * Decode the given base64 uri.
  2907. * @param uri The uri to decode
  2908. * @return The decoded base64 data.
  2909. */
  2910. Tools.DecodeBase64 = function (uri) {
  2911. var decodedString = atob(uri.split(",")[1]);
  2912. var bufferLength = decodedString.length;
  2913. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2914. for (var i = 0; i < bufferLength; i++) {
  2915. bufferView[i] = decodedString.charCodeAt(i);
  2916. }
  2917. return bufferView.buffer;
  2918. };
  2919. Tools._AddLogEntry = function (entry) {
  2920. Tools._LogCache = entry + Tools._LogCache;
  2921. if (Tools.OnNewCacheEntry) {
  2922. Tools.OnNewCacheEntry(entry);
  2923. }
  2924. };
  2925. Tools._FormatMessage = function (message) {
  2926. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2927. var date = new Date();
  2928. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2929. };
  2930. Tools._LogDisabled = function (message) {
  2931. // nothing to do
  2932. };
  2933. Tools._LogEnabled = function (message) {
  2934. var formattedMessage = Tools._FormatMessage(message);
  2935. console.log("BJS - " + formattedMessage);
  2936. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2937. Tools._AddLogEntry(entry);
  2938. };
  2939. Tools._WarnDisabled = function (message) {
  2940. // nothing to do
  2941. };
  2942. Tools._WarnEnabled = function (message) {
  2943. var formattedMessage = Tools._FormatMessage(message);
  2944. console.warn("BJS - " + formattedMessage);
  2945. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2946. Tools._AddLogEntry(entry);
  2947. };
  2948. Tools._ErrorDisabled = function (message) {
  2949. // nothing to do
  2950. };
  2951. Tools._ErrorEnabled = function (message) {
  2952. Tools.errorsCount++;
  2953. var formattedMessage = Tools._FormatMessage(message);
  2954. console.error("BJS - " + formattedMessage);
  2955. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2956. Tools._AddLogEntry(entry);
  2957. };
  2958. Object.defineProperty(Tools, "LogCache", {
  2959. /**
  2960. * Gets current log cache (list of logs)
  2961. */
  2962. get: function () {
  2963. return Tools._LogCache;
  2964. },
  2965. enumerable: true,
  2966. configurable: true
  2967. });
  2968. /**
  2969. * Clears the log cache
  2970. */
  2971. Tools.ClearLogCache = function () {
  2972. Tools._LogCache = "";
  2973. Tools.errorsCount = 0;
  2974. };
  2975. Object.defineProperty(Tools, "LogLevels", {
  2976. /**
  2977. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2978. */
  2979. set: function (level) {
  2980. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2981. Tools.Log = Tools._LogEnabled;
  2982. }
  2983. else {
  2984. Tools.Log = Tools._LogDisabled;
  2985. }
  2986. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2987. Tools.Warn = Tools._WarnEnabled;
  2988. }
  2989. else {
  2990. Tools.Warn = Tools._WarnDisabled;
  2991. }
  2992. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2993. Tools.Error = Tools._ErrorEnabled;
  2994. }
  2995. else {
  2996. Tools.Error = Tools._ErrorDisabled;
  2997. }
  2998. },
  2999. enumerable: true,
  3000. configurable: true
  3001. });
  3002. /**
  3003. * Checks if the loaded document was accessed via `file:`-Protocol.
  3004. * @returns boolean
  3005. */
  3006. Tools.IsFileURL = function () {
  3007. return location.protocol === "file:";
  3008. };
  3009. /**
  3010. * Checks if the window object exists
  3011. * @returns true if the window object exists
  3012. */
  3013. Tools.IsWindowObjectExist = function () {
  3014. return (typeof window) !== "undefined";
  3015. };
  3016. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3017. /**
  3018. * Sets the current performance log level
  3019. */
  3020. set: function (level) {
  3021. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3022. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3023. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3024. return;
  3025. }
  3026. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3027. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3028. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3029. return;
  3030. }
  3031. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3032. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3033. },
  3034. enumerable: true,
  3035. configurable: true
  3036. });
  3037. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3038. };
  3039. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3040. };
  3041. Tools._StartUserMark = function (counterName, condition) {
  3042. if (condition === void 0) { condition = true; }
  3043. if (!Tools._performance) {
  3044. if (!Tools.IsWindowObjectExist()) {
  3045. return;
  3046. }
  3047. Tools._performance = window.performance;
  3048. }
  3049. if (!condition || !Tools._performance.mark) {
  3050. return;
  3051. }
  3052. Tools._performance.mark(counterName + "-Begin");
  3053. };
  3054. Tools._EndUserMark = function (counterName, condition) {
  3055. if (condition === void 0) { condition = true; }
  3056. if (!condition || !Tools._performance.mark) {
  3057. return;
  3058. }
  3059. Tools._performance.mark(counterName + "-End");
  3060. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3061. };
  3062. Tools._StartPerformanceConsole = function (counterName, condition) {
  3063. if (condition === void 0) { condition = true; }
  3064. if (!condition) {
  3065. return;
  3066. }
  3067. Tools._StartUserMark(counterName, condition);
  3068. if (console.time) {
  3069. console.time(counterName);
  3070. }
  3071. };
  3072. Tools._EndPerformanceConsole = function (counterName, condition) {
  3073. if (condition === void 0) { condition = true; }
  3074. if (!condition) {
  3075. return;
  3076. }
  3077. Tools._EndUserMark(counterName, condition);
  3078. if (console.time) {
  3079. console.timeEnd(counterName);
  3080. }
  3081. };
  3082. /**
  3083. * Injects the @see CustomRequestHeaders into the given request
  3084. * @param request the request that should be used for injection
  3085. */
  3086. Tools.InjectCustomRequestHeaders = function (request) {
  3087. for (var key in Tools.CustomRequestHeaders) {
  3088. var val = Tools.CustomRequestHeaders[key];
  3089. if (val) {
  3090. request.setRequestHeader(key, val);
  3091. }
  3092. }
  3093. };
  3094. Object.defineProperty(Tools, "Now", {
  3095. /**
  3096. * Gets either window.performance.now() if supported or Date.now() else
  3097. */
  3098. get: function () {
  3099. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3100. return window.performance.now();
  3101. }
  3102. return Date.now();
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. /**
  3108. * This method will return the name of the class used to create the instance of the given object.
  3109. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3110. * @param object the object to get the class name from
  3111. * @param isType defines if the object is actually a type
  3112. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3113. */
  3114. Tools.GetClassName = function (object, isType) {
  3115. if (isType === void 0) { isType = false; }
  3116. var name = null;
  3117. if (!isType && object.getClassName) {
  3118. name = object.getClassName();
  3119. }
  3120. else {
  3121. if (object instanceof Object) {
  3122. var classObj = isType ? object : Object.getPrototypeOf(object);
  3123. name = classObj.constructor["__bjsclassName__"];
  3124. }
  3125. if (!name) {
  3126. name = typeof object;
  3127. }
  3128. }
  3129. return name;
  3130. };
  3131. /**
  3132. * Gets the first element of an array satisfying a given predicate
  3133. * @param array defines the array to browse
  3134. * @param predicate defines the predicate to use
  3135. * @returns null if not found or the element
  3136. */
  3137. Tools.First = function (array, predicate) {
  3138. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3139. var el = array_1[_i];
  3140. if (predicate(el)) {
  3141. return el;
  3142. }
  3143. }
  3144. return null;
  3145. };
  3146. /**
  3147. * This method will return the name of the full name of the class, including its owning module (if any).
  3148. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  3149. * @param object the object to get the class name from
  3150. * @param isType defines if the object is actually a type
  3151. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  3152. * @ignorenaming
  3153. */
  3154. Tools.getFullClassName = function (object, isType) {
  3155. if (isType === void 0) { isType = false; }
  3156. var className = null;
  3157. var moduleName = null;
  3158. if (!isType && object.getClassName) {
  3159. className = object.getClassName();
  3160. }
  3161. else {
  3162. if (object instanceof Object) {
  3163. var classObj = isType ? object : Object.getPrototypeOf(object);
  3164. className = classObj.constructor["__bjsclassName__"];
  3165. moduleName = classObj.constructor["__bjsmoduleName__"];
  3166. }
  3167. if (!className) {
  3168. className = typeof object;
  3169. }
  3170. }
  3171. if (!className) {
  3172. return null;
  3173. }
  3174. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3175. };
  3176. /**
  3177. * Returns a promise that resolves after the given amount of time.
  3178. * @param delay Number of milliseconds to delay
  3179. * @returns Promise that resolves after the given amount of time
  3180. */
  3181. Tools.DelayAsync = function (delay) {
  3182. return new Promise(function (resolve) {
  3183. setTimeout(function () {
  3184. resolve();
  3185. }, delay);
  3186. });
  3187. };
  3188. /**
  3189. * Gets the current gradient from an array of IValueGradient
  3190. * @param ratio defines the current ratio to get
  3191. * @param gradients defines the array of IValueGradient
  3192. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3193. */
  3194. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3195. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3196. var currentGradient = gradients[gradientIndex];
  3197. var nextGradient = gradients[gradientIndex + 1];
  3198. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3199. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3200. updateFunc(currentGradient, nextGradient, scale);
  3201. return;
  3202. }
  3203. }
  3204. // Use last index if over
  3205. var lastIndex = gradients.length - 1;
  3206. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3207. };
  3208. /**
  3209. * Gets or sets the base URL to use to load assets
  3210. */
  3211. Tools.BaseUrl = "";
  3212. /**
  3213. * Enable/Disable Custom HTTP Request Headers globally.
  3214. * default = false
  3215. * @see CustomRequestHeaders
  3216. */
  3217. Tools.UseCustomRequestHeaders = false;
  3218. /**
  3219. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3220. * i.e. when loading files, where the server/service expects an Authorization header.
  3221. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3222. */
  3223. Tools.CustomRequestHeaders = {};
  3224. /**
  3225. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3226. */
  3227. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3228. /**
  3229. * Default behaviour for cors in the application.
  3230. * It can be a string if the expected behavior is identical in the entire app.
  3231. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3232. */
  3233. Tools.CorsBehavior = "anonymous";
  3234. /**
  3235. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3236. * @ignorenaming
  3237. */
  3238. Tools.UseFallbackTexture = true;
  3239. /**
  3240. * Use this object to register external classes like custom textures or material
  3241. * to allow the laoders to instantiate them
  3242. */
  3243. Tools.RegisteredExternalClasses = {};
  3244. /**
  3245. * Texture content used if a texture cannot loaded
  3246. * @ignorenaming
  3247. */
  3248. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3249. Tools._tmpFloatArray = new Float32Array(1);
  3250. /**
  3251. * Gets or sets a function used to pre-process url before using them to load assets
  3252. */
  3253. Tools.PreprocessUrl = function (url) {
  3254. return url;
  3255. };
  3256. // Logs
  3257. /**
  3258. * No log
  3259. */
  3260. Tools.NoneLogLevel = 0;
  3261. /**
  3262. * Only message logs
  3263. */
  3264. Tools.MessageLogLevel = 1;
  3265. /**
  3266. * Only warning logs
  3267. */
  3268. Tools.WarningLogLevel = 2;
  3269. /**
  3270. * Only error logs
  3271. */
  3272. Tools.ErrorLogLevel = 4;
  3273. /**
  3274. * All logs
  3275. */
  3276. Tools.AllLogLevel = 7;
  3277. Tools._LogCache = "";
  3278. /**
  3279. * Gets a value indicating the number of loading errors
  3280. * @ignorenaming
  3281. */
  3282. Tools.errorsCount = 0;
  3283. /**
  3284. * Log a message to the console
  3285. */
  3286. Tools.Log = Tools._LogEnabled;
  3287. /**
  3288. * Write a warning message to the console
  3289. */
  3290. Tools.Warn = Tools._WarnEnabled;
  3291. /**
  3292. * Write an error message to the console
  3293. */
  3294. Tools.Error = Tools._ErrorEnabled;
  3295. // Performances
  3296. /**
  3297. * No performance log
  3298. */
  3299. Tools.PerformanceNoneLogLevel = 0;
  3300. /**
  3301. * Use user marks to log performance
  3302. */
  3303. Tools.PerformanceUserMarkLogLevel = 1;
  3304. /**
  3305. * Log performance to the console
  3306. */
  3307. Tools.PerformanceConsoleLogLevel = 2;
  3308. /**
  3309. * Starts a performance counter
  3310. */
  3311. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3312. /**
  3313. * Ends a specific performance coutner
  3314. */
  3315. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3316. return Tools;
  3317. }());
  3318. BABYLON.Tools = Tools;
  3319. /**
  3320. * This class is used to track a performance counter which is number based.
  3321. * The user has access to many properties which give statistics of different nature.
  3322. *
  3323. * The implementer can track two kinds of Performance Counter: time and count.
  3324. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  3325. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  3326. */
  3327. var PerfCounter = /** @class */ (function () {
  3328. /**
  3329. * Creates a new counter
  3330. */
  3331. function PerfCounter() {
  3332. this._startMonitoringTime = 0;
  3333. this._min = 0;
  3334. this._max = 0;
  3335. this._average = 0;
  3336. this._lastSecAverage = 0;
  3337. this._current = 0;
  3338. this._totalValueCount = 0;
  3339. this._totalAccumulated = 0;
  3340. this._lastSecAccumulated = 0;
  3341. this._lastSecTime = 0;
  3342. this._lastSecValueCount = 0;
  3343. }
  3344. Object.defineProperty(PerfCounter.prototype, "min", {
  3345. /**
  3346. * Returns the smallest value ever
  3347. */
  3348. get: function () {
  3349. return this._min;
  3350. },
  3351. enumerable: true,
  3352. configurable: true
  3353. });
  3354. Object.defineProperty(PerfCounter.prototype, "max", {
  3355. /**
  3356. * Returns the biggest value ever
  3357. */
  3358. get: function () {
  3359. return this._max;
  3360. },
  3361. enumerable: true,
  3362. configurable: true
  3363. });
  3364. Object.defineProperty(PerfCounter.prototype, "average", {
  3365. /**
  3366. * Returns the average value since the performance counter is running
  3367. */
  3368. get: function () {
  3369. return this._average;
  3370. },
  3371. enumerable: true,
  3372. configurable: true
  3373. });
  3374. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3375. /**
  3376. * Returns the average value of the last second the counter was monitored
  3377. */
  3378. get: function () {
  3379. return this._lastSecAverage;
  3380. },
  3381. enumerable: true,
  3382. configurable: true
  3383. });
  3384. Object.defineProperty(PerfCounter.prototype, "current", {
  3385. /**
  3386. * Returns the current value
  3387. */
  3388. get: function () {
  3389. return this._current;
  3390. },
  3391. enumerable: true,
  3392. configurable: true
  3393. });
  3394. Object.defineProperty(PerfCounter.prototype, "total", {
  3395. /**
  3396. * Gets the accumulated total
  3397. */
  3398. get: function () {
  3399. return this._totalAccumulated;
  3400. },
  3401. enumerable: true,
  3402. configurable: true
  3403. });
  3404. Object.defineProperty(PerfCounter.prototype, "count", {
  3405. /**
  3406. * Gets the total value count
  3407. */
  3408. get: function () {
  3409. return this._totalValueCount;
  3410. },
  3411. enumerable: true,
  3412. configurable: true
  3413. });
  3414. /**
  3415. * Call this method to start monitoring a new frame.
  3416. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  3417. */
  3418. PerfCounter.prototype.fetchNewFrame = function () {
  3419. this._totalValueCount++;
  3420. this._current = 0;
  3421. this._lastSecValueCount++;
  3422. };
  3423. /**
  3424. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3425. * @param newCount the count value to add to the monitored count
  3426. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  3427. */
  3428. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3429. if (!PerfCounter.Enabled) {
  3430. return;
  3431. }
  3432. this._current += newCount;
  3433. if (fetchResult) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. /**
  3438. * Start monitoring this performance counter
  3439. */
  3440. PerfCounter.prototype.beginMonitoring = function () {
  3441. if (!PerfCounter.Enabled) {
  3442. return;
  3443. }
  3444. this._startMonitoringTime = Tools.Now;
  3445. };
  3446. /**
  3447. * Compute the time lapsed since the previous beginMonitoring() call.
  3448. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  3449. */
  3450. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3451. if (newFrame === void 0) { newFrame = true; }
  3452. if (!PerfCounter.Enabled) {
  3453. return;
  3454. }
  3455. if (newFrame) {
  3456. this.fetchNewFrame();
  3457. }
  3458. var currentTime = Tools.Now;
  3459. this._current = currentTime - this._startMonitoringTime;
  3460. if (newFrame) {
  3461. this._fetchResult();
  3462. }
  3463. };
  3464. PerfCounter.prototype._fetchResult = function () {
  3465. this._totalAccumulated += this._current;
  3466. this._lastSecAccumulated += this._current;
  3467. // Min/Max update
  3468. this._min = Math.min(this._min, this._current);
  3469. this._max = Math.max(this._max, this._current);
  3470. this._average = this._totalAccumulated / this._totalValueCount;
  3471. // Reset last sec?
  3472. var now = Tools.Now;
  3473. if ((now - this._lastSecTime) > 1000) {
  3474. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3475. this._lastSecTime = now;
  3476. this._lastSecAccumulated = 0;
  3477. this._lastSecValueCount = 0;
  3478. }
  3479. };
  3480. /**
  3481. * Gets or sets a global boolean to turn on and off all the counters
  3482. */
  3483. PerfCounter.Enabled = true;
  3484. return PerfCounter;
  3485. }());
  3486. BABYLON.PerfCounter = PerfCounter;
  3487. /**
  3488. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3489. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3490. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3491. * @param name The name of the class, case should be preserved
  3492. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3493. */
  3494. function className(name, module) {
  3495. return function (target) {
  3496. target["__bjsclassName__"] = name;
  3497. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3498. };
  3499. }
  3500. BABYLON.className = className;
  3501. /**
  3502. * An implementation of a loop for asynchronous functions.
  3503. */
  3504. var AsyncLoop = /** @class */ (function () {
  3505. /**
  3506. * Constructor.
  3507. * @param iterations the number of iterations.
  3508. * @param func the function to run each iteration
  3509. * @param successCallback the callback that will be called upon succesful execution
  3510. * @param offset starting offset.
  3511. */
  3512. function AsyncLoop(
  3513. /**
  3514. * Defines the number of iterations for the loop
  3515. */
  3516. iterations, func, successCallback, offset) {
  3517. if (offset === void 0) { offset = 0; }
  3518. this.iterations = iterations;
  3519. this.index = offset - 1;
  3520. this._done = false;
  3521. this._fn = func;
  3522. this._successCallback = successCallback;
  3523. }
  3524. /**
  3525. * Execute the next iteration. Must be called after the last iteration was finished.
  3526. */
  3527. AsyncLoop.prototype.executeNext = function () {
  3528. if (!this._done) {
  3529. if (this.index + 1 < this.iterations) {
  3530. ++this.index;
  3531. this._fn(this);
  3532. }
  3533. else {
  3534. this.breakLoop();
  3535. }
  3536. }
  3537. };
  3538. /**
  3539. * Break the loop and run the success callback.
  3540. */
  3541. AsyncLoop.prototype.breakLoop = function () {
  3542. this._done = true;
  3543. this._successCallback();
  3544. };
  3545. /**
  3546. * Create and run an async loop.
  3547. * @param iterations the number of iterations.
  3548. * @param fn the function to run each iteration
  3549. * @param successCallback the callback that will be called upon succesful execution
  3550. * @param offset starting offset.
  3551. * @returns the created async loop object
  3552. */
  3553. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3554. if (offset === void 0) { offset = 0; }
  3555. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3556. loop.executeNext();
  3557. return loop;
  3558. };
  3559. /**
  3560. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3561. * @param iterations total number of iterations
  3562. * @param syncedIterations number of synchronous iterations in each async iteration.
  3563. * @param fn the function to call each iteration.
  3564. * @param callback a success call back that will be called when iterating stops.
  3565. * @param breakFunction a break condition (optional)
  3566. * @param timeout timeout settings for the setTimeout function. default - 0.
  3567. * @returns the created async loop object
  3568. */
  3569. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3570. if (timeout === void 0) { timeout = 0; }
  3571. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3572. if (breakFunction && breakFunction()) {
  3573. loop.breakLoop();
  3574. }
  3575. else {
  3576. setTimeout(function () {
  3577. for (var i = 0; i < syncedIterations; ++i) {
  3578. var iteration = (loop.index * syncedIterations) + i;
  3579. if (iteration >= iterations) {
  3580. break;
  3581. }
  3582. fn(iteration);
  3583. if (breakFunction && breakFunction()) {
  3584. loop.breakLoop();
  3585. break;
  3586. }
  3587. }
  3588. loop.executeNext();
  3589. }, timeout);
  3590. }
  3591. }, callback);
  3592. };
  3593. return AsyncLoop;
  3594. }());
  3595. BABYLON.AsyncLoop = AsyncLoop;
  3596. })(BABYLON || (BABYLON = {}));
  3597. //# sourceMappingURL=babylon.tools.js.map
  3598. var BABYLON;
  3599. (function (BABYLON) {
  3600. /**
  3601. * Constant used to convert a value to gamma space
  3602. * @ignorenaming
  3603. */
  3604. BABYLON.ToGammaSpace = 1 / 2.2;
  3605. /**
  3606. * Constant used to convert a value to linear space
  3607. * @ignorenaming
  3608. */
  3609. BABYLON.ToLinearSpace = 2.2;
  3610. /**
  3611. * Constant used to define the minimal number value in Babylon.js
  3612. * @ignorenaming
  3613. */
  3614. BABYLON.Epsilon = 0.001;
  3615. /**
  3616. * Class used to hold a RBG color
  3617. */
  3618. var Color3 = /** @class */ (function () {
  3619. /**
  3620. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3621. * @param r defines the red component (between 0 and 1, default is 0)
  3622. * @param g defines the green component (between 0 and 1, default is 0)
  3623. * @param b defines the blue component (between 0 and 1, default is 0)
  3624. */
  3625. function Color3(
  3626. /**
  3627. * Defines the red component (between 0 and 1, default is 0)
  3628. */
  3629. r,
  3630. /**
  3631. * Defines the green component (between 0 and 1, default is 0)
  3632. */
  3633. g,
  3634. /**
  3635. * Defines the blue component (between 0 and 1, default is 0)
  3636. */
  3637. b) {
  3638. if (r === void 0) { r = 0; }
  3639. if (g === void 0) { g = 0; }
  3640. if (b === void 0) { b = 0; }
  3641. this.r = r;
  3642. this.g = g;
  3643. this.b = b;
  3644. }
  3645. /**
  3646. * Creates a string with the Color3 current values
  3647. * @returns the string representation of the Color3 object
  3648. */
  3649. Color3.prototype.toString = function () {
  3650. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3651. };
  3652. /**
  3653. * Returns the string "Color3"
  3654. * @returns "Color3"
  3655. */
  3656. Color3.prototype.getClassName = function () {
  3657. return "Color3";
  3658. };
  3659. /**
  3660. * Compute the Color3 hash code
  3661. * @returns an unique number that can be used to hash Color3 objects
  3662. */
  3663. Color3.prototype.getHashCode = function () {
  3664. var hash = this.r || 0;
  3665. hash = (hash * 397) ^ (this.g || 0);
  3666. hash = (hash * 397) ^ (this.b || 0);
  3667. return hash;
  3668. };
  3669. // Operators
  3670. /**
  3671. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3672. * @param array defines the array where to store the r,g,b components
  3673. * @param index defines an optional index in the target array to define where to start storing values
  3674. * @returns the current Color3 object
  3675. */
  3676. Color3.prototype.toArray = function (array, index) {
  3677. if (index === void 0) { index = 0; }
  3678. array[index] = this.r;
  3679. array[index + 1] = this.g;
  3680. array[index + 2] = this.b;
  3681. return this;
  3682. };
  3683. /**
  3684. * Returns a new Color4 object from the current Color3 and the given alpha
  3685. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3686. * @returns a new Color4 object
  3687. */
  3688. Color3.prototype.toColor4 = function (alpha) {
  3689. if (alpha === void 0) { alpha = 1; }
  3690. return new Color4(this.r, this.g, this.b, alpha);
  3691. };
  3692. /**
  3693. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3694. * @returns the new array
  3695. */
  3696. Color3.prototype.asArray = function () {
  3697. var result = new Array();
  3698. this.toArray(result, 0);
  3699. return result;
  3700. };
  3701. /**
  3702. * Returns the luminance value
  3703. * @returns a float value
  3704. */
  3705. Color3.prototype.toLuminance = function () {
  3706. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3707. };
  3708. /**
  3709. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3710. * @param otherColor defines the second operand
  3711. * @returns the new Color3 object
  3712. */
  3713. Color3.prototype.multiply = function (otherColor) {
  3714. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3715. };
  3716. /**
  3717. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3718. * @param otherColor defines the second operand
  3719. * @param result defines the Color3 object where to store the result
  3720. * @returns the current Color3
  3721. */
  3722. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3723. result.r = this.r * otherColor.r;
  3724. result.g = this.g * otherColor.g;
  3725. result.b = this.b * otherColor.b;
  3726. return this;
  3727. };
  3728. /**
  3729. * Determines equality between Color3 objects
  3730. * @param otherColor defines the second operand
  3731. * @returns true if the rgb values are equal to the given ones
  3732. */
  3733. Color3.prototype.equals = function (otherColor) {
  3734. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3735. };
  3736. /**
  3737. * Determines equality between the current Color3 object and a set of r,b,g values
  3738. * @param r defines the red component to check
  3739. * @param g defines the green component to check
  3740. * @param b defines the blue component to check
  3741. * @returns true if the rgb values are equal to the given ones
  3742. */
  3743. Color3.prototype.equalsFloats = function (r, g, b) {
  3744. return this.r === r && this.g === g && this.b === b;
  3745. };
  3746. /**
  3747. * Multiplies in place each rgb value by scale
  3748. * @param scale defines the scaling factor
  3749. * @returns the updated Color3
  3750. */
  3751. Color3.prototype.scale = function (scale) {
  3752. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3753. };
  3754. /**
  3755. * Multiplies the rgb values by scale and stores the result into "result"
  3756. * @param scale defines the scaling factor
  3757. * @param result defines the Color3 object where to store the result
  3758. * @returns the unmodified current Color3
  3759. */
  3760. Color3.prototype.scaleToRef = function (scale, result) {
  3761. result.r = this.r * scale;
  3762. result.g = this.g * scale;
  3763. result.b = this.b * scale;
  3764. return this;
  3765. };
  3766. /**
  3767. * Scale the current Color3 values by a factor and add the result to a given Color3
  3768. * @param scale defines the scale factor
  3769. * @param result defines color to store the result into
  3770. * @returns the unmodified current Color3
  3771. */
  3772. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3773. result.r += this.r * scale;
  3774. result.g += this.g * scale;
  3775. result.b += this.b * scale;
  3776. return this;
  3777. };
  3778. /**
  3779. * Clamps the rgb values by the min and max values and stores the result into "result"
  3780. * @param min defines minimum clamping value (default is 0)
  3781. * @param max defines maximum clamping value (default is 1)
  3782. * @param result defines color to store the result into
  3783. * @returns the original Color3
  3784. */
  3785. Color3.prototype.clampToRef = function (min, max, result) {
  3786. if (min === void 0) { min = 0; }
  3787. if (max === void 0) { max = 1; }
  3788. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3789. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3790. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3791. return this;
  3792. };
  3793. /**
  3794. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3795. * @param otherColor defines the second operand
  3796. * @returns the new Color3
  3797. */
  3798. Color3.prototype.add = function (otherColor) {
  3799. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3800. };
  3801. /**
  3802. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3803. * @param otherColor defines the second operand
  3804. * @param result defines Color3 object to store the result into
  3805. * @returns the unmodified current Color3
  3806. */
  3807. Color3.prototype.addToRef = function (otherColor, result) {
  3808. result.r = this.r + otherColor.r;
  3809. result.g = this.g + otherColor.g;
  3810. result.b = this.b + otherColor.b;
  3811. return this;
  3812. };
  3813. /**
  3814. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3815. * @param otherColor defines the second operand
  3816. * @returns the new Color3
  3817. */
  3818. Color3.prototype.subtract = function (otherColor) {
  3819. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3820. };
  3821. /**
  3822. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3823. * @param otherColor defines the second operand
  3824. * @param result defines Color3 object to store the result into
  3825. * @returns the unmodified current Color3
  3826. */
  3827. Color3.prototype.subtractToRef = function (otherColor, result) {
  3828. result.r = this.r - otherColor.r;
  3829. result.g = this.g - otherColor.g;
  3830. result.b = this.b - otherColor.b;
  3831. return this;
  3832. };
  3833. /**
  3834. * Copy the current object
  3835. * @returns a new Color3 copied the current one
  3836. */
  3837. Color3.prototype.clone = function () {
  3838. return new Color3(this.r, this.g, this.b);
  3839. };
  3840. /**
  3841. * Copies the rgb values from the source in the current Color3
  3842. * @param source defines the source Color3 object
  3843. * @returns the updated Color3 object
  3844. */
  3845. Color3.prototype.copyFrom = function (source) {
  3846. this.r = source.r;
  3847. this.g = source.g;
  3848. this.b = source.b;
  3849. return this;
  3850. };
  3851. /**
  3852. * Updates the Color3 rgb values from the given floats
  3853. * @param r defines the red component to read from
  3854. * @param g defines the green component to read from
  3855. * @param b defines the blue component to read from
  3856. * @returns the current Color3 object
  3857. */
  3858. Color3.prototype.copyFromFloats = function (r, g, b) {
  3859. this.r = r;
  3860. this.g = g;
  3861. this.b = b;
  3862. return this;
  3863. };
  3864. /**
  3865. * Updates the Color3 rgb values from the given floats
  3866. * @param r defines the red component to read from
  3867. * @param g defines the green component to read from
  3868. * @param b defines the blue component to read from
  3869. * @returns the current Color3 object
  3870. */
  3871. Color3.prototype.set = function (r, g, b) {
  3872. return this.copyFromFloats(r, g, b);
  3873. };
  3874. /**
  3875. * Compute the Color3 hexadecimal code as a string
  3876. * @returns a string containing the hexadecimal representation of the Color3 object
  3877. */
  3878. Color3.prototype.toHexString = function () {
  3879. var intR = (this.r * 255) | 0;
  3880. var intG = (this.g * 255) | 0;
  3881. var intB = (this.b * 255) | 0;
  3882. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3883. };
  3884. /**
  3885. * Computes a new Color3 converted from the current one to linear space
  3886. * @returns a new Color3 object
  3887. */
  3888. Color3.prototype.toLinearSpace = function () {
  3889. var convertedColor = new Color3();
  3890. this.toLinearSpaceToRef(convertedColor);
  3891. return convertedColor;
  3892. };
  3893. /**
  3894. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3895. * @param convertedColor defines the Color3 object where to store the linear space version
  3896. * @returns the unmodified Color3
  3897. */
  3898. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3899. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3900. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3901. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3902. return this;
  3903. };
  3904. /**
  3905. * Computes a new Color3 converted from the current one to gamma space
  3906. * @returns a new Color3 object
  3907. */
  3908. Color3.prototype.toGammaSpace = function () {
  3909. var convertedColor = new Color3();
  3910. this.toGammaSpaceToRef(convertedColor);
  3911. return convertedColor;
  3912. };
  3913. /**
  3914. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3915. * @param convertedColor defines the Color3 object where to store the gamma space version
  3916. * @returns the unmodified Color3
  3917. */
  3918. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3919. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3920. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3921. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3922. return this;
  3923. };
  3924. // Statics
  3925. /**
  3926. * Creates a new Color3 from the string containing valid hexadecimal values
  3927. * @param hex defines a string containing valid hexadecimal values
  3928. * @returns a new Color3 object
  3929. */
  3930. Color3.FromHexString = function (hex) {
  3931. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3932. return new Color3(0, 0, 0);
  3933. }
  3934. var r = parseInt(hex.substring(1, 3), 16);
  3935. var g = parseInt(hex.substring(3, 5), 16);
  3936. var b = parseInt(hex.substring(5, 7), 16);
  3937. return Color3.FromInts(r, g, b);
  3938. };
  3939. /**
  3940. * Creates a new Vector3 from the starting index of the given array
  3941. * @param array defines the source array
  3942. * @param offset defines an offset in the source array
  3943. * @returns a new Color3 object
  3944. */
  3945. Color3.FromArray = function (array, offset) {
  3946. if (offset === void 0) { offset = 0; }
  3947. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3948. };
  3949. /**
  3950. * Creates a new Color3 from integer values (< 256)
  3951. * @param r defines the red component to read from (value between 0 and 255)
  3952. * @param g defines the green component to read from (value between 0 and 255)
  3953. * @param b defines the blue component to read from (value between 0 and 255)
  3954. * @returns a new Color3 object
  3955. */
  3956. Color3.FromInts = function (r, g, b) {
  3957. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3958. };
  3959. /**
  3960. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3961. * @param start defines the start Color3 value
  3962. * @param end defines the end Color3 value
  3963. * @param amount defines the gradient value between start and end
  3964. * @returns a new Color3 object
  3965. */
  3966. Color3.Lerp = function (start, end, amount) {
  3967. var result = new Color3(0.0, 0.0, 0.0);
  3968. Color3.LerpToRef(start, end, amount, result);
  3969. return result;
  3970. };
  3971. /**
  3972. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3973. * @param left defines the start value
  3974. * @param right defines the end value
  3975. * @param amount defines the gradient factor
  3976. * @param result defines the Color3 object where to store the result
  3977. */
  3978. Color3.LerpToRef = function (left, right, amount, result) {
  3979. result.r = left.r + ((right.r - left.r) * amount);
  3980. result.g = left.g + ((right.g - left.g) * amount);
  3981. result.b = left.b + ((right.b - left.b) * amount);
  3982. };
  3983. /**
  3984. * Returns a Color3 value containing a red color
  3985. * @returns a new Color3 object
  3986. */
  3987. Color3.Red = function () { return new Color3(1, 0, 0); };
  3988. /**
  3989. * Returns a Color3 value containing a green color
  3990. * @returns a new Color3 object
  3991. */
  3992. Color3.Green = function () { return new Color3(0, 1, 0); };
  3993. /**
  3994. * Returns a Color3 value containing a blue color
  3995. * @returns a new Color3 object
  3996. */
  3997. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3998. /**
  3999. * Returns a Color3 value containing a black color
  4000. * @returns a new Color3 object
  4001. */
  4002. Color3.Black = function () { return new Color3(0, 0, 0); };
  4003. /**
  4004. * Returns a Color3 value containing a white color
  4005. * @returns a new Color3 object
  4006. */
  4007. Color3.White = function () { return new Color3(1, 1, 1); };
  4008. /**
  4009. * Returns a Color3 value containing a purple color
  4010. * @returns a new Color3 object
  4011. */
  4012. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  4013. /**
  4014. * Returns a Color3 value containing a magenta color
  4015. * @returns a new Color3 object
  4016. */
  4017. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  4018. /**
  4019. * Returns a Color3 value containing a yellow color
  4020. * @returns a new Color3 object
  4021. */
  4022. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  4023. /**
  4024. * Returns a Color3 value containing a gray color
  4025. * @returns a new Color3 object
  4026. */
  4027. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4028. /**
  4029. * Returns a Color3 value containing a teal color
  4030. * @returns a new Color3 object
  4031. */
  4032. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4033. /**
  4034. * Returns a Color3 value containing a random color
  4035. * @returns a new Color3 object
  4036. */
  4037. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4038. return Color3;
  4039. }());
  4040. BABYLON.Color3 = Color3;
  4041. /**
  4042. * Class used to hold a RBGA color
  4043. */
  4044. var Color4 = /** @class */ (function () {
  4045. /**
  4046. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4047. * @param r defines the red component (between 0 and 1, default is 0)
  4048. * @param g defines the green component (between 0 and 1, default is 0)
  4049. * @param b defines the blue component (between 0 and 1, default is 0)
  4050. * @param a defines the alpha component (between 0 and 1, default is 1)
  4051. */
  4052. function Color4(
  4053. /**
  4054. * Defines the red component (between 0 and 1, default is 0)
  4055. */
  4056. r,
  4057. /**
  4058. * Defines the green component (between 0 and 1, default is 0)
  4059. */
  4060. g,
  4061. /**
  4062. * Defines the blue component (between 0 and 1, default is 0)
  4063. */
  4064. b,
  4065. /**
  4066. * Defines the alpha component (between 0 and 1, default is 1)
  4067. */
  4068. a) {
  4069. if (r === void 0) { r = 0; }
  4070. if (g === void 0) { g = 0; }
  4071. if (b === void 0) { b = 0; }
  4072. if (a === void 0) { a = 1; }
  4073. this.r = r;
  4074. this.g = g;
  4075. this.b = b;
  4076. this.a = a;
  4077. }
  4078. // Operators
  4079. /**
  4080. * Adds in place the given Color4 values to the current Color4 object
  4081. * @param right defines the second operand
  4082. * @returns the current updated Color4 object
  4083. */
  4084. Color4.prototype.addInPlace = function (right) {
  4085. this.r += right.r;
  4086. this.g += right.g;
  4087. this.b += right.b;
  4088. this.a += right.a;
  4089. return this;
  4090. };
  4091. /**
  4092. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4093. * @returns the new array
  4094. */
  4095. Color4.prototype.asArray = function () {
  4096. var result = new Array();
  4097. this.toArray(result, 0);
  4098. return result;
  4099. };
  4100. /**
  4101. * Stores from the starting index in the given array the Color4 successive values
  4102. * @param array defines the array where to store the r,g,b components
  4103. * @param index defines an optional index in the target array to define where to start storing values
  4104. * @returns the current Color4 object
  4105. */
  4106. Color4.prototype.toArray = function (array, index) {
  4107. if (index === void 0) { index = 0; }
  4108. array[index] = this.r;
  4109. array[index + 1] = this.g;
  4110. array[index + 2] = this.b;
  4111. array[index + 3] = this.a;
  4112. return this;
  4113. };
  4114. /**
  4115. * Determines equality between Color4 objects
  4116. * @param otherColor defines the second operand
  4117. * @returns true if the rgba values are equal to the given ones
  4118. */
  4119. Color4.prototype.equals = function (otherColor) {
  4120. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;
  4121. };
  4122. /**
  4123. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4124. * @param right defines the second operand
  4125. * @returns a new Color4 object
  4126. */
  4127. Color4.prototype.add = function (right) {
  4128. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4129. };
  4130. /**
  4131. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4132. * @param right defines the second operand
  4133. * @returns a new Color4 object
  4134. */
  4135. Color4.prototype.subtract = function (right) {
  4136. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4137. };
  4138. /**
  4139. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4140. * @param right defines the second operand
  4141. * @param result defines the Color4 object where to store the result
  4142. * @returns the current Color4 object
  4143. */
  4144. Color4.prototype.subtractToRef = function (right, result) {
  4145. result.r = this.r - right.r;
  4146. result.g = this.g - right.g;
  4147. result.b = this.b - right.b;
  4148. result.a = this.a - right.a;
  4149. return this;
  4150. };
  4151. /**
  4152. * Creates a new Color4 with the current Color4 values multiplied by scale
  4153. * @param scale defines the scaling factor to apply
  4154. * @returns a new Color4 object
  4155. */
  4156. Color4.prototype.scale = function (scale) {
  4157. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4158. };
  4159. /**
  4160. * Multiplies the current Color4 values by scale and stores the result in "result"
  4161. * @param scale defines the scaling factor to apply
  4162. * @param result defines the Color4 object where to store the result
  4163. * @returns the current unmodified Color4
  4164. */
  4165. Color4.prototype.scaleToRef = function (scale, result) {
  4166. result.r = this.r * scale;
  4167. result.g = this.g * scale;
  4168. result.b = this.b * scale;
  4169. result.a = this.a * scale;
  4170. return this;
  4171. };
  4172. /**
  4173. * Scale the current Color4 values by a factor and add the result to a given Color4
  4174. * @param scale defines the scale factor
  4175. * @param result defines the Color4 object where to store the result
  4176. * @returns the unmodified current Color4
  4177. */
  4178. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4179. result.r += this.r * scale;
  4180. result.g += this.g * scale;
  4181. result.b += this.b * scale;
  4182. result.a += this.a * scale;
  4183. return this;
  4184. };
  4185. /**
  4186. * Clamps the rgb values by the min and max values and stores the result into "result"
  4187. * @param min defines minimum clamping value (default is 0)
  4188. * @param max defines maximum clamping value (default is 1)
  4189. * @param result defines color to store the result into.
  4190. * @returns the cuurent Color4
  4191. */
  4192. Color4.prototype.clampToRef = function (min, max, result) {
  4193. if (min === void 0) { min = 0; }
  4194. if (max === void 0) { max = 1; }
  4195. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4196. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4197. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4198. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4199. return this;
  4200. };
  4201. /**
  4202. * Multipy an Color4 value by another and return a new Color4 object
  4203. * @param color defines the Color4 value to multiply by
  4204. * @returns a new Color4 object
  4205. */
  4206. Color4.prototype.multiply = function (color) {
  4207. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4208. };
  4209. /**
  4210. * Multipy a Color4 value by another and push the result in a reference value
  4211. * @param color defines the Color4 value to multiply by
  4212. * @param result defines the Color4 to fill the result in
  4213. * @returns the result Color4
  4214. */
  4215. Color4.prototype.multiplyToRef = function (color, result) {
  4216. result.r = this.r * color.r;
  4217. result.g = this.g * color.g;
  4218. result.b = this.b * color.b;
  4219. result.a = this.a * color.a;
  4220. return result;
  4221. };
  4222. /**
  4223. * Creates a string with the Color4 current values
  4224. * @returns the string representation of the Color4 object
  4225. */
  4226. Color4.prototype.toString = function () {
  4227. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4228. };
  4229. /**
  4230. * Returns the string "Color4"
  4231. * @returns "Color4"
  4232. */
  4233. Color4.prototype.getClassName = function () {
  4234. return "Color4";
  4235. };
  4236. /**
  4237. * Compute the Color4 hash code
  4238. * @returns an unique number that can be used to hash Color4 objects
  4239. */
  4240. Color4.prototype.getHashCode = function () {
  4241. var hash = this.r || 0;
  4242. hash = (hash * 397) ^ (this.g || 0);
  4243. hash = (hash * 397) ^ (this.b || 0);
  4244. hash = (hash * 397) ^ (this.a || 0);
  4245. return hash;
  4246. };
  4247. /**
  4248. * Creates a new Color4 copied from the current one
  4249. * @returns a new Color4 object
  4250. */
  4251. Color4.prototype.clone = function () {
  4252. return new Color4(this.r, this.g, this.b, this.a);
  4253. };
  4254. /**
  4255. * Copies the given Color4 values into the current one
  4256. * @param source defines the source Color4 object
  4257. * @returns the current updated Color4 object
  4258. */
  4259. Color4.prototype.copyFrom = function (source) {
  4260. this.r = source.r;
  4261. this.g = source.g;
  4262. this.b = source.b;
  4263. this.a = source.a;
  4264. return this;
  4265. };
  4266. /**
  4267. * Copies the given float values into the current one
  4268. * @param r defines the red component to read from
  4269. * @param g defines the green component to read from
  4270. * @param b defines the blue component to read from
  4271. * @param a defines the alpha component to read from
  4272. * @returns the current updated Color4 object
  4273. */
  4274. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4275. this.r = r;
  4276. this.g = g;
  4277. this.b = b;
  4278. this.a = a;
  4279. return this;
  4280. };
  4281. /**
  4282. * Copies the given float values into the current one
  4283. * @param r defines the red component to read from
  4284. * @param g defines the green component to read from
  4285. * @param b defines the blue component to read from
  4286. * @param a defines the alpha component to read from
  4287. * @returns the current updated Color4 object
  4288. */
  4289. Color4.prototype.set = function (r, g, b, a) {
  4290. return this.copyFromFloats(r, g, b, a);
  4291. };
  4292. /**
  4293. * Compute the Color4 hexadecimal code as a string
  4294. * @returns a string containing the hexadecimal representation of the Color4 object
  4295. */
  4296. Color4.prototype.toHexString = function () {
  4297. var intR = (this.r * 255) | 0;
  4298. var intG = (this.g * 255) | 0;
  4299. var intB = (this.b * 255) | 0;
  4300. var intA = (this.a * 255) | 0;
  4301. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4302. };
  4303. /**
  4304. * Computes a new Color4 converted from the current one to linear space
  4305. * @returns a new Color4 object
  4306. */
  4307. Color4.prototype.toLinearSpace = function () {
  4308. var convertedColor = new Color4();
  4309. this.toLinearSpaceToRef(convertedColor);
  4310. return convertedColor;
  4311. };
  4312. /**
  4313. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4314. * @param convertedColor defines the Color4 object where to store the linear space version
  4315. * @returns the unmodified Color4
  4316. */
  4317. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4318. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4319. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4320. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4321. convertedColor.a = this.a;
  4322. return this;
  4323. };
  4324. /**
  4325. * Computes a new Color4 converted from the current one to gamma space
  4326. * @returns a new Color4 object
  4327. */
  4328. Color4.prototype.toGammaSpace = function () {
  4329. var convertedColor = new Color4();
  4330. this.toGammaSpaceToRef(convertedColor);
  4331. return convertedColor;
  4332. };
  4333. /**
  4334. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4335. * @param convertedColor defines the Color4 object where to store the gamma space version
  4336. * @returns the unmodified Color4
  4337. */
  4338. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4339. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4340. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4341. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4342. convertedColor.a = this.a;
  4343. return this;
  4344. };
  4345. // Statics
  4346. /**
  4347. * Creates a new Color4 from the string containing valid hexadecimal values
  4348. * @param hex defines a string containing valid hexadecimal values
  4349. * @returns a new Color4 object
  4350. */
  4351. Color4.FromHexString = function (hex) {
  4352. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4353. return new Color4(0.0, 0.0, 0.0, 0.0);
  4354. }
  4355. var r = parseInt(hex.substring(1, 3), 16);
  4356. var g = parseInt(hex.substring(3, 5), 16);
  4357. var b = parseInt(hex.substring(5, 7), 16);
  4358. var a = parseInt(hex.substring(7, 9), 16);
  4359. return Color4.FromInts(r, g, b, a);
  4360. };
  4361. /**
  4362. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4363. * @param left defines the start value
  4364. * @param right defines the end value
  4365. * @param amount defines the gradient factor
  4366. * @returns a new Color4 object
  4367. */
  4368. Color4.Lerp = function (left, right, amount) {
  4369. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4370. Color4.LerpToRef(left, right, amount, result);
  4371. return result;
  4372. };
  4373. /**
  4374. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4375. * @param left defines the start value
  4376. * @param right defines the end value
  4377. * @param amount defines the gradient factor
  4378. * @param result defines the Color4 object where to store data
  4379. */
  4380. Color4.LerpToRef = function (left, right, amount, result) {
  4381. result.r = left.r + (right.r - left.r) * amount;
  4382. result.g = left.g + (right.g - left.g) * amount;
  4383. result.b = left.b + (right.b - left.b) * amount;
  4384. result.a = left.a + (right.a - left.a) * amount;
  4385. };
  4386. /**
  4387. * Creates a new Color4 from a Color3 and an alpha value
  4388. * @param color3 defines the source Color3 to read from
  4389. * @param alpha defines the alpha component (1.0 by default)
  4390. * @returns a new Color4 object
  4391. */
  4392. Color4.FromColor3 = function (color3, alpha) {
  4393. if (alpha === void 0) { alpha = 1.0; }
  4394. return new Color4(color3.r, color3.g, color3.b, alpha);
  4395. };
  4396. /**
  4397. * Creates a new Color4 from the starting index element of the given array
  4398. * @param array defines the source array to read from
  4399. * @param offset defines the offset in the source array
  4400. * @returns a new Color4 object
  4401. */
  4402. Color4.FromArray = function (array, offset) {
  4403. if (offset === void 0) { offset = 0; }
  4404. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4405. };
  4406. /**
  4407. * Creates a new Color3 from integer values (< 256)
  4408. * @param r defines the red component to read from (value between 0 and 255)
  4409. * @param g defines the green component to read from (value between 0 and 255)
  4410. * @param b defines the blue component to read from (value between 0 and 255)
  4411. * @param a defines the alpha component to read from (value between 0 and 255)
  4412. * @returns a new Color3 object
  4413. */
  4414. Color4.FromInts = function (r, g, b, a) {
  4415. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4416. };
  4417. /**
  4418. * Check the content of a given array and convert it to an array containing RGBA data
  4419. * If the original array was already containing count * 4 values then it is returned directly
  4420. * @param colors defines the array to check
  4421. * @param count defines the number of RGBA data to expect
  4422. * @returns an array containing count * 4 values (RGBA)
  4423. */
  4424. Color4.CheckColors4 = function (colors, count) {
  4425. // Check if color3 was used
  4426. if (colors.length === count * 3) {
  4427. var colors4 = [];
  4428. for (var index = 0; index < colors.length; index += 3) {
  4429. var newIndex = (index / 3) * 4;
  4430. colors4[newIndex] = colors[index];
  4431. colors4[newIndex + 1] = colors[index + 1];
  4432. colors4[newIndex + 2] = colors[index + 2];
  4433. colors4[newIndex + 3] = 1.0;
  4434. }
  4435. return colors4;
  4436. }
  4437. return colors;
  4438. };
  4439. return Color4;
  4440. }());
  4441. BABYLON.Color4 = Color4;
  4442. /**
  4443. * Class representing a vector containing 2 coordinates
  4444. */
  4445. var Vector2 = /** @class */ (function () {
  4446. /**
  4447. * Creates a new Vector2 from the given x and y coordinates
  4448. * @param x defines the first coordinate
  4449. * @param y defines the second coordinate
  4450. */
  4451. function Vector2(
  4452. /** defines the first coordinate */
  4453. x,
  4454. /** defines the second coordinate */
  4455. y) {
  4456. if (x === void 0) { x = 0; }
  4457. if (y === void 0) { y = 0; }
  4458. this.x = x;
  4459. this.y = y;
  4460. }
  4461. /**
  4462. * Gets a string with the Vector2 coordinates
  4463. * @returns a string with the Vector2 coordinates
  4464. */
  4465. Vector2.prototype.toString = function () {
  4466. return "{X: " + this.x + " Y:" + this.y + "}";
  4467. };
  4468. /**
  4469. * Gets class name
  4470. * @returns the string "Vector2"
  4471. */
  4472. Vector2.prototype.getClassName = function () {
  4473. return "Vector2";
  4474. };
  4475. /**
  4476. * Gets current vector hash code
  4477. * @returns the Vector2 hash code as a number
  4478. */
  4479. Vector2.prototype.getHashCode = function () {
  4480. var hash = this.x || 0;
  4481. hash = (hash * 397) ^ (this.y || 0);
  4482. return hash;
  4483. };
  4484. // Operators
  4485. /**
  4486. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4487. * @param array defines the source array
  4488. * @param index defines the offset in source array
  4489. * @returns the current Vector2
  4490. */
  4491. Vector2.prototype.toArray = function (array, index) {
  4492. if (index === void 0) { index = 0; }
  4493. array[index] = this.x;
  4494. array[index + 1] = this.y;
  4495. return this;
  4496. };
  4497. /**
  4498. * Copy the current vector to an array
  4499. * @returns a new array with 2 elements: the Vector2 coordinates.
  4500. */
  4501. Vector2.prototype.asArray = function () {
  4502. var result = new Array();
  4503. this.toArray(result, 0);
  4504. return result;
  4505. };
  4506. /**
  4507. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4508. * @param source defines the source Vector2
  4509. * @returns the current updated Vector2
  4510. */
  4511. Vector2.prototype.copyFrom = function (source) {
  4512. this.x = source.x;
  4513. this.y = source.y;
  4514. return this;
  4515. };
  4516. /**
  4517. * Sets the Vector2 coordinates with the given floats
  4518. * @param x defines the first coordinate
  4519. * @param y defines the second coordinate
  4520. * @returns the current updated Vector2
  4521. */
  4522. Vector2.prototype.copyFromFloats = function (x, y) {
  4523. this.x = x;
  4524. this.y = y;
  4525. return this;
  4526. };
  4527. /**
  4528. * Sets the Vector2 coordinates with the given floats
  4529. * @param x defines the first coordinate
  4530. * @param y defines the second coordinate
  4531. * @returns the current updated Vector2
  4532. */
  4533. Vector2.prototype.set = function (x, y) {
  4534. return this.copyFromFloats(x, y);
  4535. };
  4536. /**
  4537. * Add another vector with the current one
  4538. * @param otherVector defines the other vector
  4539. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4540. */
  4541. Vector2.prototype.add = function (otherVector) {
  4542. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4543. };
  4544. /**
  4545. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4546. * @param otherVector defines the other vector
  4547. * @param result defines the target vector
  4548. * @returns the unmodified current Vector2
  4549. */
  4550. Vector2.prototype.addToRef = function (otherVector, result) {
  4551. result.x = this.x + otherVector.x;
  4552. result.y = this.y + otherVector.y;
  4553. return this;
  4554. };
  4555. /**
  4556. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4557. * @param otherVector defines the other vector
  4558. * @returns the current updated Vector2
  4559. */
  4560. Vector2.prototype.addInPlace = function (otherVector) {
  4561. this.x += otherVector.x;
  4562. this.y += otherVector.y;
  4563. return this;
  4564. };
  4565. /**
  4566. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4567. * @param otherVector defines the other vector
  4568. * @returns a new Vector2
  4569. */
  4570. Vector2.prototype.addVector3 = function (otherVector) {
  4571. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4572. };
  4573. /**
  4574. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4575. * @param otherVector defines the other vector
  4576. * @returns a new Vector2
  4577. */
  4578. Vector2.prototype.subtract = function (otherVector) {
  4579. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4580. };
  4581. /**
  4582. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4583. * @param otherVector defines the other vector
  4584. * @param result defines the target vector
  4585. * @returns the unmodified current Vector2
  4586. */
  4587. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4588. result.x = this.x - otherVector.x;
  4589. result.y = this.y - otherVector.y;
  4590. return this;
  4591. };
  4592. /**
  4593. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4594. * @param otherVector defines the other vector
  4595. * @returns the current updated Vector2
  4596. */
  4597. Vector2.prototype.subtractInPlace = function (otherVector) {
  4598. this.x -= otherVector.x;
  4599. this.y -= otherVector.y;
  4600. return this;
  4601. };
  4602. /**
  4603. * Multiplies in place the current Vector2 coordinates by the given ones
  4604. * @param otherVector defines the other vector
  4605. * @returns the current updated Vector2
  4606. */
  4607. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4608. this.x *= otherVector.x;
  4609. this.y *= otherVector.y;
  4610. return this;
  4611. };
  4612. /**
  4613. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4614. * @param otherVector defines the other vector
  4615. * @returns a new Vector2
  4616. */
  4617. Vector2.prototype.multiply = function (otherVector) {
  4618. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4619. };
  4620. /**
  4621. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4622. * @param otherVector defines the other vector
  4623. * @param result defines the target vector
  4624. * @returns the unmodified current Vector2
  4625. */
  4626. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4627. result.x = this.x * otherVector.x;
  4628. result.y = this.y * otherVector.y;
  4629. return this;
  4630. };
  4631. /**
  4632. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4633. * @param x defines the first coordinate
  4634. * @param y defines the second coordinate
  4635. * @returns a new Vector2
  4636. */
  4637. Vector2.prototype.multiplyByFloats = function (x, y) {
  4638. return new Vector2(this.x * x, this.y * y);
  4639. };
  4640. /**
  4641. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4642. * @param otherVector defines the other vector
  4643. * @returns a new Vector2
  4644. */
  4645. Vector2.prototype.divide = function (otherVector) {
  4646. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4647. };
  4648. /**
  4649. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4650. * @param otherVector defines the other vector
  4651. * @param result defines the target vector
  4652. * @returns the unmodified current Vector2
  4653. */
  4654. Vector2.prototype.divideToRef = function (otherVector, result) {
  4655. result.x = this.x / otherVector.x;
  4656. result.y = this.y / otherVector.y;
  4657. return this;
  4658. };
  4659. /**
  4660. * Divides the current Vector2 coordinates by the given ones
  4661. * @param otherVector defines the other vector
  4662. * @returns the current updated Vector2
  4663. */
  4664. Vector2.prototype.divideInPlace = function (otherVector) {
  4665. return this.divideToRef(otherVector, this);
  4666. };
  4667. /**
  4668. * Gets a new Vector2 with current Vector2 negated coordinates
  4669. * @returns a new Vector2
  4670. */
  4671. Vector2.prototype.negate = function () {
  4672. return new Vector2(-this.x, -this.y);
  4673. };
  4674. /**
  4675. * Multiply the Vector2 coordinates by scale
  4676. * @param scale defines the scaling factor
  4677. * @returns the current updated Vector2
  4678. */
  4679. Vector2.prototype.scaleInPlace = function (scale) {
  4680. this.x *= scale;
  4681. this.y *= scale;
  4682. return this;
  4683. };
  4684. /**
  4685. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4686. * @param scale defines the scaling factor
  4687. * @returns a new Vector2
  4688. */
  4689. Vector2.prototype.scale = function (scale) {
  4690. var result = new Vector2(0, 0);
  4691. this.scaleToRef(scale, result);
  4692. return result;
  4693. };
  4694. /**
  4695. * Scale the current Vector2 values by a factor to a given Vector2
  4696. * @param scale defines the scale factor
  4697. * @param result defines the Vector2 object where to store the result
  4698. * @returns the unmodified current Vector2
  4699. */
  4700. Vector2.prototype.scaleToRef = function (scale, result) {
  4701. result.x = this.x * scale;
  4702. result.y = this.y * scale;
  4703. return this;
  4704. };
  4705. /**
  4706. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4707. * @param scale defines the scale factor
  4708. * @param result defines the Vector2 object where to store the result
  4709. * @returns the unmodified current Vector2
  4710. */
  4711. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4712. result.x += this.x * scale;
  4713. result.y += this.y * scale;
  4714. return this;
  4715. };
  4716. /**
  4717. * Gets a boolean if two vectors are equals
  4718. * @param otherVector defines the other vector
  4719. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4720. */
  4721. Vector2.prototype.equals = function (otherVector) {
  4722. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4723. };
  4724. /**
  4725. * Gets a boolean if two vectors are equals (using an epsilon value)
  4726. * @param otherVector defines the other vector
  4727. * @param epsilon defines the minimal distance to consider equality
  4728. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4729. */
  4730. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4731. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4732. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4733. };
  4734. /**
  4735. * Gets a new Vector2 from current Vector2 floored values
  4736. * @returns a new Vector2
  4737. */
  4738. Vector2.prototype.floor = function () {
  4739. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4740. };
  4741. /**
  4742. * Gets a new Vector2 from current Vector2 floored values
  4743. * @returns a new Vector2
  4744. */
  4745. Vector2.prototype.fract = function () {
  4746. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4747. };
  4748. // Properties
  4749. /**
  4750. * Gets the length of the vector
  4751. * @returns the vector length (float)
  4752. */
  4753. Vector2.prototype.length = function () {
  4754. return Math.sqrt(this.x * this.x + this.y * this.y);
  4755. };
  4756. /**
  4757. * Gets the vector squared length
  4758. * @returns the vector squared length (float)
  4759. */
  4760. Vector2.prototype.lengthSquared = function () {
  4761. return (this.x * this.x + this.y * this.y);
  4762. };
  4763. // Methods
  4764. /**
  4765. * Normalize the vector
  4766. * @returns the current updated Vector2
  4767. */
  4768. Vector2.prototype.normalize = function () {
  4769. var len = this.length();
  4770. if (len === 0) {
  4771. return this;
  4772. }
  4773. var num = 1.0 / len;
  4774. this.x *= num;
  4775. this.y *= num;
  4776. return this;
  4777. };
  4778. /**
  4779. * Gets a new Vector2 copied from the Vector2
  4780. * @returns a new Vector2
  4781. */
  4782. Vector2.prototype.clone = function () {
  4783. return new Vector2(this.x, this.y);
  4784. };
  4785. // Statics
  4786. /**
  4787. * Gets a new Vector2(0, 0)
  4788. * @returns a new Vector2
  4789. */
  4790. Vector2.Zero = function () {
  4791. return new Vector2(0, 0);
  4792. };
  4793. /**
  4794. * Gets a new Vector2(1, 1)
  4795. * @returns a new Vector2
  4796. */
  4797. Vector2.One = function () {
  4798. return new Vector2(1, 1);
  4799. };
  4800. /**
  4801. * Gets a new Vector2 set from the given index element of the given array
  4802. * @param array defines the data source
  4803. * @param offset defines the offset in the data source
  4804. * @returns a new Vector2
  4805. */
  4806. Vector2.FromArray = function (array, offset) {
  4807. if (offset === void 0) { offset = 0; }
  4808. return new Vector2(array[offset], array[offset + 1]);
  4809. };
  4810. /**
  4811. * Sets "result" from the given index element of the given array
  4812. * @param array defines the data source
  4813. * @param offset defines the offset in the data source
  4814. * @param result defines the target vector
  4815. */
  4816. Vector2.FromArrayToRef = function (array, offset, result) {
  4817. result.x = array[offset];
  4818. result.y = array[offset + 1];
  4819. };
  4820. /**
  4821. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4822. * @param value1 defines 1st point of control
  4823. * @param value2 defines 2nd point of control
  4824. * @param value3 defines 3rd point of control
  4825. * @param value4 defines 4th point of control
  4826. * @param amount defines the interpolation factor
  4827. * @returns a new Vector2
  4828. */
  4829. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4830. var squared = amount * amount;
  4831. var cubed = amount * squared;
  4832. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4833. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4834. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4835. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4836. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4837. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4838. return new Vector2(x, y);
  4839. };
  4840. /**
  4841. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  4842. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4843. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4844. * @param value defines the value to clamp
  4845. * @param min defines the lower limit
  4846. * @param max defines the upper limit
  4847. * @returns a new Vector2
  4848. */
  4849. Vector2.Clamp = function (value, min, max) {
  4850. var x = value.x;
  4851. x = (x > max.x) ? max.x : x;
  4852. x = (x < min.x) ? min.x : x;
  4853. var y = value.y;
  4854. y = (y > max.y) ? max.y : y;
  4855. y = (y < min.y) ? min.y : y;
  4856. return new Vector2(x, y);
  4857. };
  4858. /**
  4859. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4860. * @param value1 defines the 1st control point
  4861. * @param tangent1 defines the outgoing tangent
  4862. * @param value2 defines the 2nd control point
  4863. * @param tangent2 defines the incoming tangent
  4864. * @param amount defines the interpolation factor
  4865. * @returns a new Vector2
  4866. */
  4867. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4868. var squared = amount * amount;
  4869. var cubed = amount * squared;
  4870. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4871. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4872. var part3 = (cubed - (2.0 * squared)) + amount;
  4873. var part4 = cubed - squared;
  4874. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4875. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4876. return new Vector2(x, y);
  4877. };
  4878. /**
  4879. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4880. * @param start defines the start vector
  4881. * @param end defines the end vector
  4882. * @param amount defines the interpolation factor
  4883. * @returns a new Vector2
  4884. */
  4885. Vector2.Lerp = function (start, end, amount) {
  4886. var x = start.x + ((end.x - start.x) * amount);
  4887. var y = start.y + ((end.y - start.y) * amount);
  4888. return new Vector2(x, y);
  4889. };
  4890. /**
  4891. * Gets the dot product of the vector "left" and the vector "right"
  4892. * @param left defines first vector
  4893. * @param right defines second vector
  4894. * @returns the dot product (float)
  4895. */
  4896. Vector2.Dot = function (left, right) {
  4897. return left.x * right.x + left.y * right.y;
  4898. };
  4899. /**
  4900. * Returns a new Vector2 equal to the normalized given vector
  4901. * @param vector defines the vector to normalize
  4902. * @returns a new Vector2
  4903. */
  4904. Vector2.Normalize = function (vector) {
  4905. var newVector = vector.clone();
  4906. newVector.normalize();
  4907. return newVector;
  4908. };
  4909. /**
  4910. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4911. * @param left defines 1st vector
  4912. * @param right defines 2nd vector
  4913. * @returns a new Vector2
  4914. */
  4915. Vector2.Minimize = function (left, right) {
  4916. var x = (left.x < right.x) ? left.x : right.x;
  4917. var y = (left.y < right.y) ? left.y : right.y;
  4918. return new Vector2(x, y);
  4919. };
  4920. /**
  4921. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4922. * @param left defines 1st vector
  4923. * @param right defines 2nd vector
  4924. * @returns a new Vector2
  4925. */
  4926. Vector2.Maximize = function (left, right) {
  4927. var x = (left.x > right.x) ? left.x : right.x;
  4928. var y = (left.y > right.y) ? left.y : right.y;
  4929. return new Vector2(x, y);
  4930. };
  4931. /**
  4932. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4933. * @param vector defines the vector to transform
  4934. * @param transformation defines the matrix to apply
  4935. * @returns a new Vector2
  4936. */
  4937. Vector2.Transform = function (vector, transformation) {
  4938. var r = Vector2.Zero();
  4939. Vector2.TransformToRef(vector, transformation, r);
  4940. return r;
  4941. };
  4942. /**
  4943. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4944. * @param vector defines the vector to transform
  4945. * @param transformation defines the matrix to apply
  4946. * @param result defines the target vector
  4947. */
  4948. Vector2.TransformToRef = function (vector, transformation, result) {
  4949. var m = transformation.m;
  4950. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4951. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4952. result.x = x;
  4953. result.y = y;
  4954. };
  4955. /**
  4956. * Determines if a given vector is included in a triangle
  4957. * @param p defines the vector to test
  4958. * @param p0 defines 1st triangle point
  4959. * @param p1 defines 2nd triangle point
  4960. * @param p2 defines 3rd triangle point
  4961. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4962. */
  4963. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4964. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4965. var sign = a < 0 ? -1 : 1;
  4966. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4967. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4968. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4969. };
  4970. /**
  4971. * Gets the distance between the vectors "value1" and "value2"
  4972. * @param value1 defines first vector
  4973. * @param value2 defines second vector
  4974. * @returns the distance between vectors
  4975. */
  4976. Vector2.Distance = function (value1, value2) {
  4977. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4978. };
  4979. /**
  4980. * Returns the squared distance between the vectors "value1" and "value2"
  4981. * @param value1 defines first vector
  4982. * @param value2 defines second vector
  4983. * @returns the squared distance between vectors
  4984. */
  4985. Vector2.DistanceSquared = function (value1, value2) {
  4986. var x = value1.x - value2.x;
  4987. var y = value1.y - value2.y;
  4988. return (x * x) + (y * y);
  4989. };
  4990. /**
  4991. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4992. * @param value1 defines first vector
  4993. * @param value2 defines second vector
  4994. * @returns a new Vector2
  4995. */
  4996. Vector2.Center = function (value1, value2) {
  4997. var center = value1.add(value2);
  4998. center.scaleInPlace(0.5);
  4999. return center;
  5000. };
  5001. /**
  5002. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  5003. * @param p defines the middle point
  5004. * @param segA defines one point of the segment
  5005. * @param segB defines the other point of the segment
  5006. * @returns the shortest distance
  5007. */
  5008. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  5009. var l2 = Vector2.DistanceSquared(segA, segB);
  5010. if (l2 === 0.0) {
  5011. return Vector2.Distance(p, segA);
  5012. }
  5013. var v = segB.subtract(segA);
  5014. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  5015. var proj = segA.add(v.multiplyByFloats(t, t));
  5016. return Vector2.Distance(p, proj);
  5017. };
  5018. return Vector2;
  5019. }());
  5020. BABYLON.Vector2 = Vector2;
  5021. /**
  5022. * Classed used to store (x,y,z) vector representation
  5023. * A Vector3 is the main object used in 3D geometry
  5024. * It can represent etiher the coordinates of a point the space, either a direction
  5025. * Reminder: Babylon.js uses a left handed forward facing system
  5026. */
  5027. var Vector3 = /** @class */ (function () {
  5028. /**
  5029. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5030. * @param x defines the first coordinates (on X axis)
  5031. * @param y defines the second coordinates (on Y axis)
  5032. * @param z defines the third coordinates (on Z axis)
  5033. */
  5034. function Vector3(
  5035. /**
  5036. * Defines the first coordinates (on X axis)
  5037. */
  5038. x,
  5039. /**
  5040. * Defines the second coordinates (on Y axis)
  5041. */
  5042. y,
  5043. /**
  5044. * Defines the third coordinates (on Z axis)
  5045. */
  5046. z) {
  5047. if (x === void 0) { x = 0; }
  5048. if (y === void 0) { y = 0; }
  5049. if (z === void 0) { z = 0; }
  5050. this.x = x;
  5051. this.y = y;
  5052. this.z = z;
  5053. }
  5054. /**
  5055. * Creates a string representation of the Vector3
  5056. * @returns a string with the Vector3 coordinates.
  5057. */
  5058. Vector3.prototype.toString = function () {
  5059. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5060. };
  5061. /**
  5062. * Gets the class name
  5063. * @returns the string "Vector3"
  5064. */
  5065. Vector3.prototype.getClassName = function () {
  5066. return "Vector3";
  5067. };
  5068. /**
  5069. * Creates the Vector3 hash code
  5070. * @returns a number which tends to be unique between Vector3 instances
  5071. */
  5072. Vector3.prototype.getHashCode = function () {
  5073. var hash = this.x || 0;
  5074. hash = (hash * 397) ^ (this.y || 0);
  5075. hash = (hash * 397) ^ (this.z || 0);
  5076. return hash;
  5077. };
  5078. // Operators
  5079. /**
  5080. * Creates an array containing three elements : the coordinates of the Vector3
  5081. * @returns a new array of numbers
  5082. */
  5083. Vector3.prototype.asArray = function () {
  5084. var result = [];
  5085. this.toArray(result, 0);
  5086. return result;
  5087. };
  5088. /**
  5089. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5090. * @param array defines the destination array
  5091. * @param index defines the offset in the destination array
  5092. * @returns the current Vector3
  5093. */
  5094. Vector3.prototype.toArray = function (array, index) {
  5095. if (index === void 0) { index = 0; }
  5096. array[index] = this.x;
  5097. array[index + 1] = this.y;
  5098. array[index + 2] = this.z;
  5099. return this;
  5100. };
  5101. /**
  5102. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5103. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5104. */
  5105. Vector3.prototype.toQuaternion = function () {
  5106. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5107. };
  5108. /**
  5109. * Adds the given vector to the current Vector3
  5110. * @param otherVector defines the second operand
  5111. * @returns the current updated Vector3
  5112. */
  5113. Vector3.prototype.addInPlace = function (otherVector) {
  5114. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5115. };
  5116. /**
  5117. * Adds the given coordinates to the current Vector3
  5118. * @param x defines the x coordinate of the operand
  5119. * @param y defines the y coordinate of the operand
  5120. * @param z defines the z coordinate of the operand
  5121. * @returns the current updated Vector3
  5122. */
  5123. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5124. this.x += x;
  5125. this.y += y;
  5126. this.z += z;
  5127. return this;
  5128. };
  5129. /**
  5130. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5131. * @param otherVector defines the second operand
  5132. * @returns the resulting Vector3
  5133. */
  5134. Vector3.prototype.add = function (otherVector) {
  5135. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5136. };
  5137. /**
  5138. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5139. * @param otherVector defines the second operand
  5140. * @param result defines the Vector3 object where to store the result
  5141. * @returns the current Vector3
  5142. */
  5143. Vector3.prototype.addToRef = function (otherVector, result) {
  5144. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5145. };
  5146. /**
  5147. * Subtract the given vector from the current Vector3
  5148. * @param otherVector defines the second operand
  5149. * @returns the current updated Vector3
  5150. */
  5151. Vector3.prototype.subtractInPlace = function (otherVector) {
  5152. this.x -= otherVector.x;
  5153. this.y -= otherVector.y;
  5154. this.z -= otherVector.z;
  5155. return this;
  5156. };
  5157. /**
  5158. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5159. * @param otherVector defines the second operand
  5160. * @returns the resulting Vector3
  5161. */
  5162. Vector3.prototype.subtract = function (otherVector) {
  5163. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5164. };
  5165. /**
  5166. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5167. * @param otherVector defines the second operand
  5168. * @param result defines the Vector3 object where to store the result
  5169. * @returns the current Vector3
  5170. */
  5171. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5172. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5173. };
  5174. /**
  5175. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5176. * @param x defines the x coordinate of the operand
  5177. * @param y defines the y coordinate of the operand
  5178. * @param z defines the z coordinate of the operand
  5179. * @returns the resulting Vector3
  5180. */
  5181. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5182. return new Vector3(this.x - x, this.y - y, this.z - z);
  5183. };
  5184. /**
  5185. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5186. * @param x defines the x coordinate of the operand
  5187. * @param y defines the y coordinate of the operand
  5188. * @param z defines the z coordinate of the operand
  5189. * @param result defines the Vector3 object where to store the result
  5190. * @returns the current Vector3
  5191. */
  5192. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5193. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5194. };
  5195. /**
  5196. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5197. * @returns a new Vector3
  5198. */
  5199. Vector3.prototype.negate = function () {
  5200. return new Vector3(-this.x, -this.y, -this.z);
  5201. };
  5202. /**
  5203. * Multiplies the Vector3 coordinates by the float "scale"
  5204. * @param scale defines the multiplier factor
  5205. * @returns the current updated Vector3
  5206. */
  5207. Vector3.prototype.scaleInPlace = function (scale) {
  5208. this.x *= scale;
  5209. this.y *= scale;
  5210. this.z *= scale;
  5211. return this;
  5212. };
  5213. /**
  5214. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5215. * @param scale defines the multiplier factor
  5216. * @returns a new Vector3
  5217. */
  5218. Vector3.prototype.scale = function (scale) {
  5219. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5220. };
  5221. /**
  5222. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5223. * @param scale defines the multiplier factor
  5224. * @param result defines the Vector3 object where to store the result
  5225. * @returns the current Vector3
  5226. */
  5227. Vector3.prototype.scaleToRef = function (scale, result) {
  5228. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5229. };
  5230. /**
  5231. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5232. * @param scale defines the scale factor
  5233. * @param result defines the Vector3 object where to store the result
  5234. * @returns the unmodified current Vector3
  5235. */
  5236. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5237. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5238. };
  5239. /**
  5240. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5241. * @param otherVector defines the second operand
  5242. * @returns true if both vectors are equals
  5243. */
  5244. Vector3.prototype.equals = function (otherVector) {
  5245. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5246. };
  5247. /**
  5248. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5249. * @param otherVector defines the second operand
  5250. * @param epsilon defines the minimal distance to define values as equals
  5251. * @returns true if both vectors are distant less than epsilon
  5252. */
  5253. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5254. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5255. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon) && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon);
  5256. };
  5257. /**
  5258. * Returns true if the current Vector3 coordinates equals the given floats
  5259. * @param x defines the x coordinate of the operand
  5260. * @param y defines the y coordinate of the operand
  5261. * @param z defines the z coordinate of the operand
  5262. * @returns true if both vectors are equals
  5263. */
  5264. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5265. return this.x === x && this.y === y && this.z === z;
  5266. };
  5267. /**
  5268. * Multiplies the current Vector3 coordinates by the given ones
  5269. * @param otherVector defines the second operand
  5270. * @returns the current updated Vector3
  5271. */
  5272. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5273. this.x *= otherVector.x;
  5274. this.y *= otherVector.y;
  5275. this.z *= otherVector.z;
  5276. return this;
  5277. };
  5278. /**
  5279. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5280. * @param otherVector defines the second operand
  5281. * @returns the new Vector3
  5282. */
  5283. Vector3.prototype.multiply = function (otherVector) {
  5284. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5285. };
  5286. /**
  5287. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5288. * @param otherVector defines the second operand
  5289. * @param result defines the Vector3 object where to store the result
  5290. * @returns the current Vector3
  5291. */
  5292. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5293. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5294. };
  5295. /**
  5296. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5297. * @param x defines the x coordinate of the operand
  5298. * @param y defines the y coordinate of the operand
  5299. * @param z defines the z coordinate of the operand
  5300. * @returns the new Vector3
  5301. */
  5302. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5303. return new Vector3(this.x * x, this.y * y, this.z * z);
  5304. };
  5305. /**
  5306. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5307. * @param otherVector defines the second operand
  5308. * @returns the new Vector3
  5309. */
  5310. Vector3.prototype.divide = function (otherVector) {
  5311. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5312. };
  5313. /**
  5314. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5315. * @param otherVector defines the second operand
  5316. * @param result defines the Vector3 object where to store the result
  5317. * @returns the current Vector3
  5318. */
  5319. Vector3.prototype.divideToRef = function (otherVector, result) {
  5320. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5321. };
  5322. /**
  5323. * Divides the current Vector3 coordinates by the given ones.
  5324. * @param otherVector defines the second operand
  5325. * @returns the current updated Vector3
  5326. */
  5327. Vector3.prototype.divideInPlace = function (otherVector) {
  5328. return this.divideToRef(otherVector, this);
  5329. };
  5330. /**
  5331. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5332. * @param other defines the second operand
  5333. * @returns the current updated Vector3
  5334. */
  5335. Vector3.prototype.minimizeInPlace = function (other) {
  5336. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5340. * @param other defines the second operand
  5341. * @returns the current updated Vector3
  5342. */
  5343. Vector3.prototype.maximizeInPlace = function (other) {
  5344. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5345. };
  5346. /**
  5347. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5348. * @param x defines the x coordinate of the operand
  5349. * @param y defines the y coordinate of the operand
  5350. * @param z defines the z coordinate of the operand
  5351. * @returns the current updated Vector3
  5352. */
  5353. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5354. if (x < this.x) {
  5355. this.x = x;
  5356. }
  5357. if (y < this.y) {
  5358. this.y = y;
  5359. }
  5360. if (z < this.z) {
  5361. this.z = z;
  5362. }
  5363. return this;
  5364. };
  5365. /**
  5366. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5367. * @param x defines the x coordinate of the operand
  5368. * @param y defines the y coordinate of the operand
  5369. * @param z defines the z coordinate of the operand
  5370. * @returns the current updated Vector3
  5371. */
  5372. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5373. if (x > this.x) {
  5374. this.x = x;
  5375. }
  5376. if (y > this.y) {
  5377. this.y = y;
  5378. }
  5379. if (z > this.z) {
  5380. this.z = z;
  5381. }
  5382. return this;
  5383. };
  5384. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5385. /**
  5386. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5387. */
  5388. get: function () {
  5389. var absX = Math.abs(this.x);
  5390. var absY = Math.abs(this.y);
  5391. if (absX !== absY) {
  5392. return true;
  5393. }
  5394. var absZ = Math.abs(this.z);
  5395. if (absX !== absZ) {
  5396. return true;
  5397. }
  5398. if (absY !== absZ) {
  5399. return true;
  5400. }
  5401. return false;
  5402. },
  5403. enumerable: true,
  5404. configurable: true
  5405. });
  5406. /**
  5407. * Gets a new Vector3 from current Vector3 floored values
  5408. * @returns a new Vector3
  5409. */
  5410. Vector3.prototype.floor = function () {
  5411. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5412. };
  5413. /**
  5414. * Gets a new Vector3 from current Vector3 floored values
  5415. * @returns a new Vector3
  5416. */
  5417. Vector3.prototype.fract = function () {
  5418. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5419. };
  5420. // Properties
  5421. /**
  5422. * Gets the length of the Vector3
  5423. * @returns the length of the Vecto3
  5424. */
  5425. Vector3.prototype.length = function () {
  5426. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5427. };
  5428. /**
  5429. * Gets the squared length of the Vector3
  5430. * @returns squared length of the Vector3
  5431. */
  5432. Vector3.prototype.lengthSquared = function () {
  5433. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5434. };
  5435. /**
  5436. * Normalize the current Vector3.
  5437. * Please note that this is an in place operation.
  5438. * @returns the current updated Vector3
  5439. */
  5440. Vector3.prototype.normalize = function () {
  5441. return this.normalizeFromLength(this.length());
  5442. };
  5443. /**
  5444. * Reorders the x y z properties of the vector in place
  5445. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5446. * @returns the current updated vector
  5447. */
  5448. Vector3.prototype.reorderInPlace = function (order) {
  5449. var _this = this;
  5450. order = order.toLowerCase();
  5451. if (order === "xyz") {
  5452. return this;
  5453. }
  5454. MathTmp.Vector3[0].copyFrom(this);
  5455. ["x", "y", "z"].forEach(function (val, i) {
  5456. _this[val] = MathTmp.Vector3[0][order[i]];
  5457. });
  5458. return this;
  5459. };
  5460. /**
  5461. * Rotates the vector around 0,0,0 by a quaternion
  5462. * @param quaternion the rotation quaternion
  5463. * @param result vector to store the result
  5464. * @returns the resulting vector
  5465. */
  5466. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5467. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5468. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5469. return result;
  5470. };
  5471. /**
  5472. * Rotates a vector around a given point
  5473. * @param quaternion the rotation quaternion
  5474. * @param point the point to rotate around
  5475. * @param result vector to store the result
  5476. * @returns the resulting vector
  5477. */
  5478. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5479. this.subtractToRef(point, MathTmp.Vector3[0]);
  5480. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5481. point.addToRef(MathTmp.Vector3[0], result);
  5482. return result;
  5483. };
  5484. /**
  5485. * Normalize the current Vector3 with the given input length.
  5486. * Please note that this is an in place operation.
  5487. * @param len the length of the vector
  5488. * @returns the current updated Vector3
  5489. */
  5490. Vector3.prototype.normalizeFromLength = function (len) {
  5491. if (len === 0 || len === 1.0) {
  5492. return this;
  5493. }
  5494. return this.scaleInPlace(1.0 / len);
  5495. };
  5496. /**
  5497. * Normalize the current Vector3 to a new vector
  5498. * @returns the new Vector3
  5499. */
  5500. Vector3.prototype.normalizeToNew = function () {
  5501. var normalized = new Vector3(0, 0, 0);
  5502. this.normalizeToRef(normalized);
  5503. return normalized;
  5504. };
  5505. /**
  5506. * Normalize the current Vector3 to the reference
  5507. * @param reference define the Vector3 to update
  5508. * @returns the updated Vector3
  5509. */
  5510. Vector3.prototype.normalizeToRef = function (reference) {
  5511. var len = this.length();
  5512. if (len === 0 || len === 1.0) {
  5513. return reference.copyFromFloats(this.x, this.y, this.z);
  5514. }
  5515. return this.scaleToRef(1.0 / len, reference);
  5516. };
  5517. /**
  5518. * Creates a new Vector3 copied from the current Vector3
  5519. * @returns the new Vector3
  5520. */
  5521. Vector3.prototype.clone = function () {
  5522. return new Vector3(this.x, this.y, this.z);
  5523. };
  5524. /**
  5525. * Copies the given vector coordinates to the current Vector3 ones
  5526. * @param source defines the source Vector3
  5527. * @returns the current updated Vector3
  5528. */
  5529. Vector3.prototype.copyFrom = function (source) {
  5530. return this.copyFromFloats(source.x, source.y, source.z);
  5531. };
  5532. /**
  5533. * Copies the given floats to the current Vector3 coordinates
  5534. * @param x defines the x coordinate of the operand
  5535. * @param y defines the y coordinate of the operand
  5536. * @param z defines the z coordinate of the operand
  5537. * @returns the current updated Vector3
  5538. */
  5539. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5540. this.x = x;
  5541. this.y = y;
  5542. this.z = z;
  5543. return this;
  5544. };
  5545. /**
  5546. * Copies the given floats to the current Vector3 coordinates
  5547. * @param x defines the x coordinate of the operand
  5548. * @param y defines the y coordinate of the operand
  5549. * @param z defines the z coordinate of the operand
  5550. * @returns the current updated Vector3
  5551. */
  5552. Vector3.prototype.set = function (x, y, z) {
  5553. return this.copyFromFloats(x, y, z);
  5554. };
  5555. /**
  5556. * Copies the given float to the current Vector3 coordinates
  5557. * @param v defines the x, y and z coordinates of the operand
  5558. * @returns the current updated Vector3
  5559. */
  5560. Vector3.prototype.setAll = function (v) {
  5561. this.x = this.y = this.z = v;
  5562. return this;
  5563. };
  5564. // Statics
  5565. /**
  5566. * Get the clip factor between two vectors
  5567. * @param vector0 defines the first operand
  5568. * @param vector1 defines the second operand
  5569. * @param axis defines the axis to use
  5570. * @param size defines the size along the axis
  5571. * @returns the clip factor
  5572. */
  5573. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5574. var d0 = Vector3.Dot(vector0, axis) - size;
  5575. var d1 = Vector3.Dot(vector1, axis) - size;
  5576. var s = d0 / (d0 - d1);
  5577. return s;
  5578. };
  5579. /**
  5580. * Get angle between two vectors
  5581. * @param vector0 angle between vector0 and vector1
  5582. * @param vector1 angle between vector0 and vector1
  5583. * @param normal direction of the normal
  5584. * @return the angle between vector0 and vector1
  5585. */
  5586. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5587. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5588. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5589. var dot = Vector3.Dot(v0, v1);
  5590. var n = MathTmp.Vector3[3];
  5591. Vector3.CrossToRef(v0, v1, n);
  5592. if (Vector3.Dot(n, normal) > 0) {
  5593. return Math.acos(dot);
  5594. }
  5595. return -Math.acos(dot);
  5596. };
  5597. /**
  5598. * Returns a new Vector3 set from the index "offset" of the given array
  5599. * @param array defines the source array
  5600. * @param offset defines the offset in the source array
  5601. * @returns the new Vector3
  5602. */
  5603. Vector3.FromArray = function (array, offset) {
  5604. if (offset === void 0) { offset = 0; }
  5605. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5606. };
  5607. /**
  5608. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5609. * This function is deprecated. Use FromArray instead
  5610. * @param array defines the source array
  5611. * @param offset defines the offset in the source array
  5612. * @returns the new Vector3
  5613. */
  5614. Vector3.FromFloatArray = function (array, offset) {
  5615. return Vector3.FromArray(array, offset);
  5616. };
  5617. /**
  5618. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5619. * @param array defines the source array
  5620. * @param offset defines the offset in the source array
  5621. * @param result defines the Vector3 where to store the result
  5622. */
  5623. Vector3.FromArrayToRef = function (array, offset, result) {
  5624. result.x = array[offset];
  5625. result.y = array[offset + 1];
  5626. result.z = array[offset + 2];
  5627. };
  5628. /**
  5629. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5630. * This function is deprecated. Use FromArrayToRef instead.
  5631. * @param array defines the source array
  5632. * @param offset defines the offset in the source array
  5633. * @param result defines the Vector3 where to store the result
  5634. */
  5635. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5636. return Vector3.FromArrayToRef(array, offset, result);
  5637. };
  5638. /**
  5639. * Sets the given vector "result" with the given floats.
  5640. * @param x defines the x coordinate of the source
  5641. * @param y defines the y coordinate of the source
  5642. * @param z defines the z coordinate of the source
  5643. * @param result defines the Vector3 where to store the result
  5644. */
  5645. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5646. result.copyFromFloats(x, y, z);
  5647. };
  5648. /**
  5649. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5650. * @returns a new empty Vector3
  5651. */
  5652. Vector3.Zero = function () {
  5653. return new Vector3(0.0, 0.0, 0.0);
  5654. };
  5655. /**
  5656. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5657. * @returns a new unit Vector3
  5658. */
  5659. Vector3.One = function () {
  5660. return new Vector3(1.0, 1.0, 1.0);
  5661. };
  5662. /**
  5663. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5664. * @returns a new up Vector3
  5665. */
  5666. Vector3.Up = function () {
  5667. return new Vector3(0.0, 1.0, 0.0);
  5668. };
  5669. Object.defineProperty(Vector3, "UpReadOnly", {
  5670. /**
  5671. * Gets a up Vector3 that must not be updated
  5672. */
  5673. get: function () {
  5674. return Vector3._UpReadOnly;
  5675. },
  5676. enumerable: true,
  5677. configurable: true
  5678. });
  5679. /**
  5680. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5681. * @returns a new down Vector3
  5682. */
  5683. Vector3.Down = function () {
  5684. return new Vector3(0.0, -1.0, 0.0);
  5685. };
  5686. /**
  5687. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5688. * @returns a new forward Vector3
  5689. */
  5690. Vector3.Forward = function () {
  5691. return new Vector3(0.0, 0.0, 1.0);
  5692. };
  5693. /**
  5694. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5695. * @returns a new forward Vector3
  5696. */
  5697. Vector3.Backward = function () {
  5698. return new Vector3(0.0, 0.0, -1.0);
  5699. };
  5700. /**
  5701. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5702. * @returns a new right Vector3
  5703. */
  5704. Vector3.Right = function () {
  5705. return new Vector3(1.0, 0.0, 0.0);
  5706. };
  5707. /**
  5708. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5709. * @returns a new left Vector3
  5710. */
  5711. Vector3.Left = function () {
  5712. return new Vector3(-1.0, 0.0, 0.0);
  5713. };
  5714. /**
  5715. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5716. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5717. * @param vector defines the Vector3 to transform
  5718. * @param transformation defines the transformation matrix
  5719. * @returns the transformed Vector3
  5720. */
  5721. Vector3.TransformCoordinates = function (vector, transformation) {
  5722. var result = Vector3.Zero();
  5723. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5724. return result;
  5725. };
  5726. /**
  5727. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5728. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5729. * @param vector defines the Vector3 to transform
  5730. * @param transformation defines the transformation matrix
  5731. * @param result defines the Vector3 where to store the result
  5732. */
  5733. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5734. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5735. };
  5736. /**
  5737. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5738. * This method computes tranformed coordinates only, not transformed direction vectors
  5739. * @param x define the x coordinate of the source vector
  5740. * @param y define the y coordinate of the source vector
  5741. * @param z define the z coordinate of the source vector
  5742. * @param transformation defines the transformation matrix
  5743. * @param result defines the Vector3 where to store the result
  5744. */
  5745. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5746. var m = transformation.m;
  5747. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5748. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5749. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5750. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5751. result.x = rx * rw;
  5752. result.y = ry * rw;
  5753. result.z = rz * rw;
  5754. };
  5755. /**
  5756. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5757. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5758. * @param vector defines the Vector3 to transform
  5759. * @param transformation defines the transformation matrix
  5760. * @returns the new Vector3
  5761. */
  5762. Vector3.TransformNormal = function (vector, transformation) {
  5763. var result = Vector3.Zero();
  5764. Vector3.TransformNormalToRef(vector, transformation, result);
  5765. return result;
  5766. };
  5767. /**
  5768. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5769. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5770. * @param vector defines the Vector3 to transform
  5771. * @param transformation defines the transformation matrix
  5772. * @param result defines the Vector3 where to store the result
  5773. */
  5774. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5775. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5776. };
  5777. /**
  5778. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5779. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5780. * @param x define the x coordinate of the source vector
  5781. * @param y define the y coordinate of the source vector
  5782. * @param z define the z coordinate of the source vector
  5783. * @param transformation defines the transformation matrix
  5784. * @param result defines the Vector3 where to store the result
  5785. */
  5786. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5787. var m = transformation.m;
  5788. result.x = x * m[0] + y * m[4] + z * m[8];
  5789. result.y = x * m[1] + y * m[5] + z * m[9];
  5790. result.z = x * m[2] + y * m[6] + z * m[10];
  5791. };
  5792. /**
  5793. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5794. * @param value1 defines the first control point
  5795. * @param value2 defines the second control point
  5796. * @param value3 defines the third control point
  5797. * @param value4 defines the fourth control point
  5798. * @param amount defines the amount on the spline to use
  5799. * @returns the new Vector3
  5800. */
  5801. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5802. var squared = amount * amount;
  5803. var cubed = amount * squared;
  5804. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5805. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5806. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5807. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5808. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5809. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5810. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5811. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5812. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5813. return new Vector3(x, y, z);
  5814. };
  5815. /**
  5816. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5817. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5818. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5819. * @param value defines the current value
  5820. * @param min defines the lower range value
  5821. * @param max defines the upper range value
  5822. * @returns the new Vector3
  5823. */
  5824. Vector3.Clamp = function (value, min, max) {
  5825. var v = new Vector3();
  5826. Vector3.ClampToRef(value, min, max, v);
  5827. return v;
  5828. };
  5829. /**
  5830. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5831. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5832. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5833. * @param value defines the current value
  5834. * @param min defines the lower range value
  5835. * @param max defines the upper range value
  5836. * @param result defines the Vector3 where to store the result
  5837. */
  5838. Vector3.ClampToRef = function (value, min, max, result) {
  5839. var x = value.x;
  5840. x = (x > max.x) ? max.x : x;
  5841. x = (x < min.x) ? min.x : x;
  5842. var y = value.y;
  5843. y = (y > max.y) ? max.y : y;
  5844. y = (y < min.y) ? min.y : y;
  5845. var z = value.z;
  5846. z = (z > max.z) ? max.z : z;
  5847. z = (z < min.z) ? min.z : z;
  5848. result.copyFromFloats(x, y, z);
  5849. };
  5850. /**
  5851. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5852. * @param value1 defines the first control point
  5853. * @param tangent1 defines the first tangent vector
  5854. * @param value2 defines the second control point
  5855. * @param tangent2 defines the second tangent vector
  5856. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5857. * @returns the new Vector3
  5858. */
  5859. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5860. var squared = amount * amount;
  5861. var cubed = amount * squared;
  5862. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5863. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5864. var part3 = (cubed - (2.0 * squared)) + amount;
  5865. var part4 = cubed - squared;
  5866. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5867. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5868. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5869. return new Vector3(x, y, z);
  5870. };
  5871. /**
  5872. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5873. * @param start defines the start value
  5874. * @param end defines the end value
  5875. * @param amount max defines amount between both (between 0 and 1)
  5876. * @returns the new Vector3
  5877. */
  5878. Vector3.Lerp = function (start, end, amount) {
  5879. var result = new Vector3(0, 0, 0);
  5880. Vector3.LerpToRef(start, end, amount, result);
  5881. return result;
  5882. };
  5883. /**
  5884. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5885. * @param start defines the start value
  5886. * @param end defines the end value
  5887. * @param amount max defines amount between both (between 0 and 1)
  5888. * @param result defines the Vector3 where to store the result
  5889. */
  5890. Vector3.LerpToRef = function (start, end, amount, result) {
  5891. result.x = start.x + ((end.x - start.x) * amount);
  5892. result.y = start.y + ((end.y - start.y) * amount);
  5893. result.z = start.z + ((end.z - start.z) * amount);
  5894. };
  5895. /**
  5896. * Returns the dot product (float) between the vectors "left" and "right"
  5897. * @param left defines the left operand
  5898. * @param right defines the right operand
  5899. * @returns the dot product
  5900. */
  5901. Vector3.Dot = function (left, right) {
  5902. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5903. };
  5904. /**
  5905. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5906. * The cross product is then orthogonal to both "left" and "right"
  5907. * @param left defines the left operand
  5908. * @param right defines the right operand
  5909. * @returns the cross product
  5910. */
  5911. Vector3.Cross = function (left, right) {
  5912. var result = Vector3.Zero();
  5913. Vector3.CrossToRef(left, right, result);
  5914. return result;
  5915. };
  5916. /**
  5917. * Sets the given vector "result" with the cross product of "left" and "right"
  5918. * The cross product is then orthogonal to both "left" and "right"
  5919. * @param left defines the left operand
  5920. * @param right defines the right operand
  5921. * @param result defines the Vector3 where to store the result
  5922. */
  5923. Vector3.CrossToRef = function (left, right, result) {
  5924. var x = left.y * right.z - left.z * right.y;
  5925. var y = left.z * right.x - left.x * right.z;
  5926. var z = left.x * right.y - left.y * right.x;
  5927. result.copyFromFloats(x, y, z);
  5928. };
  5929. /**
  5930. * Returns a new Vector3 as the normalization of the given vector
  5931. * @param vector defines the Vector3 to normalize
  5932. * @returns the new Vector3
  5933. */
  5934. Vector3.Normalize = function (vector) {
  5935. var result = Vector3.Zero();
  5936. Vector3.NormalizeToRef(vector, result);
  5937. return result;
  5938. };
  5939. /**
  5940. * Sets the given vector "result" with the normalization of the given first vector
  5941. * @param vector defines the Vector3 to normalize
  5942. * @param result defines the Vector3 where to store the result
  5943. */
  5944. Vector3.NormalizeToRef = function (vector, result) {
  5945. vector.normalizeToRef(result);
  5946. };
  5947. /**
  5948. * Project a Vector3 onto screen space
  5949. * @param vector defines the Vector3 to project
  5950. * @param world defines the world matrix to use
  5951. * @param transform defines the transform (view x projection) matrix to use
  5952. * @param viewport defines the screen viewport to use
  5953. * @returns the new Vector3
  5954. */
  5955. Vector3.Project = function (vector, world, transform, viewport) {
  5956. var cw = viewport.width;
  5957. var ch = viewport.height;
  5958. var cx = viewport.x;
  5959. var cy = viewport.y;
  5960. var viewportMatrix = MathTmp.Matrix[1];
  5961. Matrix.FromValuesToRef(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 0.5, 0, cx + cw / 2.0, ch / 2.0 + cy, 0.5, 1, viewportMatrix);
  5962. var matrix = MathTmp.Matrix[0];
  5963. world.multiplyToRef(transform, matrix);
  5964. matrix.multiplyToRef(viewportMatrix, matrix);
  5965. return Vector3.TransformCoordinates(vector, matrix);
  5966. };
  5967. /** @hidden */
  5968. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5969. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5970. var m = matrix.m;
  5971. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5972. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5973. result.scaleInPlace(1.0 / num);
  5974. }
  5975. };
  5976. /**
  5977. * Unproject from screen space to object space
  5978. * @param source defines the screen space Vector3 to use
  5979. * @param viewportWidth defines the current width of the viewport
  5980. * @param viewportHeight defines the current height of the viewport
  5981. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5982. * @param transform defines the transform (view x projection) matrix to use
  5983. * @returns the new Vector3
  5984. */
  5985. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5986. var matrix = MathTmp.Matrix[0];
  5987. world.multiplyToRef(transform, matrix);
  5988. matrix.invert();
  5989. source.x = source.x / viewportWidth * 2 - 1;
  5990. source.y = -(source.y / viewportHeight * 2 - 1);
  5991. var vector = new Vector3();
  5992. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5993. return vector;
  5994. };
  5995. /**
  5996. * Unproject from screen space to object space
  5997. * @param source defines the screen space Vector3 to use
  5998. * @param viewportWidth defines the current width of the viewport
  5999. * @param viewportHeight defines the current height of the viewport
  6000. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6001. * @param view defines the view matrix to use
  6002. * @param projection defines the projection matrix to use
  6003. * @returns the new Vector3
  6004. */
  6005. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  6006. var result = Vector3.Zero();
  6007. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  6008. return result;
  6009. };
  6010. /**
  6011. * Unproject from screen space to object space
  6012. * @param source defines the screen space Vector3 to use
  6013. * @param viewportWidth defines the current width of the viewport
  6014. * @param viewportHeight defines the current height of the viewport
  6015. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6016. * @param view defines the view matrix to use
  6017. * @param projection defines the projection matrix to use
  6018. * @param result defines the Vector3 where to store the result
  6019. */
  6020. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  6021. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  6022. };
  6023. /**
  6024. * Unproject from screen space to object space
  6025. * @param sourceX defines the screen space x coordinate to use
  6026. * @param sourceY defines the screen space y coordinate to use
  6027. * @param sourceZ defines the screen space z coordinate to use
  6028. * @param viewportWidth defines the current width of the viewport
  6029. * @param viewportHeight defines the current height of the viewport
  6030. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6031. * @param view defines the view matrix to use
  6032. * @param projection defines the projection matrix to use
  6033. * @param result defines the Vector3 where to store the result
  6034. */
  6035. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6036. var matrix = MathTmp.Matrix[0];
  6037. world.multiplyToRef(view, matrix);
  6038. matrix.multiplyToRef(projection, matrix);
  6039. matrix.invert();
  6040. var screenSource = MathTmp.Vector3[0];
  6041. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6042. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6043. screenSource.z = 2 * sourceZ - 1.0;
  6044. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6045. };
  6046. /**
  6047. * Unproject a ray from screen space to object space
  6048. * @param sourceX defines the screen space x coordinate to use
  6049. * @param sourceY defines the screen space y coordinate to use
  6050. * @param viewportWidth defines the current width of the viewport
  6051. * @param viewportHeight defines the current height of the viewport
  6052. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6053. * @param view defines the view matrix to use
  6054. * @param projection defines the projection matrix to use
  6055. * @param ray defines the Ray where to store the result
  6056. */
  6057. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6058. var matrix = MathTmp.Matrix[0];
  6059. world.multiplyToRef(view, matrix);
  6060. matrix.multiplyToRef(projection, matrix);
  6061. matrix.invert();
  6062. var nearScreenSource = MathTmp.Vector3[0];
  6063. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6064. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6065. nearScreenSource.z = -1.0;
  6066. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6067. var nearVec3 = MathTmp.Vector3[2];
  6068. var farVec3 = MathTmp.Vector3[3];
  6069. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6070. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6071. ray.origin.copyFrom(nearVec3);
  6072. farVec3.subtractToRef(nearVec3, ray.direction);
  6073. ray.direction.normalize();
  6074. };
  6075. /**
  6076. * Gets the minimal coordinate values between two Vector3
  6077. * @param left defines the first operand
  6078. * @param right defines the second operand
  6079. * @returns the new Vector3
  6080. */
  6081. Vector3.Minimize = function (left, right) {
  6082. var min = left.clone();
  6083. min.minimizeInPlace(right);
  6084. return min;
  6085. };
  6086. /**
  6087. * Gets the maximal coordinate values between two Vector3
  6088. * @param left defines the first operand
  6089. * @param right defines the second operand
  6090. * @returns the new Vector3
  6091. */
  6092. Vector3.Maximize = function (left, right) {
  6093. var max = left.clone();
  6094. max.maximizeInPlace(right);
  6095. return max;
  6096. };
  6097. /**
  6098. * Returns the distance between the vectors "value1" and "value2"
  6099. * @param value1 defines the first operand
  6100. * @param value2 defines the second operand
  6101. * @returns the distance
  6102. */
  6103. Vector3.Distance = function (value1, value2) {
  6104. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6105. };
  6106. /**
  6107. * Returns the squared distance between the vectors "value1" and "value2"
  6108. * @param value1 defines the first operand
  6109. * @param value2 defines the second operand
  6110. * @returns the squared distance
  6111. */
  6112. Vector3.DistanceSquared = function (value1, value2) {
  6113. var x = value1.x - value2.x;
  6114. var y = value1.y - value2.y;
  6115. var z = value1.z - value2.z;
  6116. return (x * x) + (y * y) + (z * z);
  6117. };
  6118. /**
  6119. * Returns a new Vector3 located at the center between "value1" and "value2"
  6120. * @param value1 defines the first operand
  6121. * @param value2 defines the second operand
  6122. * @returns the new Vector3
  6123. */
  6124. Vector3.Center = function (value1, value2) {
  6125. var center = value1.add(value2);
  6126. center.scaleInPlace(0.5);
  6127. return center;
  6128. };
  6129. /**
  6130. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6131. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6132. * to something in order to rotate it from its local system to the given target system
  6133. * Note: axis1, axis2 and axis3 are normalized during this operation
  6134. * @param axis1 defines the first axis
  6135. * @param axis2 defines the second axis
  6136. * @param axis3 defines the third axis
  6137. * @returns a new Vector3
  6138. */
  6139. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6140. var rotation = Vector3.Zero();
  6141. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6142. return rotation;
  6143. };
  6144. /**
  6145. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6146. * @param axis1 defines the first axis
  6147. * @param axis2 defines the second axis
  6148. * @param axis3 defines the third axis
  6149. * @param ref defines the Vector3 where to store the result
  6150. */
  6151. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6152. var quat = MathTmp.Quaternion[0];
  6153. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6154. quat.toEulerAnglesToRef(ref);
  6155. };
  6156. Vector3._UpReadOnly = Vector3.Up();
  6157. return Vector3;
  6158. }());
  6159. BABYLON.Vector3 = Vector3;
  6160. /**
  6161. * Vector4 class created for EulerAngle class conversion to Quaternion
  6162. */
  6163. var Vector4 = /** @class */ (function () {
  6164. /**
  6165. * Creates a Vector4 object from the given floats.
  6166. * @param x x value of the vector
  6167. * @param y y value of the vector
  6168. * @param z z value of the vector
  6169. * @param w w value of the vector
  6170. */
  6171. function Vector4(
  6172. /** x value of the vector */
  6173. x,
  6174. /** y value of the vector */
  6175. y,
  6176. /** z value of the vector */
  6177. z,
  6178. /** w value of the vector */
  6179. w) {
  6180. this.x = x;
  6181. this.y = y;
  6182. this.z = z;
  6183. this.w = w;
  6184. }
  6185. /**
  6186. * Returns the string with the Vector4 coordinates.
  6187. * @returns a string containing all the vector values
  6188. */
  6189. Vector4.prototype.toString = function () {
  6190. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6191. };
  6192. /**
  6193. * Returns the string "Vector4".
  6194. * @returns "Vector4"
  6195. */
  6196. Vector4.prototype.getClassName = function () {
  6197. return "Vector4";
  6198. };
  6199. /**
  6200. * Returns the Vector4 hash code.
  6201. * @returns a unique hash code
  6202. */
  6203. Vector4.prototype.getHashCode = function () {
  6204. var hash = this.x || 0;
  6205. hash = (hash * 397) ^ (this.y || 0);
  6206. hash = (hash * 397) ^ (this.z || 0);
  6207. hash = (hash * 397) ^ (this.w || 0);
  6208. return hash;
  6209. };
  6210. // Operators
  6211. /**
  6212. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6213. * @returns the resulting array
  6214. */
  6215. Vector4.prototype.asArray = function () {
  6216. var result = new Array();
  6217. this.toArray(result, 0);
  6218. return result;
  6219. };
  6220. /**
  6221. * Populates the given array from the given index with the Vector4 coordinates.
  6222. * @param array array to populate
  6223. * @param index index of the array to start at (default: 0)
  6224. * @returns the Vector4.
  6225. */
  6226. Vector4.prototype.toArray = function (array, index) {
  6227. if (index === undefined) {
  6228. index = 0;
  6229. }
  6230. array[index] = this.x;
  6231. array[index + 1] = this.y;
  6232. array[index + 2] = this.z;
  6233. array[index + 3] = this.w;
  6234. return this;
  6235. };
  6236. /**
  6237. * Adds the given vector to the current Vector4.
  6238. * @param otherVector the vector to add
  6239. * @returns the updated Vector4.
  6240. */
  6241. Vector4.prototype.addInPlace = function (otherVector) {
  6242. this.x += otherVector.x;
  6243. this.y += otherVector.y;
  6244. this.z += otherVector.z;
  6245. this.w += otherVector.w;
  6246. return this;
  6247. };
  6248. /**
  6249. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6250. * @param otherVector the vector to add
  6251. * @returns the resulting vector
  6252. */
  6253. Vector4.prototype.add = function (otherVector) {
  6254. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6255. };
  6256. /**
  6257. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6258. * @param otherVector the vector to add
  6259. * @param result the vector to store the result
  6260. * @returns the current Vector4.
  6261. */
  6262. Vector4.prototype.addToRef = function (otherVector, result) {
  6263. result.x = this.x + otherVector.x;
  6264. result.y = this.y + otherVector.y;
  6265. result.z = this.z + otherVector.z;
  6266. result.w = this.w + otherVector.w;
  6267. return this;
  6268. };
  6269. /**
  6270. * Subtract in place the given vector from the current Vector4.
  6271. * @param otherVector the vector to subtract
  6272. * @returns the updated Vector4.
  6273. */
  6274. Vector4.prototype.subtractInPlace = function (otherVector) {
  6275. this.x -= otherVector.x;
  6276. this.y -= otherVector.y;
  6277. this.z -= otherVector.z;
  6278. this.w -= otherVector.w;
  6279. return this;
  6280. };
  6281. /**
  6282. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6283. * @param otherVector the vector to add
  6284. * @returns the new vector with the result
  6285. */
  6286. Vector4.prototype.subtract = function (otherVector) {
  6287. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6288. };
  6289. /**
  6290. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6291. * @param otherVector the vector to subtract
  6292. * @param result the vector to store the result
  6293. * @returns the current Vector4.
  6294. */
  6295. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6296. result.x = this.x - otherVector.x;
  6297. result.y = this.y - otherVector.y;
  6298. result.z = this.z - otherVector.z;
  6299. result.w = this.w - otherVector.w;
  6300. return this;
  6301. };
  6302. /**
  6303. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6304. */
  6305. /**
  6306. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6307. * @param x value to subtract
  6308. * @param y value to subtract
  6309. * @param z value to subtract
  6310. * @param w value to subtract
  6311. * @returns new vector containing the result
  6312. */
  6313. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6314. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6315. };
  6316. /**
  6317. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6318. * @param x value to subtract
  6319. * @param y value to subtract
  6320. * @param z value to subtract
  6321. * @param w value to subtract
  6322. * @param result the vector to store the result in
  6323. * @returns the current Vector4.
  6324. */
  6325. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6326. result.x = this.x - x;
  6327. result.y = this.y - y;
  6328. result.z = this.z - z;
  6329. result.w = this.w - w;
  6330. return this;
  6331. };
  6332. /**
  6333. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6334. * @returns a new vector with the negated values
  6335. */
  6336. Vector4.prototype.negate = function () {
  6337. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6338. };
  6339. /**
  6340. * Multiplies the current Vector4 coordinates by scale (float).
  6341. * @param scale the number to scale with
  6342. * @returns the updated Vector4.
  6343. */
  6344. Vector4.prototype.scaleInPlace = function (scale) {
  6345. this.x *= scale;
  6346. this.y *= scale;
  6347. this.z *= scale;
  6348. this.w *= scale;
  6349. return this;
  6350. };
  6351. /**
  6352. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6353. * @param scale the number to scale with
  6354. * @returns a new vector with the result
  6355. */
  6356. Vector4.prototype.scale = function (scale) {
  6357. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6358. };
  6359. /**
  6360. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6361. * @param scale the number to scale with
  6362. * @param result a vector to store the result in
  6363. * @returns the current Vector4.
  6364. */
  6365. Vector4.prototype.scaleToRef = function (scale, result) {
  6366. result.x = this.x * scale;
  6367. result.y = this.y * scale;
  6368. result.z = this.z * scale;
  6369. result.w = this.w * scale;
  6370. return this;
  6371. };
  6372. /**
  6373. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6374. * @param scale defines the scale factor
  6375. * @param result defines the Vector4 object where to store the result
  6376. * @returns the unmodified current Vector4
  6377. */
  6378. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6379. result.x += this.x * scale;
  6380. result.y += this.y * scale;
  6381. result.z += this.z * scale;
  6382. result.w += this.w * scale;
  6383. return this;
  6384. };
  6385. /**
  6386. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6387. * @param otherVector the vector to compare against
  6388. * @returns true if they are equal
  6389. */
  6390. Vector4.prototype.equals = function (otherVector) {
  6391. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6392. };
  6393. /**
  6394. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6395. * @param otherVector vector to compare against
  6396. * @param epsilon (Default: very small number)
  6397. * @returns true if they are equal
  6398. */
  6399. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6400. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6401. return otherVector
  6402. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6403. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6404. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6405. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6406. };
  6407. /**
  6408. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6409. * @param x x value to compare against
  6410. * @param y y value to compare against
  6411. * @param z z value to compare against
  6412. * @param w w value to compare against
  6413. * @returns true if equal
  6414. */
  6415. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6416. return this.x === x && this.y === y && this.z === z && this.w === w;
  6417. };
  6418. /**
  6419. * Multiplies in place the current Vector4 by the given one.
  6420. * @param otherVector vector to multiple with
  6421. * @returns the updated Vector4.
  6422. */
  6423. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6424. this.x *= otherVector.x;
  6425. this.y *= otherVector.y;
  6426. this.z *= otherVector.z;
  6427. this.w *= otherVector.w;
  6428. return this;
  6429. };
  6430. /**
  6431. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6432. * @param otherVector vector to multiple with
  6433. * @returns resulting new vector
  6434. */
  6435. Vector4.prototype.multiply = function (otherVector) {
  6436. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6437. };
  6438. /**
  6439. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6440. * @param otherVector vector to multiple with
  6441. * @param result vector to store the result
  6442. * @returns the current Vector4.
  6443. */
  6444. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6445. result.x = this.x * otherVector.x;
  6446. result.y = this.y * otherVector.y;
  6447. result.z = this.z * otherVector.z;
  6448. result.w = this.w * otherVector.w;
  6449. return this;
  6450. };
  6451. /**
  6452. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6453. * @param x x value multiply with
  6454. * @param y y value multiply with
  6455. * @param z z value multiply with
  6456. * @param w w value multiply with
  6457. * @returns resulting new vector
  6458. */
  6459. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6460. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6461. };
  6462. /**
  6463. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6464. * @param otherVector vector to devide with
  6465. * @returns resulting new vector
  6466. */
  6467. Vector4.prototype.divide = function (otherVector) {
  6468. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6469. };
  6470. /**
  6471. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6472. * @param otherVector vector to devide with
  6473. * @param result vector to store the result
  6474. * @returns the current Vector4.
  6475. */
  6476. Vector4.prototype.divideToRef = function (otherVector, result) {
  6477. result.x = this.x / otherVector.x;
  6478. result.y = this.y / otherVector.y;
  6479. result.z = this.z / otherVector.z;
  6480. result.w = this.w / otherVector.w;
  6481. return this;
  6482. };
  6483. /**
  6484. * Divides the current Vector3 coordinates by the given ones.
  6485. * @param otherVector vector to devide with
  6486. * @returns the updated Vector3.
  6487. */
  6488. Vector4.prototype.divideInPlace = function (otherVector) {
  6489. return this.divideToRef(otherVector, this);
  6490. };
  6491. /**
  6492. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6493. * @param other defines the second operand
  6494. * @returns the current updated Vector4
  6495. */
  6496. Vector4.prototype.minimizeInPlace = function (other) {
  6497. if (other.x < this.x) {
  6498. this.x = other.x;
  6499. }
  6500. if (other.y < this.y) {
  6501. this.y = other.y;
  6502. }
  6503. if (other.z < this.z) {
  6504. this.z = other.z;
  6505. }
  6506. if (other.w < this.w) {
  6507. this.w = other.w;
  6508. }
  6509. return this;
  6510. };
  6511. /**
  6512. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6513. * @param other defines the second operand
  6514. * @returns the current updated Vector4
  6515. */
  6516. Vector4.prototype.maximizeInPlace = function (other) {
  6517. if (other.x > this.x) {
  6518. this.x = other.x;
  6519. }
  6520. if (other.y > this.y) {
  6521. this.y = other.y;
  6522. }
  6523. if (other.z > this.z) {
  6524. this.z = other.z;
  6525. }
  6526. if (other.w > this.w) {
  6527. this.w = other.w;
  6528. }
  6529. return this;
  6530. };
  6531. /**
  6532. * Gets a new Vector4 from current Vector4 floored values
  6533. * @returns a new Vector4
  6534. */
  6535. Vector4.prototype.floor = function () {
  6536. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6537. };
  6538. /**
  6539. * Gets a new Vector4 from current Vector3 floored values
  6540. * @returns a new Vector4
  6541. */
  6542. Vector4.prototype.fract = function () {
  6543. return new Vector4(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z), this.w - Math.floor(this.w));
  6544. };
  6545. // Properties
  6546. /**
  6547. * Returns the Vector4 length (float).
  6548. * @returns the length
  6549. */
  6550. Vector4.prototype.length = function () {
  6551. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6552. };
  6553. /**
  6554. * Returns the Vector4 squared length (float).
  6555. * @returns the length squared
  6556. */
  6557. Vector4.prototype.lengthSquared = function () {
  6558. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6559. };
  6560. // Methods
  6561. /**
  6562. * Normalizes in place the Vector4.
  6563. * @returns the updated Vector4.
  6564. */
  6565. Vector4.prototype.normalize = function () {
  6566. var len = this.length();
  6567. if (len === 0) {
  6568. return this;
  6569. }
  6570. return this.scaleInPlace(1.0 / len);
  6571. };
  6572. /**
  6573. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6574. * @returns this converted to a new vector3
  6575. */
  6576. Vector4.prototype.toVector3 = function () {
  6577. return new Vector3(this.x, this.y, this.z);
  6578. };
  6579. /**
  6580. * Returns a new Vector4 copied from the current one.
  6581. * @returns the new cloned vector
  6582. */
  6583. Vector4.prototype.clone = function () {
  6584. return new Vector4(this.x, this.y, this.z, this.w);
  6585. };
  6586. /**
  6587. * Updates the current Vector4 with the given one coordinates.
  6588. * @param source the source vector to copy from
  6589. * @returns the updated Vector4.
  6590. */
  6591. Vector4.prototype.copyFrom = function (source) {
  6592. this.x = source.x;
  6593. this.y = source.y;
  6594. this.z = source.z;
  6595. this.w = source.w;
  6596. return this;
  6597. };
  6598. /**
  6599. * Updates the current Vector4 coordinates with the given floats.
  6600. * @param x float to copy from
  6601. * @param y float to copy from
  6602. * @param z float to copy from
  6603. * @param w float to copy from
  6604. * @returns the updated Vector4.
  6605. */
  6606. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6607. this.x = x;
  6608. this.y = y;
  6609. this.z = z;
  6610. this.w = w;
  6611. return this;
  6612. };
  6613. /**
  6614. * Updates the current Vector4 coordinates with the given floats.
  6615. * @param x float to set from
  6616. * @param y float to set from
  6617. * @param z float to set from
  6618. * @param w float to set from
  6619. * @returns the updated Vector4.
  6620. */
  6621. Vector4.prototype.set = function (x, y, z, w) {
  6622. return this.copyFromFloats(x, y, z, w);
  6623. };
  6624. /**
  6625. * Copies the given float to the current Vector3 coordinates
  6626. * @param v defines the x, y, z and w coordinates of the operand
  6627. * @returns the current updated Vector3
  6628. */
  6629. Vector4.prototype.setAll = function (v) {
  6630. this.x = this.y = this.z = this.w = v;
  6631. return this;
  6632. };
  6633. // Statics
  6634. /**
  6635. * Returns a new Vector4 set from the starting index of the given array.
  6636. * @param array the array to pull values from
  6637. * @param offset the offset into the array to start at
  6638. * @returns the new vector
  6639. */
  6640. Vector4.FromArray = function (array, offset) {
  6641. if (!offset) {
  6642. offset = 0;
  6643. }
  6644. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6645. };
  6646. /**
  6647. * Updates the given vector "result" from the starting index of the given array.
  6648. * @param array the array to pull values from
  6649. * @param offset the offset into the array to start at
  6650. * @param result the vector to store the result in
  6651. */
  6652. Vector4.FromArrayToRef = function (array, offset, result) {
  6653. result.x = array[offset];
  6654. result.y = array[offset + 1];
  6655. result.z = array[offset + 2];
  6656. result.w = array[offset + 3];
  6657. };
  6658. /**
  6659. * Updates the given vector "result" from the starting index of the given Float32Array.
  6660. * @param array the array to pull values from
  6661. * @param offset the offset into the array to start at
  6662. * @param result the vector to store the result in
  6663. */
  6664. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6665. Vector4.FromArrayToRef(array, offset, result);
  6666. };
  6667. /**
  6668. * Updates the given vector "result" coordinates from the given floats.
  6669. * @param x float to set from
  6670. * @param y float to set from
  6671. * @param z float to set from
  6672. * @param w float to set from
  6673. * @param result the vector to the floats in
  6674. */
  6675. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6676. result.x = x;
  6677. result.y = y;
  6678. result.z = z;
  6679. result.w = w;
  6680. };
  6681. /**
  6682. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6683. * @returns the new vector
  6684. */
  6685. Vector4.Zero = function () {
  6686. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6687. };
  6688. /**
  6689. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6690. * @returns the new vector
  6691. */
  6692. Vector4.One = function () {
  6693. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6694. };
  6695. /**
  6696. * Returns a new normalized Vector4 from the given one.
  6697. * @param vector the vector to normalize
  6698. * @returns the vector
  6699. */
  6700. Vector4.Normalize = function (vector) {
  6701. var result = Vector4.Zero();
  6702. Vector4.NormalizeToRef(vector, result);
  6703. return result;
  6704. };
  6705. /**
  6706. * Updates the given vector "result" from the normalization of the given one.
  6707. * @param vector the vector to normalize
  6708. * @param result the vector to store the result in
  6709. */
  6710. Vector4.NormalizeToRef = function (vector, result) {
  6711. result.copyFrom(vector);
  6712. result.normalize();
  6713. };
  6714. /**
  6715. * Returns a vector with the minimum values from the left and right vectors
  6716. * @param left left vector to minimize
  6717. * @param right right vector to minimize
  6718. * @returns a new vector with the minimum of the left and right vector values
  6719. */
  6720. Vector4.Minimize = function (left, right) {
  6721. var min = left.clone();
  6722. min.minimizeInPlace(right);
  6723. return min;
  6724. };
  6725. /**
  6726. * Returns a vector with the maximum values from the left and right vectors
  6727. * @param left left vector to maximize
  6728. * @param right right vector to maximize
  6729. * @returns a new vector with the maximum of the left and right vector values
  6730. */
  6731. Vector4.Maximize = function (left, right) {
  6732. var max = left.clone();
  6733. max.maximizeInPlace(right);
  6734. return max;
  6735. };
  6736. /**
  6737. * Returns the distance (float) between the vectors "value1" and "value2".
  6738. * @param value1 value to calulate the distance between
  6739. * @param value2 value to calulate the distance between
  6740. * @return the distance between the two vectors
  6741. */
  6742. Vector4.Distance = function (value1, value2) {
  6743. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6744. };
  6745. /**
  6746. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6747. * @param value1 value to calulate the distance between
  6748. * @param value2 value to calulate the distance between
  6749. * @return the distance between the two vectors squared
  6750. */
  6751. Vector4.DistanceSquared = function (value1, value2) {
  6752. var x = value1.x - value2.x;
  6753. var y = value1.y - value2.y;
  6754. var z = value1.z - value2.z;
  6755. var w = value1.w - value2.w;
  6756. return (x * x) + (y * y) + (z * z) + (w * w);
  6757. };
  6758. /**
  6759. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6760. * @param value1 value to calulate the center between
  6761. * @param value2 value to calulate the center between
  6762. * @return the center between the two vectors
  6763. */
  6764. Vector4.Center = function (value1, value2) {
  6765. var center = value1.add(value2);
  6766. center.scaleInPlace(0.5);
  6767. return center;
  6768. };
  6769. /**
  6770. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6771. * This methods computes transformed normalized direction vectors only.
  6772. * @param vector the vector to transform
  6773. * @param transformation the transformation matrix to apply
  6774. * @returns the new vector
  6775. */
  6776. Vector4.TransformNormal = function (vector, transformation) {
  6777. var result = Vector4.Zero();
  6778. Vector4.TransformNormalToRef(vector, transformation, result);
  6779. return result;
  6780. };
  6781. /**
  6782. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6783. * This methods computes transformed normalized direction vectors only.
  6784. * @param vector the vector to transform
  6785. * @param transformation the transformation matrix to apply
  6786. * @param result the vector to store the result in
  6787. */
  6788. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6789. var m = transformation.m;
  6790. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6791. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6792. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6793. result.x = x;
  6794. result.y = y;
  6795. result.z = z;
  6796. result.w = vector.w;
  6797. };
  6798. /**
  6799. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6800. * This methods computes transformed normalized direction vectors only.
  6801. * @param x value to transform
  6802. * @param y value to transform
  6803. * @param z value to transform
  6804. * @param w value to transform
  6805. * @param transformation the transformation matrix to apply
  6806. * @param result the vector to store the results in
  6807. */
  6808. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6809. var m = transformation.m;
  6810. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6811. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6812. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6813. result.w = w;
  6814. };
  6815. /**
  6816. * Creates a new Vector4 from a Vector3
  6817. * @param source defines the source data
  6818. * @param w defines the 4th component (default is 0)
  6819. * @returns a new Vector4
  6820. */
  6821. Vector4.FromVector3 = function (source, w) {
  6822. if (w === void 0) { w = 0; }
  6823. return new Vector4(source.x, source.y, source.z, w);
  6824. };
  6825. return Vector4;
  6826. }());
  6827. BABYLON.Vector4 = Vector4;
  6828. /**
  6829. * Size containing widht and height
  6830. */
  6831. var Size = /** @class */ (function () {
  6832. /**
  6833. * Creates a Size object from the given width and height (floats).
  6834. * @param width width of the new size
  6835. * @param height height of the new size
  6836. */
  6837. function Size(width, height) {
  6838. this.width = width;
  6839. this.height = height;
  6840. }
  6841. /**
  6842. * Returns a string with the Size width and height
  6843. * @returns a string with the Size width and height
  6844. */
  6845. Size.prototype.toString = function () {
  6846. return "{W: " + this.width + ", H: " + this.height + "}";
  6847. };
  6848. /**
  6849. * "Size"
  6850. * @returns the string "Size"
  6851. */
  6852. Size.prototype.getClassName = function () {
  6853. return "Size";
  6854. };
  6855. /**
  6856. * Returns the Size hash code.
  6857. * @returns a hash code for a unique width and height
  6858. */
  6859. Size.prototype.getHashCode = function () {
  6860. var hash = this.width || 0;
  6861. hash = (hash * 397) ^ (this.height || 0);
  6862. return hash;
  6863. };
  6864. /**
  6865. * Updates the current size from the given one.
  6866. * @param src the given size
  6867. */
  6868. Size.prototype.copyFrom = function (src) {
  6869. this.width = src.width;
  6870. this.height = src.height;
  6871. };
  6872. /**
  6873. * Updates in place the current Size from the given floats.
  6874. * @param width width of the new size
  6875. * @param height height of the new size
  6876. * @returns the updated Size.
  6877. */
  6878. Size.prototype.copyFromFloats = function (width, height) {
  6879. this.width = width;
  6880. this.height = height;
  6881. return this;
  6882. };
  6883. /**
  6884. * Updates in place the current Size from the given floats.
  6885. * @param width width to set
  6886. * @param height height to set
  6887. * @returns the updated Size.
  6888. */
  6889. Size.prototype.set = function (width, height) {
  6890. return this.copyFromFloats(width, height);
  6891. };
  6892. /**
  6893. * Multiplies the width and height by numbers
  6894. * @param w factor to multiple the width by
  6895. * @param h factor to multiple the height by
  6896. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6897. */
  6898. Size.prototype.multiplyByFloats = function (w, h) {
  6899. return new Size(this.width * w, this.height * h);
  6900. };
  6901. /**
  6902. * Clones the size
  6903. * @returns a new Size copied from the given one.
  6904. */
  6905. Size.prototype.clone = function () {
  6906. return new Size(this.width, this.height);
  6907. };
  6908. /**
  6909. * True if the current Size and the given one width and height are strictly equal.
  6910. * @param other the other size to compare against
  6911. * @returns True if the current Size and the given one width and height are strictly equal.
  6912. */
  6913. Size.prototype.equals = function (other) {
  6914. if (!other) {
  6915. return false;
  6916. }
  6917. return (this.width === other.width) && (this.height === other.height);
  6918. };
  6919. Object.defineProperty(Size.prototype, "surface", {
  6920. /**
  6921. * The surface of the Size : width * height (float).
  6922. */
  6923. get: function () {
  6924. return this.width * this.height;
  6925. },
  6926. enumerable: true,
  6927. configurable: true
  6928. });
  6929. /**
  6930. * Create a new size of zero
  6931. * @returns a new Size set to (0.0, 0.0)
  6932. */
  6933. Size.Zero = function () {
  6934. return new Size(0.0, 0.0);
  6935. };
  6936. /**
  6937. * Sums the width and height of two sizes
  6938. * @param otherSize size to add to this size
  6939. * @returns a new Size set as the addition result of the current Size and the given one.
  6940. */
  6941. Size.prototype.add = function (otherSize) {
  6942. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6943. return r;
  6944. };
  6945. /**
  6946. * Subtracts the width and height of two
  6947. * @param otherSize size to subtract to this size
  6948. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6949. */
  6950. Size.prototype.subtract = function (otherSize) {
  6951. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6952. return r;
  6953. };
  6954. /**
  6955. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6956. * @param start starting size to lerp between
  6957. * @param end end size to lerp between
  6958. * @param amount amount to lerp between the start and end values
  6959. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6960. */
  6961. Size.Lerp = function (start, end, amount) {
  6962. var w = start.width + ((end.width - start.width) * amount);
  6963. var h = start.height + ((end.height - start.height) * amount);
  6964. return new Size(w, h);
  6965. };
  6966. return Size;
  6967. }());
  6968. BABYLON.Size = Size;
  6969. /**
  6970. * Class used to store quaternion data
  6971. * @see https://en.wikipedia.org/wiki/Quaternion
  6972. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6973. */
  6974. var Quaternion = /** @class */ (function () {
  6975. /**
  6976. * Creates a new Quaternion from the given floats
  6977. * @param x defines the first component (0 by default)
  6978. * @param y defines the second component (0 by default)
  6979. * @param z defines the third component (0 by default)
  6980. * @param w defines the fourth component (1.0 by default)
  6981. */
  6982. function Quaternion(
  6983. /** defines the first component (0 by default) */
  6984. x,
  6985. /** defines the second component (0 by default) */
  6986. y,
  6987. /** defines the third component (0 by default) */
  6988. z,
  6989. /** defines the fourth component (1.0 by default) */
  6990. w) {
  6991. if (x === void 0) { x = 0.0; }
  6992. if (y === void 0) { y = 0.0; }
  6993. if (z === void 0) { z = 0.0; }
  6994. if (w === void 0) { w = 1.0; }
  6995. this.x = x;
  6996. this.y = y;
  6997. this.z = z;
  6998. this.w = w;
  6999. }
  7000. /**
  7001. * Gets a string representation for the current quaternion
  7002. * @returns a string with the Quaternion coordinates
  7003. */
  7004. Quaternion.prototype.toString = function () {
  7005. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  7006. };
  7007. /**
  7008. * Gets the class name of the quaternion
  7009. * @returns the string "Quaternion"
  7010. */
  7011. Quaternion.prototype.getClassName = function () {
  7012. return "Quaternion";
  7013. };
  7014. /**
  7015. * Gets a hash code for this quaternion
  7016. * @returns the quaternion hash code
  7017. */
  7018. Quaternion.prototype.getHashCode = function () {
  7019. var hash = this.x || 0;
  7020. hash = (hash * 397) ^ (this.y || 0);
  7021. hash = (hash * 397) ^ (this.z || 0);
  7022. hash = (hash * 397) ^ (this.w || 0);
  7023. return hash;
  7024. };
  7025. /**
  7026. * Copy the quaternion to an array
  7027. * @returns a new array populated with 4 elements from the quaternion coordinates
  7028. */
  7029. Quaternion.prototype.asArray = function () {
  7030. return [this.x, this.y, this.z, this.w];
  7031. };
  7032. /**
  7033. * Check if two quaternions are equals
  7034. * @param otherQuaternion defines the second operand
  7035. * @return true if the current quaternion and the given one coordinates are strictly equals
  7036. */
  7037. Quaternion.prototype.equals = function (otherQuaternion) {
  7038. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7039. };
  7040. /**
  7041. * Clone the current quaternion
  7042. * @returns a new quaternion copied from the current one
  7043. */
  7044. Quaternion.prototype.clone = function () {
  7045. return new Quaternion(this.x, this.y, this.z, this.w);
  7046. };
  7047. /**
  7048. * Copy a quaternion to the current one
  7049. * @param other defines the other quaternion
  7050. * @returns the updated current quaternion
  7051. */
  7052. Quaternion.prototype.copyFrom = function (other) {
  7053. this.x = other.x;
  7054. this.y = other.y;
  7055. this.z = other.z;
  7056. this.w = other.w;
  7057. return this;
  7058. };
  7059. /**
  7060. * Updates the current quaternion with the given float coordinates
  7061. * @param x defines the x coordinate
  7062. * @param y defines the y coordinate
  7063. * @param z defines the z coordinate
  7064. * @param w defines the w coordinate
  7065. * @returns the updated current quaternion
  7066. */
  7067. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7068. this.x = x;
  7069. this.y = y;
  7070. this.z = z;
  7071. this.w = w;
  7072. return this;
  7073. };
  7074. /**
  7075. * Updates the current quaternion from the given float coordinates
  7076. * @param x defines the x coordinate
  7077. * @param y defines the y coordinate
  7078. * @param z defines the z coordinate
  7079. * @param w defines the w coordinate
  7080. * @returns the updated current quaternion
  7081. */
  7082. Quaternion.prototype.set = function (x, y, z, w) {
  7083. return this.copyFromFloats(x, y, z, w);
  7084. };
  7085. /**
  7086. * Adds two quaternions
  7087. * @param other defines the second operand
  7088. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7089. */
  7090. Quaternion.prototype.add = function (other) {
  7091. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7092. };
  7093. /**
  7094. * Add a quaternion to the current one
  7095. * @param other defines the quaternion to add
  7096. * @returns the current quaternion
  7097. */
  7098. Quaternion.prototype.addInPlace = function (other) {
  7099. this.x += other.x;
  7100. this.y += other.y;
  7101. this.z += other.z;
  7102. this.w += other.w;
  7103. return this;
  7104. };
  7105. /**
  7106. * Subtract two quaternions
  7107. * @param other defines the second operand
  7108. * @returns a new quaternion as the subtraction result of the given one from the current one
  7109. */
  7110. Quaternion.prototype.subtract = function (other) {
  7111. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7112. };
  7113. /**
  7114. * Multiplies the current quaternion by a scale factor
  7115. * @param value defines the scale factor
  7116. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7117. */
  7118. Quaternion.prototype.scale = function (value) {
  7119. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7120. };
  7121. /**
  7122. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7123. * @param scale defines the scale factor
  7124. * @param result defines the Quaternion object where to store the result
  7125. * @returns the unmodified current quaternion
  7126. */
  7127. Quaternion.prototype.scaleToRef = function (scale, result) {
  7128. result.x = this.x * scale;
  7129. result.y = this.y * scale;
  7130. result.z = this.z * scale;
  7131. result.w = this.w * scale;
  7132. return this;
  7133. };
  7134. /**
  7135. * Multiplies in place the current quaternion by a scale factor
  7136. * @param value defines the scale factor
  7137. * @returns the current modified quaternion
  7138. */
  7139. Quaternion.prototype.scaleInPlace = function (value) {
  7140. this.x *= value;
  7141. this.y *= value;
  7142. this.z *= value;
  7143. this.w *= value;
  7144. return this;
  7145. };
  7146. /**
  7147. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7148. * @param scale defines the scale factor
  7149. * @param result defines the Quaternion object where to store the result
  7150. * @returns the unmodified current quaternion
  7151. */
  7152. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7153. result.x += this.x * scale;
  7154. result.y += this.y * scale;
  7155. result.z += this.z * scale;
  7156. result.w += this.w * scale;
  7157. return this;
  7158. };
  7159. /**
  7160. * Multiplies two quaternions
  7161. * @param q1 defines the second operand
  7162. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7163. */
  7164. Quaternion.prototype.multiply = function (q1) {
  7165. var result = new Quaternion(0, 0, 0, 1.0);
  7166. this.multiplyToRef(q1, result);
  7167. return result;
  7168. };
  7169. /**
  7170. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7171. * @param q1 defines the second operand
  7172. * @param result defines the target quaternion
  7173. * @returns the current quaternion
  7174. */
  7175. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7176. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7177. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7178. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7179. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7180. result.copyFromFloats(x, y, z, w);
  7181. return this;
  7182. };
  7183. /**
  7184. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7185. * @param q1 defines the second operand
  7186. * @returns the currentupdated quaternion
  7187. */
  7188. Quaternion.prototype.multiplyInPlace = function (q1) {
  7189. this.multiplyToRef(q1, this);
  7190. return this;
  7191. };
  7192. /**
  7193. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7194. * @param ref defines the target quaternion
  7195. * @returns the current quaternion
  7196. */
  7197. Quaternion.prototype.conjugateToRef = function (ref) {
  7198. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7199. return this;
  7200. };
  7201. /**
  7202. * Conjugates in place (1-q) the current quaternion
  7203. * @returns the current updated quaternion
  7204. */
  7205. Quaternion.prototype.conjugateInPlace = function () {
  7206. this.x *= -1;
  7207. this.y *= -1;
  7208. this.z *= -1;
  7209. return this;
  7210. };
  7211. /**
  7212. * Conjugates in place (1-q) the current quaternion
  7213. * @returns a new quaternion
  7214. */
  7215. Quaternion.prototype.conjugate = function () {
  7216. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7217. return result;
  7218. };
  7219. /**
  7220. * Gets length of current quaternion
  7221. * @returns the quaternion length (float)
  7222. */
  7223. Quaternion.prototype.length = function () {
  7224. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7225. };
  7226. /**
  7227. * Normalize in place the current quaternion
  7228. * @returns the current updated quaternion
  7229. */
  7230. Quaternion.prototype.normalize = function () {
  7231. var length = 1.0 / this.length();
  7232. this.x *= length;
  7233. this.y *= length;
  7234. this.z *= length;
  7235. this.w *= length;
  7236. return this;
  7237. };
  7238. /**
  7239. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7240. * @param order is a reserved parameter and is ignore for now
  7241. * @returns a new Vector3 containing the Euler angles
  7242. */
  7243. Quaternion.prototype.toEulerAngles = function (order) {
  7244. if (order === void 0) { order = "YZX"; }
  7245. var result = Vector3.Zero();
  7246. this.toEulerAnglesToRef(result, order);
  7247. return result;
  7248. };
  7249. /**
  7250. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7251. * @param result defines the vector which will be filled with the Euler angles
  7252. * @param order is a reserved parameter and is ignore for now
  7253. * @returns the current unchanged quaternion
  7254. */
  7255. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7256. if (order === void 0) { order = "YZX"; }
  7257. var qz = this.z;
  7258. var qx = this.x;
  7259. var qy = this.y;
  7260. var qw = this.w;
  7261. var sqw = qw * qw;
  7262. var sqz = qz * qz;
  7263. var sqx = qx * qx;
  7264. var sqy = qy * qy;
  7265. var zAxisY = qy * qz - qx * qw;
  7266. var limit = .4999999;
  7267. if (zAxisY < -limit) {
  7268. result.y = 2 * Math.atan2(qy, qw);
  7269. result.x = Math.PI / 2;
  7270. result.z = 0;
  7271. }
  7272. else if (zAxisY > limit) {
  7273. result.y = 2 * Math.atan2(qy, qw);
  7274. result.x = -Math.PI / 2;
  7275. result.z = 0;
  7276. }
  7277. else {
  7278. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7279. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7280. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7281. }
  7282. return this;
  7283. };
  7284. /**
  7285. * Updates the given rotation matrix with the current quaternion values
  7286. * @param result defines the target matrix
  7287. * @returns the current unchanged quaternion
  7288. */
  7289. Quaternion.prototype.toRotationMatrix = function (result) {
  7290. Matrix.FromQuaternionToRef(this, result);
  7291. return this;
  7292. };
  7293. /**
  7294. * Updates the current quaternion from the given rotation matrix values
  7295. * @param matrix defines the source matrix
  7296. * @returns the current updated quaternion
  7297. */
  7298. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7299. Quaternion.FromRotationMatrixToRef(matrix, this);
  7300. return this;
  7301. };
  7302. // Statics
  7303. /**
  7304. * Creates a new quaternion from a rotation matrix
  7305. * @param matrix defines the source matrix
  7306. * @returns a new quaternion created from the given rotation matrix values
  7307. */
  7308. Quaternion.FromRotationMatrix = function (matrix) {
  7309. var result = new Quaternion();
  7310. Quaternion.FromRotationMatrixToRef(matrix, result);
  7311. return result;
  7312. };
  7313. /**
  7314. * Updates the given quaternion with the given rotation matrix values
  7315. * @param matrix defines the source matrix
  7316. * @param result defines the target quaternion
  7317. */
  7318. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7319. var data = matrix.m;
  7320. var m11 = data[0], m12 = data[4], m13 = data[8];
  7321. var m21 = data[1], m22 = data[5], m23 = data[9];
  7322. var m31 = data[2], m32 = data[6], m33 = data[10];
  7323. var trace = m11 + m22 + m33;
  7324. var s;
  7325. if (trace > 0) {
  7326. s = 0.5 / Math.sqrt(trace + 1.0);
  7327. result.w = 0.25 / s;
  7328. result.x = (m32 - m23) * s;
  7329. result.y = (m13 - m31) * s;
  7330. result.z = (m21 - m12) * s;
  7331. }
  7332. else if (m11 > m22 && m11 > m33) {
  7333. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7334. result.w = (m32 - m23) / s;
  7335. result.x = 0.25 * s;
  7336. result.y = (m12 + m21) / s;
  7337. result.z = (m13 + m31) / s;
  7338. }
  7339. else if (m22 > m33) {
  7340. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7341. result.w = (m13 - m31) / s;
  7342. result.x = (m12 + m21) / s;
  7343. result.y = 0.25 * s;
  7344. result.z = (m23 + m32) / s;
  7345. }
  7346. else {
  7347. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7348. result.w = (m21 - m12) / s;
  7349. result.x = (m13 + m31) / s;
  7350. result.y = (m23 + m32) / s;
  7351. result.z = 0.25 * s;
  7352. }
  7353. };
  7354. /**
  7355. * Returns the dot product (float) between the quaternions "left" and "right"
  7356. * @param left defines the left operand
  7357. * @param right defines the right operand
  7358. * @returns the dot product
  7359. */
  7360. Quaternion.Dot = function (left, right) {
  7361. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7362. };
  7363. /**
  7364. * Checks if the two quaternions are close to each other
  7365. * @param quat0 defines the first quaternion to check
  7366. * @param quat1 defines the second quaternion to check
  7367. * @returns true if the two quaternions are close to each other
  7368. */
  7369. Quaternion.AreClose = function (quat0, quat1) {
  7370. var dot = Quaternion.Dot(quat0, quat1);
  7371. return dot >= 0;
  7372. };
  7373. /**
  7374. * Creates an empty quaternion
  7375. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7376. */
  7377. Quaternion.Zero = function () {
  7378. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7379. };
  7380. /**
  7381. * Inverse a given quaternion
  7382. * @param q defines the source quaternion
  7383. * @returns a new quaternion as the inverted current quaternion
  7384. */
  7385. Quaternion.Inverse = function (q) {
  7386. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7387. };
  7388. /**
  7389. * Inverse a given quaternion
  7390. * @param q defines the source quaternion
  7391. * @param result the quaternion the result will be stored in
  7392. * @returns the result quaternion
  7393. */
  7394. Quaternion.InverseToRef = function (q, result) {
  7395. result.set(-q.x, -q.y, -q.z, q.w);
  7396. return result;
  7397. };
  7398. /**
  7399. * Creates an identity quaternion
  7400. * @returns the identity quaternion
  7401. */
  7402. Quaternion.Identity = function () {
  7403. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7404. };
  7405. /**
  7406. * Gets a boolean indicating if the given quaternion is identity
  7407. * @param quaternion defines the quaternion to check
  7408. * @returns true if the quaternion is identity
  7409. */
  7410. Quaternion.IsIdentity = function (quaternion) {
  7411. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7412. };
  7413. /**
  7414. * Creates a quaternion from a rotation around an axis
  7415. * @param axis defines the axis to use
  7416. * @param angle defines the angle to use
  7417. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7418. */
  7419. Quaternion.RotationAxis = function (axis, angle) {
  7420. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7421. };
  7422. /**
  7423. * Creates a rotation around an axis and stores it into the given quaternion
  7424. * @param axis defines the axis to use
  7425. * @param angle defines the angle to use
  7426. * @param result defines the target quaternion
  7427. * @returns the target quaternion
  7428. */
  7429. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7430. var sin = Math.sin(angle / 2);
  7431. axis.normalize();
  7432. result.w = Math.cos(angle / 2);
  7433. result.x = axis.x * sin;
  7434. result.y = axis.y * sin;
  7435. result.z = axis.z * sin;
  7436. return result;
  7437. };
  7438. /**
  7439. * Creates a new quaternion from data stored into an array
  7440. * @param array defines the data source
  7441. * @param offset defines the offset in the source array where the data starts
  7442. * @returns a new quaternion
  7443. */
  7444. Quaternion.FromArray = function (array, offset) {
  7445. if (!offset) {
  7446. offset = 0;
  7447. }
  7448. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7449. };
  7450. /**
  7451. * Create a quaternion from Euler rotation angles
  7452. * @param x Pitch
  7453. * @param y Yaw
  7454. * @param z Roll
  7455. * @returns the new Quaternion
  7456. */
  7457. Quaternion.FromEulerAngles = function (x, y, z) {
  7458. var q = new Quaternion();
  7459. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7460. return q;
  7461. };
  7462. /**
  7463. * Updates a quaternion from Euler rotation angles
  7464. * @param x Pitch
  7465. * @param y Yaw
  7466. * @param z Roll
  7467. * @param result the quaternion to store the result
  7468. * @returns the updated quaternion
  7469. */
  7470. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7471. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7472. return result;
  7473. };
  7474. /**
  7475. * Create a quaternion from Euler rotation vector
  7476. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7477. * @returns the new Quaternion
  7478. */
  7479. Quaternion.FromEulerVector = function (vec) {
  7480. var q = new Quaternion();
  7481. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7482. return q;
  7483. };
  7484. /**
  7485. * Updates a quaternion from Euler rotation vector
  7486. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7487. * @param result the quaternion to store the result
  7488. * @returns the updated quaternion
  7489. */
  7490. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7491. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7492. return result;
  7493. };
  7494. /**
  7495. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7496. * @param yaw defines the rotation around Y axis
  7497. * @param pitch defines the rotation around X axis
  7498. * @param roll defines the rotation around Z axis
  7499. * @returns the new quaternion
  7500. */
  7501. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7502. var q = new Quaternion();
  7503. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7504. return q;
  7505. };
  7506. /**
  7507. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7508. * @param yaw defines the rotation around Y axis
  7509. * @param pitch defines the rotation around X axis
  7510. * @param roll defines the rotation around Z axis
  7511. * @param result defines the target quaternion
  7512. */
  7513. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7514. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7515. var halfRoll = roll * 0.5;
  7516. var halfPitch = pitch * 0.5;
  7517. var halfYaw = yaw * 0.5;
  7518. var sinRoll = Math.sin(halfRoll);
  7519. var cosRoll = Math.cos(halfRoll);
  7520. var sinPitch = Math.sin(halfPitch);
  7521. var cosPitch = Math.cos(halfPitch);
  7522. var sinYaw = Math.sin(halfYaw);
  7523. var cosYaw = Math.cos(halfYaw);
  7524. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7525. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7526. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7527. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7528. };
  7529. /**
  7530. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7531. * @param alpha defines the rotation around first axis
  7532. * @param beta defines the rotation around second axis
  7533. * @param gamma defines the rotation around third axis
  7534. * @returns the new quaternion
  7535. */
  7536. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7537. var result = new Quaternion();
  7538. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7539. return result;
  7540. };
  7541. /**
  7542. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7543. * @param alpha defines the rotation around first axis
  7544. * @param beta defines the rotation around second axis
  7545. * @param gamma defines the rotation around third axis
  7546. * @param result defines the target quaternion
  7547. */
  7548. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7549. // Produces a quaternion from Euler angles in the z-x-z orientation
  7550. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7551. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7552. var halfBeta = beta * 0.5;
  7553. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7554. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7555. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7556. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7557. };
  7558. /**
  7559. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  7560. * @param axis1 defines the first axis
  7561. * @param axis2 defines the second axis
  7562. * @param axis3 defines the third axis
  7563. * @returns the new quaternion
  7564. */
  7565. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7566. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7567. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7568. return quat;
  7569. };
  7570. /**
  7571. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  7572. * @param axis1 defines the first axis
  7573. * @param axis2 defines the second axis
  7574. * @param axis3 defines the third axis
  7575. * @param ref defines the target quaternion
  7576. */
  7577. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7578. var rotMat = MathTmp.Matrix[0];
  7579. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7580. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7581. };
  7582. /**
  7583. * Interpolates between two quaternions
  7584. * @param left defines first quaternion
  7585. * @param right defines second quaternion
  7586. * @param amount defines the gradient to use
  7587. * @returns the new interpolated quaternion
  7588. */
  7589. Quaternion.Slerp = function (left, right, amount) {
  7590. var result = Quaternion.Identity();
  7591. Quaternion.SlerpToRef(left, right, amount, result);
  7592. return result;
  7593. };
  7594. /**
  7595. * Interpolates between two quaternions and stores it into a target quaternion
  7596. * @param left defines first quaternion
  7597. * @param right defines second quaternion
  7598. * @param amount defines the gradient to use
  7599. * @param result defines the target quaternion
  7600. */
  7601. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7602. var num2;
  7603. var num3;
  7604. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7605. var flag = false;
  7606. if (num4 < 0) {
  7607. flag = true;
  7608. num4 = -num4;
  7609. }
  7610. if (num4 > 0.999999) {
  7611. num3 = 1 - amount;
  7612. num2 = flag ? -amount : amount;
  7613. }
  7614. else {
  7615. var num5 = Math.acos(num4);
  7616. var num6 = (1.0 / Math.sin(num5));
  7617. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7618. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7619. }
  7620. result.x = (num3 * left.x) + (num2 * right.x);
  7621. result.y = (num3 * left.y) + (num2 * right.y);
  7622. result.z = (num3 * left.z) + (num2 * right.z);
  7623. result.w = (num3 * left.w) + (num2 * right.w);
  7624. };
  7625. /**
  7626. * Interpolate between two quaternions using Hermite interpolation
  7627. * @param value1 defines first quaternion
  7628. * @param tangent1 defines the incoming tangent
  7629. * @param value2 defines second quaternion
  7630. * @param tangent2 defines the outgoing tangent
  7631. * @param amount defines the target quaternion
  7632. * @returns the new interpolated quaternion
  7633. */
  7634. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7635. var squared = amount * amount;
  7636. var cubed = amount * squared;
  7637. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7638. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7639. var part3 = (cubed - (2.0 * squared)) + amount;
  7640. var part4 = cubed - squared;
  7641. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7642. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7643. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7644. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7645. return new Quaternion(x, y, z, w);
  7646. };
  7647. return Quaternion;
  7648. }());
  7649. BABYLON.Quaternion = Quaternion;
  7650. /**
  7651. * Class used to store matrix data (4x4)
  7652. */
  7653. var Matrix = /** @class */ (function () {
  7654. /**
  7655. * Creates an empty matrix (filled with zeros)
  7656. */
  7657. function Matrix() {
  7658. this._isIdentity = false;
  7659. this._isIdentityDirty = true;
  7660. this._isIdentity3x2 = true;
  7661. this._isIdentity3x2Dirty = true;
  7662. this._m = new Float32Array(16);
  7663. this._updateIdentityStatus(false);
  7664. }
  7665. Object.defineProperty(Matrix.prototype, "m", {
  7666. /**
  7667. * Gets the internal data of the matrix
  7668. */
  7669. get: function () { return this._m; },
  7670. enumerable: true,
  7671. configurable: true
  7672. });
  7673. /** @hidden */
  7674. Matrix.prototype._markAsUpdated = function () {
  7675. this.updateFlag = Matrix._updateFlagSeed++;
  7676. this._isIdentity = false;
  7677. this._isIdentity3x2 = false;
  7678. this._isIdentityDirty = true;
  7679. this._isIdentity3x2Dirty = true;
  7680. };
  7681. /** @hidden */
  7682. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7683. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7684. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7685. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7686. this.updateFlag = Matrix._updateFlagSeed++;
  7687. this._isIdentity = isIdentity;
  7688. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7689. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7690. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7691. };
  7692. // Properties
  7693. /**
  7694. * Check if the current matrix is identity
  7695. * @returns true is the matrix is the identity matrix
  7696. */
  7697. Matrix.prototype.isIdentity = function () {
  7698. if (this._isIdentityDirty) {
  7699. this._isIdentityDirty = false;
  7700. var m = this._m;
  7701. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7702. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7703. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7704. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7705. }
  7706. return this._isIdentity;
  7707. };
  7708. /**
  7709. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7710. * @returns true is the matrix is the identity matrix
  7711. */
  7712. Matrix.prototype.isIdentityAs3x2 = function () {
  7713. if (this._isIdentity3x2Dirty) {
  7714. this._isIdentity3x2Dirty = false;
  7715. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7716. this._isIdentity3x2 = false;
  7717. }
  7718. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7719. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7720. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7721. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7722. this._isIdentity3x2 = false;
  7723. }
  7724. else {
  7725. this._isIdentity3x2 = true;
  7726. }
  7727. }
  7728. return this._isIdentity3x2;
  7729. };
  7730. /**
  7731. * Gets the determinant of the matrix
  7732. * @returns the matrix determinant
  7733. */
  7734. Matrix.prototype.determinant = function () {
  7735. if (this._isIdentity === true) {
  7736. return 1;
  7737. }
  7738. var m = this._m;
  7739. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7740. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7741. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7742. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7743. // https://en.wikipedia.org/wiki/Laplace_expansion
  7744. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7745. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7746. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7747. // where
  7748. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7749. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7750. //
  7751. // Here we do that for the 1st row.
  7752. var det_22_33 = m22 * m33 - m32 * m23;
  7753. var det_21_33 = m21 * m33 - m31 * m23;
  7754. var det_21_32 = m21 * m32 - m31 * m22;
  7755. var det_20_33 = m20 * m33 - m30 * m23;
  7756. var det_20_32 = m20 * m32 - m22 * m30;
  7757. var det_20_31 = m20 * m31 - m30 * m21;
  7758. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7759. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7760. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7761. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7762. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7763. };
  7764. // Methods
  7765. /**
  7766. * Returns the matrix as a Float32Array
  7767. * @returns the matrix underlying array
  7768. */
  7769. Matrix.prototype.toArray = function () {
  7770. return this._m;
  7771. };
  7772. /**
  7773. * Returns the matrix as a Float32Array
  7774. * @returns the matrix underlying array.
  7775. */
  7776. Matrix.prototype.asArray = function () {
  7777. return this._m;
  7778. };
  7779. /**
  7780. * Inverts the current matrix in place
  7781. * @returns the current inverted matrix
  7782. */
  7783. Matrix.prototype.invert = function () {
  7784. this.invertToRef(this);
  7785. return this;
  7786. };
  7787. /**
  7788. * Sets all the matrix elements to zero
  7789. * @returns the current matrix
  7790. */
  7791. Matrix.prototype.reset = function () {
  7792. Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);
  7793. this._updateIdentityStatus(false);
  7794. return this;
  7795. };
  7796. /**
  7797. * Adds the current matrix with a second one
  7798. * @param other defines the matrix to add
  7799. * @returns a new matrix as the addition of the current matrix and the given one
  7800. */
  7801. Matrix.prototype.add = function (other) {
  7802. var result = new Matrix();
  7803. this.addToRef(other, result);
  7804. return result;
  7805. };
  7806. /**
  7807. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7808. * @param other defines the matrix to add
  7809. * @param result defines the target matrix
  7810. * @returns the current matrix
  7811. */
  7812. Matrix.prototype.addToRef = function (other, result) {
  7813. var m = this._m;
  7814. var resultM = result._m;
  7815. var otherM = other.m;
  7816. for (var index = 0; index < 16; index++) {
  7817. resultM[index] = m[index] + otherM[index];
  7818. }
  7819. result._markAsUpdated();
  7820. return this;
  7821. };
  7822. /**
  7823. * Adds in place the given matrix to the current matrix
  7824. * @param other defines the second operand
  7825. * @returns the current updated matrix
  7826. */
  7827. Matrix.prototype.addToSelf = function (other) {
  7828. var m = this._m;
  7829. var otherM = other.m;
  7830. for (var index = 0; index < 16; index++) {
  7831. m[index] += otherM[index];
  7832. }
  7833. this._markAsUpdated();
  7834. return this;
  7835. };
  7836. /**
  7837. * Sets the given matrix to the current inverted Matrix
  7838. * @param other defines the target matrix
  7839. * @returns the unmodified current matrix
  7840. */
  7841. Matrix.prototype.invertToRef = function (other) {
  7842. if (this._isIdentity === true) {
  7843. Matrix.IdentityToRef(other);
  7844. return this;
  7845. }
  7846. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7847. var m = this._m;
  7848. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7849. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7850. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7851. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7852. var det_22_33 = m22 * m33 - m32 * m23;
  7853. var det_21_33 = m21 * m33 - m31 * m23;
  7854. var det_21_32 = m21 * m32 - m31 * m22;
  7855. var det_20_33 = m20 * m33 - m30 * m23;
  7856. var det_20_32 = m20 * m32 - m22 * m30;
  7857. var det_20_31 = m20 * m31 - m30 * m21;
  7858. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7859. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7860. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7861. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7862. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7863. if (det === 0) {
  7864. // not invertible
  7865. other.copyFrom(this);
  7866. return this;
  7867. }
  7868. var detInv = 1 / det;
  7869. var det_12_33 = m12 * m33 - m32 * m13;
  7870. var det_11_33 = m11 * m33 - m31 * m13;
  7871. var det_11_32 = m11 * m32 - m31 * m12;
  7872. var det_10_33 = m10 * m33 - m30 * m13;
  7873. var det_10_32 = m10 * m32 - m30 * m12;
  7874. var det_10_31 = m10 * m31 - m30 * m11;
  7875. var det_12_23 = m12 * m23 - m22 * m13;
  7876. var det_11_23 = m11 * m23 - m21 * m13;
  7877. var det_11_22 = m11 * m22 - m21 * m12;
  7878. var det_10_23 = m10 * m23 - m20 * m13;
  7879. var det_10_22 = m10 * m22 - m20 * m12;
  7880. var det_10_21 = m10 * m21 - m20 * m11;
  7881. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7882. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7883. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7884. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7885. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7886. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7887. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7888. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7889. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7890. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7891. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7892. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7893. Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);
  7894. return this;
  7895. };
  7896. /**
  7897. * add a value at the specified position in the current Matrix
  7898. * @param index the index of the value within the matrix. between 0 and 15.
  7899. * @param value the value to be added
  7900. * @returns the current updated matrix
  7901. */
  7902. Matrix.prototype.addAtIndex = function (index, value) {
  7903. this._m[index] += value;
  7904. this._markAsUpdated();
  7905. return this;
  7906. };
  7907. /**
  7908. * mutiply the specified position in the current Matrix by a value
  7909. * @param index the index of the value within the matrix. between 0 and 15.
  7910. * @param value the value to be added
  7911. * @returns the current updated matrix
  7912. */
  7913. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7914. this._m[index] *= value;
  7915. this._markAsUpdated();
  7916. return this;
  7917. };
  7918. /**
  7919. * Inserts the translation vector (using 3 floats) in the current matrix
  7920. * @param x defines the 1st component of the translation
  7921. * @param y defines the 2nd component of the translation
  7922. * @param z defines the 3rd component of the translation
  7923. * @returns the current updated matrix
  7924. */
  7925. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7926. this._m[12] = x;
  7927. this._m[13] = y;
  7928. this._m[14] = z;
  7929. this._markAsUpdated();
  7930. return this;
  7931. };
  7932. /**
  7933. * Inserts the translation vector in the current matrix
  7934. * @param vector3 defines the translation to insert
  7935. * @returns the current updated matrix
  7936. */
  7937. Matrix.prototype.setTranslation = function (vector3) {
  7938. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7939. };
  7940. /**
  7941. * Gets the translation value of the current matrix
  7942. * @returns a new Vector3 as the extracted translation from the matrix
  7943. */
  7944. Matrix.prototype.getTranslation = function () {
  7945. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7946. };
  7947. /**
  7948. * Fill a Vector3 with the extracted translation from the matrix
  7949. * @param result defines the Vector3 where to store the translation
  7950. * @returns the current matrix
  7951. */
  7952. Matrix.prototype.getTranslationToRef = function (result) {
  7953. result.x = this._m[12];
  7954. result.y = this._m[13];
  7955. result.z = this._m[14];
  7956. return this;
  7957. };
  7958. /**
  7959. * Remove rotation and scaling part from the matrix
  7960. * @returns the updated matrix
  7961. */
  7962. Matrix.prototype.removeRotationAndScaling = function () {
  7963. var m = this.m;
  7964. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);
  7965. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7966. return this;
  7967. };
  7968. /**
  7969. * Multiply two matrices
  7970. * @param other defines the second operand
  7971. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7972. */
  7973. Matrix.prototype.multiply = function (other) {
  7974. var result = new Matrix();
  7975. this.multiplyToRef(other, result);
  7976. return result;
  7977. };
  7978. /**
  7979. * Copy the current matrix from the given one
  7980. * @param other defines the source matrix
  7981. * @returns the current updated matrix
  7982. */
  7983. Matrix.prototype.copyFrom = function (other) {
  7984. other.copyToArray(this._m);
  7985. var o = other;
  7986. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7987. return this;
  7988. };
  7989. /**
  7990. * Populates the given array from the starting index with the current matrix values
  7991. * @param array defines the target array
  7992. * @param offset defines the offset in the target array where to start storing values
  7993. * @returns the current matrix
  7994. */
  7995. Matrix.prototype.copyToArray = function (array, offset) {
  7996. if (offset === void 0) { offset = 0; }
  7997. for (var index = 0; index < 16; index++) {
  7998. array[offset + index] = this._m[index];
  7999. }
  8000. return this;
  8001. };
  8002. /**
  8003. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  8004. * @param other defines the second operand
  8005. * @param result defines the matrix where to store the multiplication
  8006. * @returns the current matrix
  8007. */
  8008. Matrix.prototype.multiplyToRef = function (other, result) {
  8009. if (this._isIdentity) {
  8010. result.copyFrom(other);
  8011. return this;
  8012. }
  8013. if (other._isIdentity) {
  8014. result.copyFrom(this);
  8015. return this;
  8016. }
  8017. this.multiplyToArray(other, result._m, 0);
  8018. result._markAsUpdated();
  8019. return this;
  8020. };
  8021. /**
  8022. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  8023. * @param other defines the second operand
  8024. * @param result defines the array where to store the multiplication
  8025. * @param offset defines the offset in the target array where to start storing values
  8026. * @returns the current matrix
  8027. */
  8028. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8029. var m = this._m;
  8030. var otherM = other.m;
  8031. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8032. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8033. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8034. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8035. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8036. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8037. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8038. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8039. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8040. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8041. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8042. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8043. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8044. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8045. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8046. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8047. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8048. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8049. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8050. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8051. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8052. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8053. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8054. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8055. return this;
  8056. };
  8057. /**
  8058. * Check equality between this matrix and a second one
  8059. * @param value defines the second matrix to compare
  8060. * @returns true is the current matrix and the given one values are strictly equal
  8061. */
  8062. Matrix.prototype.equals = function (value) {
  8063. var other = value;
  8064. if (!other) {
  8065. return false;
  8066. }
  8067. if (this._isIdentity || other._isIdentity) {
  8068. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8069. return this._isIdentity && other._isIdentity;
  8070. }
  8071. }
  8072. var m = this.m;
  8073. var om = other.m;
  8074. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8075. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8076. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8077. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8078. };
  8079. /**
  8080. * Clone the current matrix
  8081. * @returns a new matrix from the current matrix
  8082. */
  8083. Matrix.prototype.clone = function () {
  8084. var matrix = new Matrix();
  8085. matrix.copyFrom(this);
  8086. return matrix;
  8087. };
  8088. /**
  8089. * Returns the name of the current matrix class
  8090. * @returns the string "Matrix"
  8091. */
  8092. Matrix.prototype.getClassName = function () {
  8093. return "Matrix";
  8094. };
  8095. /**
  8096. * Gets the hash code of the current matrix
  8097. * @returns the hash code
  8098. */
  8099. Matrix.prototype.getHashCode = function () {
  8100. var hash = this._m[0] || 0;
  8101. for (var i = 1; i < 16; i++) {
  8102. hash = (hash * 397) ^ (this._m[i] || 0);
  8103. }
  8104. return hash;
  8105. };
  8106. /**
  8107. * Decomposes the current Matrix into a translation, rotation and scaling components
  8108. * @param scale defines the scale vector3 given as a reference to update
  8109. * @param rotation defines the rotation quaternion given as a reference to update
  8110. * @param translation defines the translation vector3 given as a reference to update
  8111. * @returns true if operation was successful
  8112. */
  8113. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8114. if (this._isIdentity) {
  8115. if (translation) {
  8116. translation.setAll(0);
  8117. }
  8118. if (scale) {
  8119. scale.setAll(1);
  8120. }
  8121. if (rotation) {
  8122. rotation.copyFromFloats(0, 0, 0, 1);
  8123. }
  8124. return true;
  8125. }
  8126. var m = this._m;
  8127. if (translation) {
  8128. translation.copyFromFloats(m[12], m[13], m[14]);
  8129. }
  8130. scale = scale || MathTmp.Vector3[0];
  8131. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8132. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8133. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8134. if (this.determinant() <= 0) {
  8135. scale.y *= -1;
  8136. }
  8137. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8138. if (rotation) {
  8139. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8140. }
  8141. return false;
  8142. }
  8143. if (rotation) {
  8144. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8145. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);
  8146. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8147. }
  8148. return true;
  8149. };
  8150. /**
  8151. * Gets specific row of the matrix
  8152. * @param index defines the number of the row to get
  8153. * @returns the index-th row of the current matrix as a new Vector4
  8154. */
  8155. Matrix.prototype.getRow = function (index) {
  8156. if (index < 0 || index > 3) {
  8157. return null;
  8158. }
  8159. var i = index * 4;
  8160. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8161. };
  8162. /**
  8163. * Sets the index-th row of the current matrix to the vector4 values
  8164. * @param index defines the number of the row to set
  8165. * @param row defines the target vector4
  8166. * @returns the updated current matrix
  8167. */
  8168. Matrix.prototype.setRow = function (index, row) {
  8169. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8170. };
  8171. /**
  8172. * Compute the transpose of the matrix
  8173. * @returns the new transposed matrix
  8174. */
  8175. Matrix.prototype.transpose = function () {
  8176. return Matrix.Transpose(this);
  8177. };
  8178. /**
  8179. * Compute the transpose of the matrix and store it in a given matrix
  8180. * @param result defines the target matrix
  8181. * @returns the current matrix
  8182. */
  8183. Matrix.prototype.transposeToRef = function (result) {
  8184. Matrix.TransposeToRef(this, result);
  8185. return this;
  8186. };
  8187. /**
  8188. * Sets the index-th row of the current matrix with the given 4 x float values
  8189. * @param index defines the row index
  8190. * @param x defines the x component to set
  8191. * @param y defines the y component to set
  8192. * @param z defines the z component to set
  8193. * @param w defines the w component to set
  8194. * @returns the updated current matrix
  8195. */
  8196. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8197. if (index < 0 || index > 3) {
  8198. return this;
  8199. }
  8200. var i = index * 4;
  8201. this._m[i + 0] = x;
  8202. this._m[i + 1] = y;
  8203. this._m[i + 2] = z;
  8204. this._m[i + 3] = w;
  8205. this._markAsUpdated();
  8206. return this;
  8207. };
  8208. /**
  8209. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8210. * @param scale defines the scale factor
  8211. * @returns a new matrix
  8212. */
  8213. Matrix.prototype.scale = function (scale) {
  8214. var result = new Matrix();
  8215. this.scaleToRef(scale, result);
  8216. return result;
  8217. };
  8218. /**
  8219. * Scale the current matrix values by a factor to a given result matrix
  8220. * @param scale defines the scale factor
  8221. * @param result defines the matrix to store the result
  8222. * @returns the current matrix
  8223. */
  8224. Matrix.prototype.scaleToRef = function (scale, result) {
  8225. for (var index = 0; index < 16; index++) {
  8226. result._m[index] = this._m[index] * scale;
  8227. }
  8228. result._markAsUpdated();
  8229. return this;
  8230. };
  8231. /**
  8232. * Scale the current matrix values by a factor and add the result to a given matrix
  8233. * @param scale defines the scale factor
  8234. * @param result defines the Matrix to store the result
  8235. * @returns the current matrix
  8236. */
  8237. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8238. for (var index = 0; index < 16; index++) {
  8239. result._m[index] += this._m[index] * scale;
  8240. }
  8241. result._markAsUpdated();
  8242. return this;
  8243. };
  8244. /**
  8245. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8246. * @param ref matrix to store the result
  8247. */
  8248. Matrix.prototype.toNormalMatrix = function (ref) {
  8249. var tmp = MathTmp.Matrix[0];
  8250. this.invertToRef(tmp);
  8251. tmp.transposeToRef(ref);
  8252. var m = ref._m;
  8253. Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);
  8254. };
  8255. /**
  8256. * Gets only rotation part of the current matrix
  8257. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8258. */
  8259. Matrix.prototype.getRotationMatrix = function () {
  8260. var result = new Matrix();
  8261. this.getRotationMatrixToRef(result);
  8262. return result;
  8263. };
  8264. /**
  8265. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8266. * @param result defines the target matrix to store data to
  8267. * @returns the current matrix
  8268. */
  8269. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8270. var scale = MathTmp.Vector3[0];
  8271. if (!this.decompose(scale)) {
  8272. Matrix.IdentityToRef(result);
  8273. return this;
  8274. }
  8275. var m = this._m;
  8276. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8277. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8278. return this;
  8279. };
  8280. /**
  8281. * Toggles model matrix from being right handed to left handed in place and vice versa
  8282. */
  8283. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8284. var m = this._m;
  8285. m[2] *= -1;
  8286. m[6] *= -1;
  8287. m[8] *= -1;
  8288. m[9] *= -1;
  8289. m[14] *= -1;
  8290. this._markAsUpdated();
  8291. };
  8292. /**
  8293. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8294. */
  8295. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8296. var m = this._m;
  8297. m[8] *= -1;
  8298. m[9] *= -1;
  8299. m[10] *= -1;
  8300. m[11] *= -1;
  8301. this._markAsUpdated();
  8302. };
  8303. // Statics
  8304. /**
  8305. * Creates a matrix from an array
  8306. * @param array defines the source array
  8307. * @param offset defines an offset in the source array
  8308. * @returns a new Matrix set from the starting index of the given array
  8309. */
  8310. Matrix.FromArray = function (array, offset) {
  8311. if (offset === void 0) { offset = 0; }
  8312. var result = new Matrix();
  8313. Matrix.FromArrayToRef(array, offset, result);
  8314. return result;
  8315. };
  8316. /**
  8317. * Copy the content of an array into a given matrix
  8318. * @param array defines the source array
  8319. * @param offset defines an offset in the source array
  8320. * @param result defines the target matrix
  8321. */
  8322. Matrix.FromArrayToRef = function (array, offset, result) {
  8323. for (var index = 0; index < 16; index++) {
  8324. result._m[index] = array[index + offset];
  8325. }
  8326. result._markAsUpdated();
  8327. };
  8328. /**
  8329. * Stores an array into a matrix after having multiplied each component by a given factor
  8330. * @param array defines the source array
  8331. * @param offset defines the offset in the source array
  8332. * @param scale defines the scaling factor
  8333. * @param result defines the target matrix
  8334. */
  8335. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8336. for (var index = 0; index < 16; index++) {
  8337. result._m[index] = array[index + offset] * scale;
  8338. }
  8339. result._markAsUpdated();
  8340. };
  8341. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8342. /**
  8343. * Gets an identity matrix that must not be updated
  8344. */
  8345. get: function () {
  8346. return Matrix._identityReadOnly;
  8347. },
  8348. enumerable: true,
  8349. configurable: true
  8350. });
  8351. /**
  8352. * Stores a list of values (16) inside a given matrix
  8353. * @param initialM11 defines 1st value of 1st row
  8354. * @param initialM12 defines 2nd value of 1st row
  8355. * @param initialM13 defines 3rd value of 1st row
  8356. * @param initialM14 defines 4th value of 1st row
  8357. * @param initialM21 defines 1st value of 2nd row
  8358. * @param initialM22 defines 2nd value of 2nd row
  8359. * @param initialM23 defines 3rd value of 2nd row
  8360. * @param initialM24 defines 4th value of 2nd row
  8361. * @param initialM31 defines 1st value of 3rd row
  8362. * @param initialM32 defines 2nd value of 3rd row
  8363. * @param initialM33 defines 3rd value of 3rd row
  8364. * @param initialM34 defines 4th value of 3rd row
  8365. * @param initialM41 defines 1st value of 4th row
  8366. * @param initialM42 defines 2nd value of 4th row
  8367. * @param initialM43 defines 3rd value of 4th row
  8368. * @param initialM44 defines 4th value of 4th row
  8369. * @param result defines the target matrix
  8370. */
  8371. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8372. var m = result._m;
  8373. m[0] = initialM11;
  8374. m[1] = initialM12;
  8375. m[2] = initialM13;
  8376. m[3] = initialM14;
  8377. m[4] = initialM21;
  8378. m[5] = initialM22;
  8379. m[6] = initialM23;
  8380. m[7] = initialM24;
  8381. m[8] = initialM31;
  8382. m[9] = initialM32;
  8383. m[10] = initialM33;
  8384. m[11] = initialM34;
  8385. m[12] = initialM41;
  8386. m[13] = initialM42;
  8387. m[14] = initialM43;
  8388. m[15] = initialM44;
  8389. result._markAsUpdated();
  8390. };
  8391. /**
  8392. * Creates new matrix from a list of values (16)
  8393. * @param initialM11 defines 1st value of 1st row
  8394. * @param initialM12 defines 2nd value of 1st row
  8395. * @param initialM13 defines 3rd value of 1st row
  8396. * @param initialM14 defines 4th value of 1st row
  8397. * @param initialM21 defines 1st value of 2nd row
  8398. * @param initialM22 defines 2nd value of 2nd row
  8399. * @param initialM23 defines 3rd value of 2nd row
  8400. * @param initialM24 defines 4th value of 2nd row
  8401. * @param initialM31 defines 1st value of 3rd row
  8402. * @param initialM32 defines 2nd value of 3rd row
  8403. * @param initialM33 defines 3rd value of 3rd row
  8404. * @param initialM34 defines 4th value of 3rd row
  8405. * @param initialM41 defines 1st value of 4th row
  8406. * @param initialM42 defines 2nd value of 4th row
  8407. * @param initialM43 defines 3rd value of 4th row
  8408. * @param initialM44 defines 4th value of 4th row
  8409. * @returns the new matrix
  8410. */
  8411. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8412. var result = new Matrix();
  8413. var m = result._m;
  8414. m[0] = initialM11;
  8415. m[1] = initialM12;
  8416. m[2] = initialM13;
  8417. m[3] = initialM14;
  8418. m[4] = initialM21;
  8419. m[5] = initialM22;
  8420. m[6] = initialM23;
  8421. m[7] = initialM24;
  8422. m[8] = initialM31;
  8423. m[9] = initialM32;
  8424. m[10] = initialM33;
  8425. m[11] = initialM34;
  8426. m[12] = initialM41;
  8427. m[13] = initialM42;
  8428. m[14] = initialM43;
  8429. m[15] = initialM44;
  8430. result._markAsUpdated();
  8431. return result;
  8432. };
  8433. /**
  8434. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8435. * @param scale defines the scale vector3
  8436. * @param rotation defines the rotation quaternion
  8437. * @param translation defines the translation vector3
  8438. * @returns a new matrix
  8439. */
  8440. Matrix.Compose = function (scale, rotation, translation) {
  8441. var result = new Matrix();
  8442. Matrix.ComposeToRef(scale, rotation, translation, result);
  8443. return result;
  8444. };
  8445. /**
  8446. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8447. * @param scale defines the scale vector3
  8448. * @param rotation defines the rotation quaternion
  8449. * @param translation defines the translation vector3
  8450. * @param result defines the target matrix
  8451. */
  8452. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8453. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8454. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8455. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8456. result.setTranslation(translation);
  8457. };
  8458. /**
  8459. * Creates a new identity matrix
  8460. * @returns a new identity matrix
  8461. */
  8462. Matrix.Identity = function () {
  8463. var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  8464. identity._updateIdentityStatus(true);
  8465. return identity;
  8466. };
  8467. /**
  8468. * Creates a new identity matrix and stores the result in a given matrix
  8469. * @param result defines the target matrix
  8470. */
  8471. Matrix.IdentityToRef = function (result) {
  8472. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8473. result._updateIdentityStatus(true);
  8474. };
  8475. /**
  8476. * Creates a new zero matrix
  8477. * @returns a new zero matrix
  8478. */
  8479. Matrix.Zero = function () {
  8480. var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  8481. zero._updateIdentityStatus(false);
  8482. return zero;
  8483. };
  8484. /**
  8485. * Creates a new rotation matrix for "angle" radians around the X axis
  8486. * @param angle defines the angle (in radians) to use
  8487. * @return the new matrix
  8488. */
  8489. Matrix.RotationX = function (angle) {
  8490. var result = new Matrix();
  8491. Matrix.RotationXToRef(angle, result);
  8492. return result;
  8493. };
  8494. /**
  8495. * Creates a new matrix as the invert of a given matrix
  8496. * @param source defines the source matrix
  8497. * @returns the new matrix
  8498. */
  8499. Matrix.Invert = function (source) {
  8500. var result = new Matrix();
  8501. source.invertToRef(result);
  8502. return result;
  8503. };
  8504. /**
  8505. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8506. * @param angle defines the angle (in radians) to use
  8507. * @param result defines the target matrix
  8508. */
  8509. Matrix.RotationXToRef = function (angle, result) {
  8510. var s = Math.sin(angle);
  8511. var c = Math.cos(angle);
  8512. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8513. result._updateIdentityStatus(c === 1 && s === 0);
  8514. };
  8515. /**
  8516. * Creates a new rotation matrix for "angle" radians around the Y axis
  8517. * @param angle defines the angle (in radians) to use
  8518. * @return the new matrix
  8519. */
  8520. Matrix.RotationY = function (angle) {
  8521. var result = new Matrix();
  8522. Matrix.RotationYToRef(angle, result);
  8523. return result;
  8524. };
  8525. /**
  8526. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8527. * @param angle defines the angle (in radians) to use
  8528. * @param result defines the target matrix
  8529. */
  8530. Matrix.RotationYToRef = function (angle, result) {
  8531. var s = Math.sin(angle);
  8532. var c = Math.cos(angle);
  8533. Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8534. result._updateIdentityStatus(c === 1 && s === 0);
  8535. };
  8536. /**
  8537. * Creates a new rotation matrix for "angle" radians around the Z axis
  8538. * @param angle defines the angle (in radians) to use
  8539. * @return the new matrix
  8540. */
  8541. Matrix.RotationZ = function (angle) {
  8542. var result = new Matrix();
  8543. Matrix.RotationZToRef(angle, result);
  8544. return result;
  8545. };
  8546. /**
  8547. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8548. * @param angle defines the angle (in radians) to use
  8549. * @param result defines the target matrix
  8550. */
  8551. Matrix.RotationZToRef = function (angle, result) {
  8552. var s = Math.sin(angle);
  8553. var c = Math.cos(angle);
  8554. Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8555. result._updateIdentityStatus(c === 1 && s === 0);
  8556. };
  8557. /**
  8558. * Creates a new rotation matrix for "angle" radians around the given axis
  8559. * @param axis defines the axis to use
  8560. * @param angle defines the angle (in radians) to use
  8561. * @return the new matrix
  8562. */
  8563. Matrix.RotationAxis = function (axis, angle) {
  8564. var result = new Matrix();
  8565. Matrix.RotationAxisToRef(axis, angle, result);
  8566. return result;
  8567. };
  8568. /**
  8569. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8570. * @param axis defines the axis to use
  8571. * @param angle defines the angle (in radians) to use
  8572. * @param result defines the target matrix
  8573. */
  8574. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8575. var s = Math.sin(-angle);
  8576. var c = Math.cos(-angle);
  8577. var c1 = 1 - c;
  8578. axis.normalize();
  8579. var m = result._m;
  8580. m[0] = (axis.x * axis.x) * c1 + c;
  8581. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8582. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8583. m[3] = 0.0;
  8584. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8585. m[5] = (axis.y * axis.y) * c1 + c;
  8586. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8587. m[7] = 0.0;
  8588. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8589. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8590. m[10] = (axis.z * axis.z) * c1 + c;
  8591. m[11] = 0.0;
  8592. m[12] = 0.0;
  8593. m[13] = 0.0;
  8594. m[14] = 0.0;
  8595. m[15] = 1.0;
  8596. result._markAsUpdated();
  8597. };
  8598. /**
  8599. * Creates a rotation matrix
  8600. * @param yaw defines the yaw angle in radians (Y axis)
  8601. * @param pitch defines the pitch angle in radians (X axis)
  8602. * @param roll defines the roll angle in radians (X axis)
  8603. * @returns the new rotation matrix
  8604. */
  8605. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8606. var result = new Matrix();
  8607. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8608. return result;
  8609. };
  8610. /**
  8611. * Creates a rotation matrix and stores it in a given matrix
  8612. * @param yaw defines the yaw angle in radians (Y axis)
  8613. * @param pitch defines the pitch angle in radians (X axis)
  8614. * @param roll defines the roll angle in radians (X axis)
  8615. * @param result defines the target matrix
  8616. */
  8617. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8618. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8619. MathTmp.Quaternion[0].toRotationMatrix(result);
  8620. };
  8621. /**
  8622. * Creates a scaling matrix
  8623. * @param x defines the scale factor on X axis
  8624. * @param y defines the scale factor on Y axis
  8625. * @param z defines the scale factor on Z axis
  8626. * @returns the new matrix
  8627. */
  8628. Matrix.Scaling = function (x, y, z) {
  8629. var result = new Matrix();
  8630. Matrix.ScalingToRef(x, y, z, result);
  8631. return result;
  8632. };
  8633. /**
  8634. * Creates a scaling matrix and stores it in a given matrix
  8635. * @param x defines the scale factor on X axis
  8636. * @param y defines the scale factor on Y axis
  8637. * @param z defines the scale factor on Z axis
  8638. * @param result defines the target matrix
  8639. */
  8640. Matrix.ScalingToRef = function (x, y, z, result) {
  8641. Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8642. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8643. };
  8644. /**
  8645. * Creates a translation matrix
  8646. * @param x defines the translation on X axis
  8647. * @param y defines the translation on Y axis
  8648. * @param z defines the translationon Z axis
  8649. * @returns the new matrix
  8650. */
  8651. Matrix.Translation = function (x, y, z) {
  8652. var result = new Matrix();
  8653. Matrix.TranslationToRef(x, y, z, result);
  8654. return result;
  8655. };
  8656. /**
  8657. * Creates a translation matrix and stores it in a given matrix
  8658. * @param x defines the translation on X axis
  8659. * @param y defines the translation on Y axis
  8660. * @param z defines the translationon Z axis
  8661. * @param result defines the target matrix
  8662. */
  8663. Matrix.TranslationToRef = function (x, y, z, result) {
  8664. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0, result);
  8665. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8666. };
  8667. /**
  8668. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8669. * @param startValue defines the start value
  8670. * @param endValue defines the end value
  8671. * @param gradient defines the gradient factor
  8672. * @returns the new matrix
  8673. */
  8674. Matrix.Lerp = function (startValue, endValue, gradient) {
  8675. var result = new Matrix();
  8676. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8677. return result;
  8678. };
  8679. /**
  8680. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8681. * @param startValue defines the start value
  8682. * @param endValue defines the end value
  8683. * @param gradient defines the gradient factor
  8684. * @param result defines the Matrix object where to store data
  8685. */
  8686. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8687. var resultM = result._m;
  8688. var startM = startValue.m;
  8689. var endM = endValue.m;
  8690. for (var index = 0; index < 16; index++) {
  8691. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8692. }
  8693. result._markAsUpdated();
  8694. };
  8695. /**
  8696. * Builds a new matrix whose values are computed by:
  8697. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8698. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8699. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8700. * @param startValue defines the first matrix
  8701. * @param endValue defines the second matrix
  8702. * @param gradient defines the gradient between the two matrices
  8703. * @returns the new matrix
  8704. */
  8705. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8706. var result = new Matrix();
  8707. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8708. return result;
  8709. };
  8710. /**
  8711. * Update a matrix to values which are computed by:
  8712. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8713. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8714. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8715. * @param startValue defines the first matrix
  8716. * @param endValue defines the second matrix
  8717. * @param gradient defines the gradient between the two matrices
  8718. * @param result defines the target matrix
  8719. */
  8720. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8721. var startScale = MathTmp.Vector3[0];
  8722. var startRotation = MathTmp.Quaternion[0];
  8723. var startTranslation = MathTmp.Vector3[1];
  8724. startValue.decompose(startScale, startRotation, startTranslation);
  8725. var endScale = MathTmp.Vector3[2];
  8726. var endRotation = MathTmp.Quaternion[1];
  8727. var endTranslation = MathTmp.Vector3[3];
  8728. endValue.decompose(endScale, endRotation, endTranslation);
  8729. var resultScale = MathTmp.Vector3[4];
  8730. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8731. var resultRotation = MathTmp.Quaternion[2];
  8732. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8733. var resultTranslation = MathTmp.Vector3[5];
  8734. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8735. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8736. };
  8737. /**
  8738. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  8739. * This function works in left handed mode
  8740. * @param eye defines the final position of the entity
  8741. * @param target defines where the entity should look at
  8742. * @param up defines the up vector for the entity
  8743. * @returns the new matrix
  8744. */
  8745. Matrix.LookAtLH = function (eye, target, up) {
  8746. var result = new Matrix();
  8747. Matrix.LookAtLHToRef(eye, target, up, result);
  8748. return result;
  8749. };
  8750. /**
  8751. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  8752. * This function works in left handed mode
  8753. * @param eye defines the final position of the entity
  8754. * @param target defines where the entity should look at
  8755. * @param up defines the up vector for the entity
  8756. * @param result defines the target matrix
  8757. */
  8758. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8759. var xAxis = MathTmp.Vector3[0];
  8760. var yAxis = MathTmp.Vector3[1];
  8761. var zAxis = MathTmp.Vector3[2];
  8762. // Z axis
  8763. target.subtractToRef(eye, zAxis);
  8764. zAxis.normalize();
  8765. // X axis
  8766. Vector3.CrossToRef(up, zAxis, xAxis);
  8767. var xSquareLength = xAxis.lengthSquared();
  8768. if (xSquareLength === 0) {
  8769. xAxis.x = 1.0;
  8770. }
  8771. else {
  8772. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8773. }
  8774. // Y axis
  8775. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8776. yAxis.normalize();
  8777. // Eye angles
  8778. var ex = -Vector3.Dot(xAxis, eye);
  8779. var ey = -Vector3.Dot(yAxis, eye);
  8780. var ez = -Vector3.Dot(zAxis, eye);
  8781. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8782. };
  8783. /**
  8784. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  8785. * This function works in right handed mode
  8786. * @param eye defines the final position of the entity
  8787. * @param target defines where the entity should look at
  8788. * @param up defines the up vector for the entity
  8789. * @returns the new matrix
  8790. */
  8791. Matrix.LookAtRH = function (eye, target, up) {
  8792. var result = new Matrix();
  8793. Matrix.LookAtRHToRef(eye, target, up, result);
  8794. return result;
  8795. };
  8796. /**
  8797. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  8798. * This function works in right handed mode
  8799. * @param eye defines the final position of the entity
  8800. * @param target defines where the entity should look at
  8801. * @param up defines the up vector for the entity
  8802. * @param result defines the target matrix
  8803. */
  8804. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8805. var xAxis = MathTmp.Vector3[0];
  8806. var yAxis = MathTmp.Vector3[1];
  8807. var zAxis = MathTmp.Vector3[2];
  8808. // Z axis
  8809. eye.subtractToRef(target, zAxis);
  8810. zAxis.normalize();
  8811. // X axis
  8812. Vector3.CrossToRef(up, zAxis, xAxis);
  8813. var xSquareLength = xAxis.lengthSquared();
  8814. if (xSquareLength === 0) {
  8815. xAxis.x = 1.0;
  8816. }
  8817. else {
  8818. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8819. }
  8820. // Y axis
  8821. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8822. yAxis.normalize();
  8823. // Eye angles
  8824. var ex = -Vector3.Dot(xAxis, eye);
  8825. var ey = -Vector3.Dot(yAxis, eye);
  8826. var ez = -Vector3.Dot(zAxis, eye);
  8827. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8828. };
  8829. /**
  8830. * Create a left-handed orthographic projection matrix
  8831. * @param width defines the viewport width
  8832. * @param height defines the viewport height
  8833. * @param znear defines the near clip plane
  8834. * @param zfar defines the far clip plane
  8835. * @returns a new matrix as a left-handed orthographic projection matrix
  8836. */
  8837. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8838. var matrix = new Matrix();
  8839. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8840. return matrix;
  8841. };
  8842. /**
  8843. * Store a left-handed orthographic projection to a given matrix
  8844. * @param width defines the viewport width
  8845. * @param height defines the viewport height
  8846. * @param znear defines the near clip plane
  8847. * @param zfar defines the far clip plane
  8848. * @param result defines the target matrix
  8849. */
  8850. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8851. var n = znear;
  8852. var f = zfar;
  8853. var a = 2.0 / width;
  8854. var b = 2.0 / height;
  8855. var c = 2.0 / (f - n);
  8856. var d = -(f + n) / (f - n);
  8857. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, 0.0, 0.0, d, 1.0, result);
  8858. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8859. };
  8860. /**
  8861. * Create a left-handed orthographic projection matrix
  8862. * @param left defines the viewport left coordinate
  8863. * @param right defines the viewport right coordinate
  8864. * @param bottom defines the viewport bottom coordinate
  8865. * @param top defines the viewport top coordinate
  8866. * @param znear defines the near clip plane
  8867. * @param zfar defines the far clip plane
  8868. * @returns a new matrix as a left-handed orthographic projection matrix
  8869. */
  8870. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8871. var matrix = new Matrix();
  8872. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8873. return matrix;
  8874. };
  8875. /**
  8876. * Stores a left-handed orthographic projection into a given matrix
  8877. * @param left defines the viewport left coordinate
  8878. * @param right defines the viewport right coordinate
  8879. * @param bottom defines the viewport bottom coordinate
  8880. * @param top defines the viewport top coordinate
  8881. * @param znear defines the near clip plane
  8882. * @param zfar defines the far clip plane
  8883. * @param result defines the target matrix
  8884. */
  8885. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8886. var n = znear;
  8887. var f = zfar;
  8888. var a = 2.0 / (right - left);
  8889. var b = 2.0 / (top - bottom);
  8890. var c = 2.0 / (f - n);
  8891. var d = -(f + n) / (f - n);
  8892. var i0 = (left + right) / (left - right);
  8893. var i1 = (top + bottom) / (bottom - top);
  8894. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, i0, i1, d, 1.0, result);
  8895. result._markAsUpdated();
  8896. };
  8897. /**
  8898. * Creates a right-handed orthographic projection matrix
  8899. * @param left defines the viewport left coordinate
  8900. * @param right defines the viewport right coordinate
  8901. * @param bottom defines the viewport bottom coordinate
  8902. * @param top defines the viewport top coordinate
  8903. * @param znear defines the near clip plane
  8904. * @param zfar defines the far clip plane
  8905. * @returns a new matrix as a right-handed orthographic projection matrix
  8906. */
  8907. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8908. var matrix = new Matrix();
  8909. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8910. return matrix;
  8911. };
  8912. /**
  8913. * Stores a right-handed orthographic projection into a given matrix
  8914. * @param left defines the viewport left coordinate
  8915. * @param right defines the viewport right coordinate
  8916. * @param bottom defines the viewport bottom coordinate
  8917. * @param top defines the viewport top coordinate
  8918. * @param znear defines the near clip plane
  8919. * @param zfar defines the far clip plane
  8920. * @param result defines the target matrix
  8921. */
  8922. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8923. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8924. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8925. };
  8926. /**
  8927. * Creates a left-handed perspective projection matrix
  8928. * @param width defines the viewport width
  8929. * @param height defines the viewport height
  8930. * @param znear defines the near clip plane
  8931. * @param zfar defines the far clip plane
  8932. * @returns a new matrix as a left-handed perspective projection matrix
  8933. */
  8934. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8935. var matrix = new Matrix();
  8936. var n = znear;
  8937. var f = zfar;
  8938. var a = 2.0 * n / width;
  8939. var b = 2.0 * n / height;
  8940. var c = (f + n) / (f - n);
  8941. var d = -2.0 * f * n / (f - n);
  8942. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, matrix);
  8943. matrix._updateIdentityStatus(false);
  8944. return matrix;
  8945. };
  8946. /**
  8947. * Creates a left-handed perspective projection matrix
  8948. * @param fov defines the horizontal field of view
  8949. * @param aspect defines the aspect ratio
  8950. * @param znear defines the near clip plane
  8951. * @param zfar defines the far clip plane
  8952. * @returns a new matrix as a left-handed perspective projection matrix
  8953. */
  8954. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8955. var matrix = new Matrix();
  8956. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8957. return matrix;
  8958. };
  8959. /**
  8960. * Stores a left-handed perspective projection into a given matrix
  8961. * @param fov defines the horizontal field of view
  8962. * @param aspect defines the aspect ratio
  8963. * @param znear defines the near clip plane
  8964. * @param zfar defines the far clip plane
  8965. * @param result defines the target matrix
  8966. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8967. */
  8968. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8969. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8970. var n = znear;
  8971. var f = zfar;
  8972. var t = 1.0 / (Math.tan(fov * 0.5));
  8973. var a = isVerticalFovFixed ? (t / aspect) : t;
  8974. var b = isVerticalFovFixed ? t : (t * aspect);
  8975. var c = (f + n) / (f - n);
  8976. var d = -2.0 * f * n / (f - n);
  8977. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, result);
  8978. result._updateIdentityStatus(false);
  8979. };
  8980. /**
  8981. * Creates a right-handed perspective projection matrix
  8982. * @param fov defines the horizontal field of view
  8983. * @param aspect defines the aspect ratio
  8984. * @param znear defines the near clip plane
  8985. * @param zfar defines the far clip plane
  8986. * @returns a new matrix as a right-handed perspective projection matrix
  8987. */
  8988. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8989. var matrix = new Matrix();
  8990. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8991. return matrix;
  8992. };
  8993. /**
  8994. * Stores a right-handed perspective projection into a given matrix
  8995. * @param fov defines the horizontal field of view
  8996. * @param aspect defines the aspect ratio
  8997. * @param znear defines the near clip plane
  8998. * @param zfar defines the far clip plane
  8999. * @param result defines the target matrix
  9000. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  9001. */
  9002. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  9003. //alternatively this could be expressed as:
  9004. // m = PerspectiveFovLHToRef
  9005. // m[10] *= -1.0;
  9006. // m[11] *= -1.0;
  9007. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  9008. var n = znear;
  9009. var f = zfar;
  9010. var t = 1.0 / (Math.tan(fov * 0.5));
  9011. var a = isVerticalFovFixed ? (t / aspect) : t;
  9012. var b = isVerticalFovFixed ? t : (t * aspect);
  9013. var c = -(f + n) / (f - n);
  9014. var d = -2 * f * n / (f - n);
  9015. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, -1.0, 0.0, 0.0, d, 0.0, result);
  9016. result._updateIdentityStatus(false);
  9017. };
  9018. /**
  9019. * Stores a perspective projection for WebVR info a given matrix
  9020. * @param fov defines the field of view
  9021. * @param znear defines the near clip plane
  9022. * @param zfar defines the far clip plane
  9023. * @param result defines the target matrix
  9024. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  9025. */
  9026. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  9027. if (rightHanded === void 0) { rightHanded = false; }
  9028. var rightHandedFactor = rightHanded ? -1 : 1;
  9029. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9030. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9031. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9032. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9033. var xScale = 2.0 / (leftTan + rightTan);
  9034. var yScale = 2.0 / (upTan + downTan);
  9035. var m = result._m;
  9036. m[0] = xScale;
  9037. m[1] = m[2] = m[3] = m[4] = 0.0;
  9038. m[5] = yScale;
  9039. m[6] = m[7] = 0.0;
  9040. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9041. m[9] = -((upTan - downTan) * yScale * 0.5);
  9042. m[10] = -zfar / (znear - zfar);
  9043. m[11] = 1.0 * rightHandedFactor;
  9044. m[12] = m[13] = m[15] = 0.0;
  9045. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9046. result._markAsUpdated();
  9047. };
  9048. /**
  9049. * Computes a complete transformation matrix
  9050. * @param viewport defines the viewport to use
  9051. * @param world defines the world matrix
  9052. * @param view defines the view matrix
  9053. * @param projection defines the projection matrix
  9054. * @param zmin defines the near clip plane
  9055. * @param zmax defines the far clip plane
  9056. * @returns the transformation matrix
  9057. */
  9058. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9059. var cw = viewport.width;
  9060. var ch = viewport.height;
  9061. var cx = viewport.x;
  9062. var cy = viewport.y;
  9063. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);
  9064. var matrix = MathTmp.Matrix[0];
  9065. world.multiplyToRef(view, matrix);
  9066. matrix.multiplyToRef(projection, matrix);
  9067. return matrix.multiply(viewportMatrix);
  9068. };
  9069. /**
  9070. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9071. * @param matrix defines the matrix to use
  9072. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9073. */
  9074. Matrix.GetAsMatrix2x2 = function (matrix) {
  9075. var m = matrix.m;
  9076. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9077. };
  9078. /**
  9079. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9080. * @param matrix defines the matrix to use
  9081. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9082. */
  9083. Matrix.GetAsMatrix3x3 = function (matrix) {
  9084. var m = matrix.m;
  9085. return new Float32Array([
  9086. m[0], m[1], m[2],
  9087. m[4], m[5], m[6],
  9088. m[8], m[9], m[10]
  9089. ]);
  9090. };
  9091. /**
  9092. * Compute the transpose of a given matrix
  9093. * @param matrix defines the matrix to transpose
  9094. * @returns the new matrix
  9095. */
  9096. Matrix.Transpose = function (matrix) {
  9097. var result = new Matrix();
  9098. Matrix.TransposeToRef(matrix, result);
  9099. return result;
  9100. };
  9101. /**
  9102. * Compute the transpose of a matrix and store it in a target matrix
  9103. * @param matrix defines the matrix to transpose
  9104. * @param result defines the target matrix
  9105. */
  9106. Matrix.TransposeToRef = function (matrix, result) {
  9107. var rm = result._m;
  9108. var mm = matrix.m;
  9109. rm[0] = mm[0];
  9110. rm[1] = mm[4];
  9111. rm[2] = mm[8];
  9112. rm[3] = mm[12];
  9113. rm[4] = mm[1];
  9114. rm[5] = mm[5];
  9115. rm[6] = mm[9];
  9116. rm[7] = mm[13];
  9117. rm[8] = mm[2];
  9118. rm[9] = mm[6];
  9119. rm[10] = mm[10];
  9120. rm[11] = mm[14];
  9121. rm[12] = mm[3];
  9122. rm[13] = mm[7];
  9123. rm[14] = mm[11];
  9124. rm[15] = mm[15];
  9125. // identity-ness does not change when transposing
  9126. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9127. };
  9128. /**
  9129. * Computes a reflection matrix from a plane
  9130. * @param plane defines the reflection plane
  9131. * @returns a new matrix
  9132. */
  9133. Matrix.Reflection = function (plane) {
  9134. var matrix = new Matrix();
  9135. Matrix.ReflectionToRef(plane, matrix);
  9136. return matrix;
  9137. };
  9138. /**
  9139. * Computes a reflection matrix from a plane
  9140. * @param plane defines the reflection plane
  9141. * @param result defines the target matrix
  9142. */
  9143. Matrix.ReflectionToRef = function (plane, result) {
  9144. plane.normalize();
  9145. var x = plane.normal.x;
  9146. var y = plane.normal.y;
  9147. var z = plane.normal.z;
  9148. var temp = -2 * x;
  9149. var temp2 = -2 * y;
  9150. var temp3 = -2 * z;
  9151. Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);
  9152. };
  9153. /**
  9154. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9155. * @param xaxis defines the value of the 1st axis
  9156. * @param yaxis defines the value of the 2nd axis
  9157. * @param zaxis defines the value of the 3rd axis
  9158. * @param result defines the target matrix
  9159. */
  9160. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9161. Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  9162. };
  9163. /**
  9164. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9165. * @param quat defines the quaternion to use
  9166. * @param result defines the target matrix
  9167. */
  9168. Matrix.FromQuaternionToRef = function (quat, result) {
  9169. var xx = quat.x * quat.x;
  9170. var yy = quat.y * quat.y;
  9171. var zz = quat.z * quat.z;
  9172. var xy = quat.x * quat.y;
  9173. var zw = quat.z * quat.w;
  9174. var zx = quat.z * quat.x;
  9175. var yw = quat.y * quat.w;
  9176. var yz = quat.y * quat.z;
  9177. var xw = quat.x * quat.w;
  9178. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9179. result._m[1] = 2.0 * (xy + zw);
  9180. result._m[2] = 2.0 * (zx - yw);
  9181. result._m[3] = 0.0;
  9182. result._m[4] = 2.0 * (xy - zw);
  9183. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9184. result._m[6] = 2.0 * (yz + xw);
  9185. result._m[7] = 0.0;
  9186. result._m[8] = 2.0 * (zx + yw);
  9187. result._m[9] = 2.0 * (yz - xw);
  9188. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9189. result._m[11] = 0.0;
  9190. result._m[12] = 0.0;
  9191. result._m[13] = 0.0;
  9192. result._m[14] = 0.0;
  9193. result._m[15] = 1.0;
  9194. result._markAsUpdated();
  9195. };
  9196. Matrix._updateFlagSeed = 0;
  9197. Matrix._identityReadOnly = Matrix.Identity();
  9198. return Matrix;
  9199. }());
  9200. BABYLON.Matrix = Matrix;
  9201. /**
  9202. * Represens a plane by the equation ax + by + cz + d = 0
  9203. */
  9204. var Plane = /** @class */ (function () {
  9205. /**
  9206. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9207. * @param a a component of the plane
  9208. * @param b b component of the plane
  9209. * @param c c component of the plane
  9210. * @param d d component of the plane
  9211. */
  9212. function Plane(a, b, c, d) {
  9213. this.normal = new Vector3(a, b, c);
  9214. this.d = d;
  9215. }
  9216. /**
  9217. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9218. */
  9219. Plane.prototype.asArray = function () {
  9220. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9221. };
  9222. // Methods
  9223. /**
  9224. * @returns a new plane copied from the current Plane.
  9225. */
  9226. Plane.prototype.clone = function () {
  9227. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9228. };
  9229. /**
  9230. * @returns the string "Plane".
  9231. */
  9232. Plane.prototype.getClassName = function () {
  9233. return "Plane";
  9234. };
  9235. /**
  9236. * @returns the Plane hash code.
  9237. */
  9238. Plane.prototype.getHashCode = function () {
  9239. var hash = this.normal.getHashCode();
  9240. hash = (hash * 397) ^ (this.d || 0);
  9241. return hash;
  9242. };
  9243. /**
  9244. * Normalize the current Plane in place.
  9245. * @returns the updated Plane.
  9246. */
  9247. Plane.prototype.normalize = function () {
  9248. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9249. var magnitude = 0.0;
  9250. if (norm !== 0) {
  9251. magnitude = 1.0 / norm;
  9252. }
  9253. this.normal.x *= magnitude;
  9254. this.normal.y *= magnitude;
  9255. this.normal.z *= magnitude;
  9256. this.d *= magnitude;
  9257. return this;
  9258. };
  9259. /**
  9260. * Applies a transformation the plane and returns the result
  9261. * @param transformation the transformation matrix to be applied to the plane
  9262. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9263. */
  9264. Plane.prototype.transform = function (transformation) {
  9265. var transposedMatrix = MathTmp.Matrix[0];
  9266. Matrix.TransposeToRef(transformation, transposedMatrix);
  9267. var m = transposedMatrix.m;
  9268. var x = this.normal.x;
  9269. var y = this.normal.y;
  9270. var z = this.normal.z;
  9271. var d = this.d;
  9272. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9273. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9274. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9275. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9276. return new Plane(normalX, normalY, normalZ, finalD);
  9277. };
  9278. /**
  9279. * Calcualtte the dot product between the point and the plane normal
  9280. * @param point point to calculate the dot product with
  9281. * @returns the dot product (float) of the point coordinates and the plane normal.
  9282. */
  9283. Plane.prototype.dotCoordinate = function (point) {
  9284. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9285. };
  9286. /**
  9287. * Updates the current Plane from the plane defined by the three given points.
  9288. * @param point1 one of the points used to contruct the plane
  9289. * @param point2 one of the points used to contruct the plane
  9290. * @param point3 one of the points used to contruct the plane
  9291. * @returns the updated Plane.
  9292. */
  9293. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9294. var x1 = point2.x - point1.x;
  9295. var y1 = point2.y - point1.y;
  9296. var z1 = point2.z - point1.z;
  9297. var x2 = point3.x - point1.x;
  9298. var y2 = point3.y - point1.y;
  9299. var z2 = point3.z - point1.z;
  9300. var yz = (y1 * z2) - (z1 * y2);
  9301. var xz = (z1 * x2) - (x1 * z2);
  9302. var xy = (x1 * y2) - (y1 * x2);
  9303. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9304. var invPyth;
  9305. if (pyth !== 0) {
  9306. invPyth = 1.0 / pyth;
  9307. }
  9308. else {
  9309. invPyth = 0.0;
  9310. }
  9311. this.normal.x = yz * invPyth;
  9312. this.normal.y = xz * invPyth;
  9313. this.normal.z = xy * invPyth;
  9314. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9315. return this;
  9316. };
  9317. /**
  9318. * Checks if the plane is facing a given direction
  9319. * @param direction the direction to check if the plane is facing
  9320. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9321. * @returns True is the vector "direction" is the same side than the plane normal.
  9322. */
  9323. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9324. var dot = Vector3.Dot(this.normal, direction);
  9325. return (dot <= epsilon);
  9326. };
  9327. /**
  9328. * Calculates the distance to a point
  9329. * @param point point to calculate distance to
  9330. * @returns the signed distance (float) from the given point to the Plane.
  9331. */
  9332. Plane.prototype.signedDistanceTo = function (point) {
  9333. return Vector3.Dot(point, this.normal) + this.d;
  9334. };
  9335. // Statics
  9336. /**
  9337. * Creates a plane from an array
  9338. * @param array the array to create a plane from
  9339. * @returns a new Plane from the given array.
  9340. */
  9341. Plane.FromArray = function (array) {
  9342. return new Plane(array[0], array[1], array[2], array[3]);
  9343. };
  9344. /**
  9345. * Creates a plane from three points
  9346. * @param point1 point used to create the plane
  9347. * @param point2 point used to create the plane
  9348. * @param point3 point used to create the plane
  9349. * @returns a new Plane defined by the three given points.
  9350. */
  9351. Plane.FromPoints = function (point1, point2, point3) {
  9352. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9353. result.copyFromPoints(point1, point2, point3);
  9354. return result;
  9355. };
  9356. /**
  9357. * Creates a plane from an origin point and a normal
  9358. * @param origin origin of the plane to be constructed
  9359. * @param normal normal of the plane to be constructed
  9360. * @returns a new Plane the normal vector to this plane at the given origin point.
  9361. * Note : the vector "normal" is updated because normalized.
  9362. */
  9363. Plane.FromPositionAndNormal = function (origin, normal) {
  9364. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9365. normal.normalize();
  9366. result.normal = normal;
  9367. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9368. return result;
  9369. };
  9370. /**
  9371. * Calculates the distance from a plane and a point
  9372. * @param origin origin of the plane to be constructed
  9373. * @param normal normal of the plane to be constructed
  9374. * @param point point to calculate distance to
  9375. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9376. */
  9377. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9378. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9379. return Vector3.Dot(point, normal) + d;
  9380. };
  9381. return Plane;
  9382. }());
  9383. BABYLON.Plane = Plane;
  9384. /**
  9385. * Class used to represent a viewport on screen
  9386. */
  9387. var Viewport = /** @class */ (function () {
  9388. /**
  9389. * Creates a Viewport object located at (x, y) and sized (width, height)
  9390. * @param x defines viewport left coordinate
  9391. * @param y defines viewport top coordinate
  9392. * @param width defines the viewport width
  9393. * @param height defines the viewport height
  9394. */
  9395. function Viewport(
  9396. /** viewport left coordinate */
  9397. x,
  9398. /** viewport top coordinate */
  9399. y,
  9400. /**viewport width */
  9401. width,
  9402. /** viewport height */
  9403. height) {
  9404. this.x = x;
  9405. this.y = y;
  9406. this.width = width;
  9407. this.height = height;
  9408. }
  9409. /**
  9410. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9411. * @param renderWidthOrEngine defines either an engine or the rendering width
  9412. * @param renderHeight defines the rendering height
  9413. * @returns a new Viewport
  9414. */
  9415. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9416. if (renderWidthOrEngine.getRenderWidth) {
  9417. var engine = renderWidthOrEngine;
  9418. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9419. }
  9420. var renderWidth = renderWidthOrEngine;
  9421. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9422. };
  9423. /**
  9424. * Returns a new Viewport copied from the current one
  9425. * @returns a new Viewport
  9426. */
  9427. Viewport.prototype.clone = function () {
  9428. return new Viewport(this.x, this.y, this.width, this.height);
  9429. };
  9430. return Viewport;
  9431. }());
  9432. BABYLON.Viewport = Viewport;
  9433. /**
  9434. * Reprasents a camera frustum
  9435. */
  9436. var Frustum = /** @class */ (function () {
  9437. function Frustum() {
  9438. }
  9439. /**
  9440. * Gets the planes representing the frustum
  9441. * @param transform matrix to be applied to the returned planes
  9442. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9443. */
  9444. Frustum.GetPlanes = function (transform) {
  9445. var frustumPlanes = [];
  9446. for (var index = 0; index < 6; index++) {
  9447. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9448. }
  9449. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9450. return frustumPlanes;
  9451. };
  9452. /**
  9453. * Gets the near frustum plane transformed by the transform matrix
  9454. * @param transform transformation matrix to be applied to the resulting frustum plane
  9455. * @param frustumPlane the resuling frustum plane
  9456. */
  9457. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9458. var m = transform.m;
  9459. frustumPlane.normal.x = m[3] + m[2];
  9460. frustumPlane.normal.y = m[7] + m[6];
  9461. frustumPlane.normal.z = m[11] + m[10];
  9462. frustumPlane.d = m[15] + m[14];
  9463. frustumPlane.normalize();
  9464. };
  9465. /**
  9466. * Gets the far frustum plane transformed by the transform matrix
  9467. * @param transform transformation matrix to be applied to the resulting frustum plane
  9468. * @param frustumPlane the resuling frustum plane
  9469. */
  9470. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9471. var m = transform.m;
  9472. frustumPlane.normal.x = m[3] - m[2];
  9473. frustumPlane.normal.y = m[7] - m[6];
  9474. frustumPlane.normal.z = m[11] - m[10];
  9475. frustumPlane.d = m[15] - m[14];
  9476. frustumPlane.normalize();
  9477. };
  9478. /**
  9479. * Gets the left frustum plane transformed by the transform matrix
  9480. * @param transform transformation matrix to be applied to the resulting frustum plane
  9481. * @param frustumPlane the resuling frustum plane
  9482. */
  9483. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9484. var m = transform.m;
  9485. frustumPlane.normal.x = m[3] + m[0];
  9486. frustumPlane.normal.y = m[7] + m[4];
  9487. frustumPlane.normal.z = m[11] + m[8];
  9488. frustumPlane.d = m[15] + m[12];
  9489. frustumPlane.normalize();
  9490. };
  9491. /**
  9492. * Gets the right frustum plane transformed by the transform matrix
  9493. * @param transform transformation matrix to be applied to the resulting frustum plane
  9494. * @param frustumPlane the resuling frustum plane
  9495. */
  9496. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9497. var m = transform.m;
  9498. frustumPlane.normal.x = m[3] - m[0];
  9499. frustumPlane.normal.y = m[7] - m[4];
  9500. frustumPlane.normal.z = m[11] - m[8];
  9501. frustumPlane.d = m[15] - m[12];
  9502. frustumPlane.normalize();
  9503. };
  9504. /**
  9505. * Gets the top frustum plane transformed by the transform matrix
  9506. * @param transform transformation matrix to be applied to the resulting frustum plane
  9507. * @param frustumPlane the resuling frustum plane
  9508. */
  9509. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9510. var m = transform.m;
  9511. frustumPlane.normal.x = m[3] - m[1];
  9512. frustumPlane.normal.y = m[7] - m[5];
  9513. frustumPlane.normal.z = m[11] - m[9];
  9514. frustumPlane.d = m[15] - m[13];
  9515. frustumPlane.normalize();
  9516. };
  9517. /**
  9518. * Gets the bottom frustum plane transformed by the transform matrix
  9519. * @param transform transformation matrix to be applied to the resulting frustum plane
  9520. * @param frustumPlane the resuling frustum plane
  9521. */
  9522. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9523. var m = transform.m;
  9524. frustumPlane.normal.x = m[3] + m[1];
  9525. frustumPlane.normal.y = m[7] + m[5];
  9526. frustumPlane.normal.z = m[11] + m[9];
  9527. frustumPlane.d = m[15] + m[13];
  9528. frustumPlane.normalize();
  9529. };
  9530. /**
  9531. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9532. * @param transform transformation matrix to be applied to the resulting frustum planes
  9533. * @param frustumPlanes the resuling frustum planes
  9534. */
  9535. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9536. // Near
  9537. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9538. // Far
  9539. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9540. // Left
  9541. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9542. // Right
  9543. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9544. // Top
  9545. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9546. // Bottom
  9547. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9548. };
  9549. return Frustum;
  9550. }());
  9551. BABYLON.Frustum = Frustum;
  9552. /** Defines supported spaces */
  9553. var Space;
  9554. (function (Space) {
  9555. /** Local (object) space */
  9556. Space[Space["LOCAL"] = 0] = "LOCAL";
  9557. /** World space */
  9558. Space[Space["WORLD"] = 1] = "WORLD";
  9559. /** Bone space */
  9560. Space[Space["BONE"] = 2] = "BONE";
  9561. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9562. /** Defines the 3 main axes */
  9563. var Axis = /** @class */ (function () {
  9564. function Axis() {
  9565. }
  9566. /** X axis */
  9567. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9568. /** Y axis */
  9569. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9570. /** Z axis */
  9571. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9572. return Axis;
  9573. }());
  9574. BABYLON.Axis = Axis;
  9575. /** Class used to represent a Bezier curve */
  9576. var BezierCurve = /** @class */ (function () {
  9577. function BezierCurve() {
  9578. }
  9579. /**
  9580. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9581. * @param t defines the time
  9582. * @param x1 defines the left coordinate on X axis
  9583. * @param y1 defines the left coordinate on Y axis
  9584. * @param x2 defines the right coordinate on X axis
  9585. * @param y2 defines the right coordinate on Y axis
  9586. * @returns the interpolated value
  9587. */
  9588. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9589. // Extract X (which is equal to time here)
  9590. var f0 = 1 - 3 * x2 + 3 * x1;
  9591. var f1 = 3 * x2 - 6 * x1;
  9592. var f2 = 3 * x1;
  9593. var refinedT = t;
  9594. for (var i = 0; i < 5; i++) {
  9595. var refinedT2 = refinedT * refinedT;
  9596. var refinedT3 = refinedT2 * refinedT;
  9597. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9598. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9599. refinedT -= (x - t) * slope;
  9600. refinedT = Math.min(1, Math.max(0, refinedT));
  9601. }
  9602. // Resolve cubic bezier for the given x
  9603. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9604. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9605. Math.pow(refinedT, 3);
  9606. };
  9607. return BezierCurve;
  9608. }());
  9609. BABYLON.BezierCurve = BezierCurve;
  9610. /**
  9611. * Defines potential orientation for back face culling
  9612. */
  9613. var Orientation;
  9614. (function (Orientation) {
  9615. /**
  9616. * Clockwise
  9617. */
  9618. Orientation[Orientation["CW"] = 0] = "CW";
  9619. /** Counter clockwise */
  9620. Orientation[Orientation["CCW"] = 1] = "CCW";
  9621. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9622. /**
  9623. * Defines angle representation
  9624. */
  9625. var Angle = /** @class */ (function () {
  9626. /**
  9627. * Creates an Angle object of "radians" radians (float).
  9628. */
  9629. function Angle(radians) {
  9630. this._radians = radians;
  9631. if (this._radians < 0.0) {
  9632. this._radians += (2.0 * Math.PI);
  9633. }
  9634. }
  9635. /**
  9636. * Get value in degrees
  9637. * @returns the Angle value in degrees (float)
  9638. */
  9639. Angle.prototype.degrees = function () {
  9640. return this._radians * 180.0 / Math.PI;
  9641. };
  9642. /**
  9643. * Get value in radians
  9644. * @returns the Angle value in radians (float)
  9645. */
  9646. Angle.prototype.radians = function () {
  9647. return this._radians;
  9648. };
  9649. /**
  9650. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9651. * @param a defines first vector
  9652. * @param b defines second vector
  9653. * @returns a new Angle
  9654. */
  9655. Angle.BetweenTwoPoints = function (a, b) {
  9656. var delta = b.subtract(a);
  9657. var theta = Math.atan2(delta.y, delta.x);
  9658. return new Angle(theta);
  9659. };
  9660. /**
  9661. * Gets a new Angle object from the given float in radians
  9662. * @param radians defines the angle value in radians
  9663. * @returns a new Angle
  9664. */
  9665. Angle.FromRadians = function (radians) {
  9666. return new Angle(radians);
  9667. };
  9668. /**
  9669. * Gets a new Angle object from the given float in degrees
  9670. * @param degrees defines the angle value in degrees
  9671. * @returns a new Angle
  9672. */
  9673. Angle.FromDegrees = function (degrees) {
  9674. return new Angle(degrees * Math.PI / 180.0);
  9675. };
  9676. return Angle;
  9677. }());
  9678. BABYLON.Angle = Angle;
  9679. /**
  9680. * This represents an arc in a 2d space.
  9681. */
  9682. var Arc2 = /** @class */ (function () {
  9683. /**
  9684. * Creates an Arc object from the three given points : start, middle and end.
  9685. * @param startPoint Defines the start point of the arc
  9686. * @param midPoint Defines the midlle point of the arc
  9687. * @param endPoint Defines the end point of the arc
  9688. */
  9689. function Arc2(
  9690. /** Defines the start point of the arc */
  9691. startPoint,
  9692. /** Defines the mid point of the arc */
  9693. midPoint,
  9694. /** Defines the end point of the arc */
  9695. endPoint) {
  9696. this.startPoint = startPoint;
  9697. this.midPoint = midPoint;
  9698. this.endPoint = endPoint;
  9699. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9700. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9701. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9702. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9703. this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);
  9704. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9705. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9706. var a1 = this.startAngle.degrees();
  9707. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9708. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9709. // angles correction
  9710. if (a2 - a1 > +180.0) {
  9711. a2 -= 360.0;
  9712. }
  9713. if (a2 - a1 < -180.0) {
  9714. a2 += 360.0;
  9715. }
  9716. if (a3 - a2 > +180.0) {
  9717. a3 -= 360.0;
  9718. }
  9719. if (a3 - a2 < -180.0) {
  9720. a3 += 360.0;
  9721. }
  9722. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9723. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9724. }
  9725. return Arc2;
  9726. }());
  9727. BABYLON.Arc2 = Arc2;
  9728. /**
  9729. * Represents a 2D path made up of multiple 2D points
  9730. */
  9731. var Path2 = /** @class */ (function () {
  9732. /**
  9733. * Creates a Path2 object from the starting 2D coordinates x and y.
  9734. * @param x the starting points x value
  9735. * @param y the starting points y value
  9736. */
  9737. function Path2(x, y) {
  9738. this._points = new Array();
  9739. this._length = 0.0;
  9740. /**
  9741. * If the path start and end point are the same
  9742. */
  9743. this.closed = false;
  9744. this._points.push(new Vector2(x, y));
  9745. }
  9746. /**
  9747. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9748. * @param x the added points x value
  9749. * @param y the added points y value
  9750. * @returns the updated Path2.
  9751. */
  9752. Path2.prototype.addLineTo = function (x, y) {
  9753. if (this.closed) {
  9754. return this;
  9755. }
  9756. var newPoint = new Vector2(x, y);
  9757. var previousPoint = this._points[this._points.length - 1];
  9758. this._points.push(newPoint);
  9759. this._length += newPoint.subtract(previousPoint).length();
  9760. return this;
  9761. };
  9762. /**
  9763. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  9764. * @param midX middle point x value
  9765. * @param midY middle point y value
  9766. * @param endX end point x value
  9767. * @param endY end point y value
  9768. * @param numberOfSegments (default: 36)
  9769. * @returns the updated Path2.
  9770. */
  9771. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9772. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9773. if (this.closed) {
  9774. return this;
  9775. }
  9776. var startPoint = this._points[this._points.length - 1];
  9777. var midPoint = new Vector2(midX, midY);
  9778. var endPoint = new Vector2(endX, endY);
  9779. var arc = new Arc2(startPoint, midPoint, endPoint);
  9780. var increment = arc.angle.radians() / numberOfSegments;
  9781. if (arc.orientation === Orientation.CW) {
  9782. increment *= -1;
  9783. }
  9784. var currentAngle = arc.startAngle.radians() + increment;
  9785. for (var i = 0; i < numberOfSegments; i++) {
  9786. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9787. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9788. this.addLineTo(x, y);
  9789. currentAngle += increment;
  9790. }
  9791. return this;
  9792. };
  9793. /**
  9794. * Closes the Path2.
  9795. * @returns the Path2.
  9796. */
  9797. Path2.prototype.close = function () {
  9798. this.closed = true;
  9799. return this;
  9800. };
  9801. /**
  9802. * Gets the sum of the distance between each sequential point in the path
  9803. * @returns the Path2 total length (float).
  9804. */
  9805. Path2.prototype.length = function () {
  9806. var result = this._length;
  9807. if (!this.closed) {
  9808. var lastPoint = this._points[this._points.length - 1];
  9809. var firstPoint = this._points[0];
  9810. result += (firstPoint.subtract(lastPoint).length());
  9811. }
  9812. return result;
  9813. };
  9814. /**
  9815. * Gets the points which construct the path
  9816. * @returns the Path2 internal array of points.
  9817. */
  9818. Path2.prototype.getPoints = function () {
  9819. return this._points;
  9820. };
  9821. /**
  9822. * Retreives the point at the distance aways from the starting point
  9823. * @param normalizedLengthPosition the length along the path to retreive the point from
  9824. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9825. */
  9826. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9827. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9828. return Vector2.Zero();
  9829. }
  9830. var lengthPosition = normalizedLengthPosition * this.length();
  9831. var previousOffset = 0;
  9832. for (var i = 0; i < this._points.length; i++) {
  9833. var j = (i + 1) % this._points.length;
  9834. var a = this._points[i];
  9835. var b = this._points[j];
  9836. var bToA = b.subtract(a);
  9837. var nextOffset = (bToA.length() + previousOffset);
  9838. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9839. var dir = bToA.normalize();
  9840. var localOffset = lengthPosition - previousOffset;
  9841. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9842. }
  9843. previousOffset = nextOffset;
  9844. }
  9845. return Vector2.Zero();
  9846. };
  9847. /**
  9848. * Creates a new path starting from an x and y position
  9849. * @param x starting x value
  9850. * @param y starting y value
  9851. * @returns a new Path2 starting at the coordinates (x, y).
  9852. */
  9853. Path2.StartingAt = function (x, y) {
  9854. return new Path2(x, y);
  9855. };
  9856. return Path2;
  9857. }());
  9858. BABYLON.Path2 = Path2;
  9859. /**
  9860. * Represents a 3D path made up of multiple 3D points
  9861. */
  9862. var Path3D = /** @class */ (function () {
  9863. /**
  9864. * new Path3D(path, normal, raw)
  9865. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9866. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9867. * @param path an array of Vector3, the curve axis of the Path3D
  9868. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9869. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9870. */
  9871. function Path3D(
  9872. /**
  9873. * an array of Vector3, the curve axis of the Path3D
  9874. */
  9875. path, firstNormal, raw) {
  9876. if (firstNormal === void 0) { firstNormal = null; }
  9877. this.path = path;
  9878. this._curve = new Array();
  9879. this._distances = new Array();
  9880. this._tangents = new Array();
  9881. this._normals = new Array();
  9882. this._binormals = new Array();
  9883. for (var p = 0; p < path.length; p++) {
  9884. this._curve[p] = path[p].clone(); // hard copy
  9885. }
  9886. this._raw = raw || false;
  9887. this._compute(firstNormal);
  9888. }
  9889. /**
  9890. * Returns the Path3D array of successive Vector3 designing its curve.
  9891. * @returns the Path3D array of successive Vector3 designing its curve.
  9892. */
  9893. Path3D.prototype.getCurve = function () {
  9894. return this._curve;
  9895. };
  9896. /**
  9897. * Returns an array populated with tangent vectors on each Path3D curve point.
  9898. * @returns an array populated with tangent vectors on each Path3D curve point.
  9899. */
  9900. Path3D.prototype.getTangents = function () {
  9901. return this._tangents;
  9902. };
  9903. /**
  9904. * Returns an array populated with normal vectors on each Path3D curve point.
  9905. * @returns an array populated with normal vectors on each Path3D curve point.
  9906. */
  9907. Path3D.prototype.getNormals = function () {
  9908. return this._normals;
  9909. };
  9910. /**
  9911. * Returns an array populated with binormal vectors on each Path3D curve point.
  9912. * @returns an array populated with binormal vectors on each Path3D curve point.
  9913. */
  9914. Path3D.prototype.getBinormals = function () {
  9915. return this._binormals;
  9916. };
  9917. /**
  9918. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9919. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9920. */
  9921. Path3D.prototype.getDistances = function () {
  9922. return this._distances;
  9923. };
  9924. /**
  9925. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9926. * @param path path which all values are copied into the curves points
  9927. * @param firstNormal which should be projected onto the curve
  9928. * @returns the same object updated.
  9929. */
  9930. Path3D.prototype.update = function (path, firstNormal) {
  9931. if (firstNormal === void 0) { firstNormal = null; }
  9932. for (var p = 0; p < path.length; p++) {
  9933. this._curve[p].x = path[p].x;
  9934. this._curve[p].y = path[p].y;
  9935. this._curve[p].z = path[p].z;
  9936. }
  9937. this._compute(firstNormal);
  9938. return this;
  9939. };
  9940. // private function compute() : computes tangents, normals and binormals
  9941. Path3D.prototype._compute = function (firstNormal) {
  9942. var l = this._curve.length;
  9943. // first and last tangents
  9944. this._tangents[0] = this._getFirstNonNullVector(0);
  9945. if (!this._raw) {
  9946. this._tangents[0].normalize();
  9947. }
  9948. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9949. if (!this._raw) {
  9950. this._tangents[l - 1].normalize();
  9951. }
  9952. // normals and binormals at first point : arbitrary vector with _normalVector()
  9953. var tg0 = this._tangents[0];
  9954. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9955. this._normals[0] = pp0;
  9956. if (!this._raw) {
  9957. this._normals[0].normalize();
  9958. }
  9959. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9960. if (!this._raw) {
  9961. this._binormals[0].normalize();
  9962. }
  9963. this._distances[0] = 0.0;
  9964. // normals and binormals : next points
  9965. var prev; // previous vector (segment)
  9966. var cur; // current vector (segment)
  9967. var curTang; // current tangent
  9968. // previous normal
  9969. var prevBinor; // previous binormal
  9970. for (var i = 1; i < l; i++) {
  9971. // tangents
  9972. prev = this._getLastNonNullVector(i);
  9973. if (i < l - 1) {
  9974. cur = this._getFirstNonNullVector(i);
  9975. this._tangents[i] = prev.add(cur);
  9976. this._tangents[i].normalize();
  9977. }
  9978. this._distances[i] = this._distances[i - 1] + prev.length();
  9979. // normals and binormals
  9980. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9981. curTang = this._tangents[i];
  9982. prevBinor = this._binormals[i - 1];
  9983. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9984. if (!this._raw) {
  9985. this._normals[i].normalize();
  9986. }
  9987. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9988. if (!this._raw) {
  9989. this._binormals[i].normalize();
  9990. }
  9991. }
  9992. };
  9993. // private function getFirstNonNullVector(index)
  9994. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9995. Path3D.prototype._getFirstNonNullVector = function (index) {
  9996. var i = 1;
  9997. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9998. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9999. i++;
  10000. nNVector = this._curve[index + i].subtract(this._curve[index]);
  10001. }
  10002. return nNVector;
  10003. };
  10004. // private function getLastNonNullVector(index)
  10005. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  10006. Path3D.prototype._getLastNonNullVector = function (index) {
  10007. var i = 1;
  10008. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  10009. while (nLVector.length() === 0 && index > i + 1) {
  10010. i++;
  10011. nLVector = this._curve[index].subtract(this._curve[index - i]);
  10012. }
  10013. return nLVector;
  10014. };
  10015. // private function normalVector(v0, vt, va) :
  10016. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  10017. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  10018. Path3D.prototype._normalVector = function (v0, vt, va) {
  10019. var normal0;
  10020. var tgl = vt.length();
  10021. if (tgl === 0.0) {
  10022. tgl = 1.0;
  10023. }
  10024. if (va === undefined || va === null) {
  10025. var point;
  10026. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  10027. point = new Vector3(0.0, -1.0, 0.0);
  10028. }
  10029. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10030. point = new Vector3(1.0, 0.0, 0.0);
  10031. }
  10032. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10033. point = new Vector3(0.0, 0.0, 1.0);
  10034. }
  10035. else {
  10036. point = Vector3.Zero();
  10037. }
  10038. normal0 = Vector3.Cross(vt, point);
  10039. }
  10040. else {
  10041. normal0 = Vector3.Cross(vt, va);
  10042. Vector3.CrossToRef(normal0, vt, normal0);
  10043. }
  10044. normal0.normalize();
  10045. return normal0;
  10046. };
  10047. return Path3D;
  10048. }());
  10049. BABYLON.Path3D = Path3D;
  10050. /**
  10051. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10052. * A Curve3 is designed from a series of successive Vector3.
  10053. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10054. */
  10055. var Curve3 = /** @class */ (function () {
  10056. /**
  10057. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10058. * A Curve3 is designed from a series of successive Vector3.
  10059. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10060. * @param points points which make up the curve
  10061. */
  10062. function Curve3(points) {
  10063. this._length = 0.0;
  10064. this._points = points;
  10065. this._length = this._computeLength(points);
  10066. }
  10067. /**
  10068. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10069. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10070. * @param v1 (Vector3) the control point
  10071. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10072. * @param nbPoints (integer) the wanted number of points in the curve
  10073. * @returns the created Curve3
  10074. */
  10075. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10076. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10077. var bez = new Array();
  10078. var equation = function (t, val0, val1, val2) {
  10079. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10080. return res;
  10081. };
  10082. for (var i = 0; i <= nbPoints; i++) {
  10083. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));
  10084. }
  10085. return new Curve3(bez);
  10086. };
  10087. /**
  10088. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10089. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10090. * @param v1 (Vector3) the first control point
  10091. * @param v2 (Vector3) the second control point
  10092. * @param v3 (Vector3) the end point of the Cubic Bezier
  10093. * @param nbPoints (integer) the wanted number of points in the curve
  10094. * @returns the created Curve3
  10095. */
  10096. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10097. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10098. var bez = new Array();
  10099. var equation = function (t, val0, val1, val2, val3) {
  10100. var res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;
  10101. return res;
  10102. };
  10103. for (var i = 0; i <= nbPoints; i++) {
  10104. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
  10105. }
  10106. return new Curve3(bez);
  10107. };
  10108. /**
  10109. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10110. * @param p1 (Vector3) the origin point of the Hermite Spline
  10111. * @param t1 (Vector3) the tangent vector at the origin point
  10112. * @param p2 (Vector3) the end point of the Hermite Spline
  10113. * @param t2 (Vector3) the tangent vector at the end point
  10114. * @param nbPoints (integer) the wanted number of points in the curve
  10115. * @returns the created Curve3
  10116. */
  10117. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10118. var hermite = new Array();
  10119. var step = 1.0 / nbPoints;
  10120. for (var i = 0; i <= nbPoints; i++) {
  10121. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10122. }
  10123. return new Curve3(hermite);
  10124. };
  10125. /**
  10126. * Returns a Curve3 object along a CatmullRom Spline curve :
  10127. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10128. * @param nbPoints (integer) the wanted number of points between each curve control points
  10129. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10130. * @returns the created Curve3
  10131. */
  10132. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10133. var catmullRom = new Array();
  10134. var step = 1.0 / nbPoints;
  10135. var amount = 0.0;
  10136. if (closed) {
  10137. var pointsCount = points.length;
  10138. for (var i = 0; i < pointsCount; i++) {
  10139. amount = 0;
  10140. for (var c = 0; c < nbPoints; c++) {
  10141. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10142. amount += step;
  10143. }
  10144. }
  10145. catmullRom.push(catmullRom[0]);
  10146. }
  10147. else {
  10148. var totalPoints = new Array();
  10149. totalPoints.push(points[0].clone());
  10150. Array.prototype.push.apply(totalPoints, points);
  10151. totalPoints.push(points[points.length - 1].clone());
  10152. for (var i = 0; i < totalPoints.length - 3; i++) {
  10153. amount = 0;
  10154. for (var c = 0; c < nbPoints; c++) {
  10155. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10156. amount += step;
  10157. }
  10158. }
  10159. i--;
  10160. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10161. }
  10162. return new Curve3(catmullRom);
  10163. };
  10164. /**
  10165. * @returns the Curve3 stored array of successive Vector3
  10166. */
  10167. Curve3.prototype.getPoints = function () {
  10168. return this._points;
  10169. };
  10170. /**
  10171. * @returns the computed length (float) of the curve.
  10172. */
  10173. Curve3.prototype.length = function () {
  10174. return this._length;
  10175. };
  10176. /**
  10177. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10178. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10179. * curveA and curveB keep unchanged.
  10180. * @param curve the curve to continue from this curve
  10181. * @returns the newly constructed curve
  10182. */
  10183. Curve3.prototype.continue = function (curve) {
  10184. var lastPoint = this._points[this._points.length - 1];
  10185. var continuedPoints = this._points.slice();
  10186. var curvePoints = curve.getPoints();
  10187. for (var i = 1; i < curvePoints.length; i++) {
  10188. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10189. }
  10190. var continuedCurve = new Curve3(continuedPoints);
  10191. return continuedCurve;
  10192. };
  10193. Curve3.prototype._computeLength = function (path) {
  10194. var l = 0;
  10195. for (var i = 1; i < path.length; i++) {
  10196. l += (path[i].subtract(path[i - 1])).length();
  10197. }
  10198. return l;
  10199. };
  10200. return Curve3;
  10201. }());
  10202. BABYLON.Curve3 = Curve3;
  10203. // Vertex formats
  10204. /**
  10205. * Contains position and normal vectors for a vertex
  10206. */
  10207. var PositionNormalVertex = /** @class */ (function () {
  10208. /**
  10209. * Creates a PositionNormalVertex
  10210. * @param position the position of the vertex (defaut: 0,0,0)
  10211. * @param normal the normal of the vertex (defaut: 0,1,0)
  10212. */
  10213. function PositionNormalVertex(
  10214. /** the position of the vertex (defaut: 0,0,0) */
  10215. position,
  10216. /** the normal of the vertex (defaut: 0,1,0) */
  10217. normal) {
  10218. if (position === void 0) { position = Vector3.Zero(); }
  10219. if (normal === void 0) { normal = Vector3.Up(); }
  10220. this.position = position;
  10221. this.normal = normal;
  10222. }
  10223. /**
  10224. * Clones the PositionNormalVertex
  10225. * @returns the cloned PositionNormalVertex
  10226. */
  10227. PositionNormalVertex.prototype.clone = function () {
  10228. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10229. };
  10230. return PositionNormalVertex;
  10231. }());
  10232. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10233. /**
  10234. * Contains position, normal and uv vectors for a vertex
  10235. */
  10236. var PositionNormalTextureVertex = /** @class */ (function () {
  10237. /**
  10238. * Creates a PositionNormalTextureVertex
  10239. * @param position the position of the vertex (defaut: 0,0,0)
  10240. * @param normal the normal of the vertex (defaut: 0,1,0)
  10241. * @param uv the uv of the vertex (default: 0,0)
  10242. */
  10243. function PositionNormalTextureVertex(
  10244. /** the position of the vertex (defaut: 0,0,0) */
  10245. position,
  10246. /** the normal of the vertex (defaut: 0,1,0) */
  10247. normal,
  10248. /** the uv of the vertex (default: 0,0) */
  10249. uv) {
  10250. if (position === void 0) { position = Vector3.Zero(); }
  10251. if (normal === void 0) { normal = Vector3.Up(); }
  10252. if (uv === void 0) { uv = Vector2.Zero(); }
  10253. this.position = position;
  10254. this.normal = normal;
  10255. this.uv = uv;
  10256. }
  10257. /**
  10258. * Clones the PositionNormalTextureVertex
  10259. * @returns the cloned PositionNormalTextureVertex
  10260. */
  10261. PositionNormalTextureVertex.prototype.clone = function () {
  10262. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10263. };
  10264. return PositionNormalTextureVertex;
  10265. }());
  10266. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10267. // Temporary pre-allocated objects for engine internal use
  10268. // usage in any internal function :
  10269. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10270. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10271. /**
  10272. * @hidden
  10273. */
  10274. var Tmp = /** @class */ (function () {
  10275. function Tmp() {
  10276. }
  10277. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10278. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10279. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10280. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10281. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10282. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10283. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10284. return Tmp;
  10285. }());
  10286. BABYLON.Tmp = Tmp;
  10287. /**
  10288. * @hidden
  10289. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10290. */
  10291. var MathTmp = /** @class */ (function () {
  10292. function MathTmp() {
  10293. }
  10294. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10295. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10296. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10297. return MathTmp;
  10298. }());
  10299. })(BABYLON || (BABYLON = {}));
  10300. //# sourceMappingURL=babylon.math.js.map
  10301. var BABYLON;
  10302. (function (BABYLON) {
  10303. /**
  10304. * Scalar computation library
  10305. */
  10306. var Scalar = /** @class */ (function () {
  10307. function Scalar() {
  10308. }
  10309. /**
  10310. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10311. * @param a number
  10312. * @param b number
  10313. * @param epsilon (default = 1.401298E-45)
  10314. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10315. */
  10316. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10317. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10318. var num = a - b;
  10319. return -epsilon <= num && num <= epsilon;
  10320. };
  10321. /**
  10322. * Returns a string : the upper case translation of the number i to hexadecimal.
  10323. * @param i number
  10324. * @returns the upper case translation of the number i to hexadecimal.
  10325. */
  10326. Scalar.ToHex = function (i) {
  10327. var str = i.toString(16);
  10328. if (i <= 15) {
  10329. return ("0" + str).toUpperCase();
  10330. }
  10331. return str.toUpperCase();
  10332. };
  10333. /**
  10334. * Returns -1 if value is negative and +1 is value is positive.
  10335. * @param value the value
  10336. * @returns the value itself if it's equal to zero.
  10337. */
  10338. Scalar.Sign = function (value) {
  10339. value = +value; // convert to a number
  10340. if (value === 0 || isNaN(value)) {
  10341. return value;
  10342. }
  10343. return value > 0 ? 1 : -1;
  10344. };
  10345. /**
  10346. * Returns the value itself if it's between min and max.
  10347. * Returns min if the value is lower than min.
  10348. * Returns max if the value is greater than max.
  10349. * @param value the value to clmap
  10350. * @param min the min value to clamp to (default: 0)
  10351. * @param max the max value to clamp to (default: 1)
  10352. * @returns the clamped value
  10353. */
  10354. Scalar.Clamp = function (value, min, max) {
  10355. if (min === void 0) { min = 0; }
  10356. if (max === void 0) { max = 1; }
  10357. return Math.min(max, Math.max(min, value));
  10358. };
  10359. /**
  10360. * the log2 of value.
  10361. * @param value the value to compute log2 of
  10362. * @returns the log2 of value.
  10363. */
  10364. Scalar.Log2 = function (value) {
  10365. return Math.log(value) * Math.LOG2E;
  10366. };
  10367. /**
  10368. * Loops the value, so that it is never larger than length and never smaller than 0.
  10369. *
  10370. * This is similar to the modulo operator but it works with floating point numbers.
  10371. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10372. * With t = 5 and length = 2.5, the result would be 0.0.
  10373. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10374. * @param value the value
  10375. * @param length the length
  10376. * @returns the looped value
  10377. */
  10378. Scalar.Repeat = function (value, length) {
  10379. return value - Math.floor(value / length) * length;
  10380. };
  10381. /**
  10382. * Normalize the value between 0.0 and 1.0 using min and max values
  10383. * @param value value to normalize
  10384. * @param min max to normalize between
  10385. * @param max min to normalize between
  10386. * @returns the normalized value
  10387. */
  10388. Scalar.Normalize = function (value, min, max) {
  10389. return (value - min) / (max - min);
  10390. };
  10391. /**
  10392. * Denormalize the value from 0.0 and 1.0 using min and max values
  10393. * @param normalized value to denormalize
  10394. * @param min max to denormalize between
  10395. * @param max min to denormalize between
  10396. * @returns the denormalized value
  10397. */
  10398. Scalar.Denormalize = function (normalized, min, max) {
  10399. return (normalized * (max - min) + min);
  10400. };
  10401. /**
  10402. * Calculates the shortest difference between two given angles given in degrees.
  10403. * @param current current angle in degrees
  10404. * @param target target angle in degrees
  10405. * @returns the delta
  10406. */
  10407. Scalar.DeltaAngle = function (current, target) {
  10408. var num = Scalar.Repeat(target - current, 360.0);
  10409. if (num > 180.0) {
  10410. num -= 360.0;
  10411. }
  10412. return num;
  10413. };
  10414. /**
  10415. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10416. * @param tx value
  10417. * @param length length
  10418. * @returns The returned value will move back and forth between 0 and length
  10419. */
  10420. Scalar.PingPong = function (tx, length) {
  10421. var t = Scalar.Repeat(tx, length * 2.0);
  10422. return length - Math.abs(t - length);
  10423. };
  10424. /**
  10425. * Interpolates between min and max with smoothing at the limits.
  10426. *
  10427. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10428. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10429. * @param from from
  10430. * @param to to
  10431. * @param tx value
  10432. * @returns the smooth stepped value
  10433. */
  10434. Scalar.SmoothStep = function (from, to, tx) {
  10435. var t = Scalar.Clamp(tx);
  10436. t = -2.0 * t * t * t + 3.0 * t * t;
  10437. return to * t + from * (1.0 - t);
  10438. };
  10439. /**
  10440. * Moves a value current towards target.
  10441. *
  10442. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10443. * Negative values of maxDelta pushes the value away from target.
  10444. * @param current current value
  10445. * @param target target value
  10446. * @param maxDelta max distance to move
  10447. * @returns resulting value
  10448. */
  10449. Scalar.MoveTowards = function (current, target, maxDelta) {
  10450. var result = 0;
  10451. if (Math.abs(target - current) <= maxDelta) {
  10452. result = target;
  10453. }
  10454. else {
  10455. result = current + Scalar.Sign(target - current) * maxDelta;
  10456. }
  10457. return result;
  10458. };
  10459. /**
  10460. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10461. *
  10462. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10463. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10464. * @param current current value
  10465. * @param target target value
  10466. * @param maxDelta max distance to move
  10467. * @returns resulting angle
  10468. */
  10469. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10470. var num = Scalar.DeltaAngle(current, target);
  10471. var result = 0;
  10472. if (-maxDelta < num && num < maxDelta) {
  10473. result = target;
  10474. }
  10475. else {
  10476. target = current + num;
  10477. result = Scalar.MoveTowards(current, target, maxDelta);
  10478. }
  10479. return result;
  10480. };
  10481. /**
  10482. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10483. * @param start start value
  10484. * @param end target value
  10485. * @param amount amount to lerp between
  10486. * @returns the lerped value
  10487. */
  10488. Scalar.Lerp = function (start, end, amount) {
  10489. return start + ((end - start) * amount);
  10490. };
  10491. /**
  10492. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10493. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10494. * @param start start value
  10495. * @param end target value
  10496. * @param amount amount to lerp between
  10497. * @returns the lerped value
  10498. */
  10499. Scalar.LerpAngle = function (start, end, amount) {
  10500. var num = Scalar.Repeat(end - start, 360.0);
  10501. if (num > 180.0) {
  10502. num -= 360.0;
  10503. }
  10504. return start + num * Scalar.Clamp(amount);
  10505. };
  10506. /**
  10507. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10508. * @param a start value
  10509. * @param b target value
  10510. * @param value value between a and b
  10511. * @returns the inverseLerp value
  10512. */
  10513. Scalar.InverseLerp = function (a, b, value) {
  10514. var result = 0;
  10515. if (a != b) {
  10516. result = Scalar.Clamp((value - a) / (b - a));
  10517. }
  10518. else {
  10519. result = 0.0;
  10520. }
  10521. return result;
  10522. };
  10523. /**
  10524. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10525. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10526. * @param value1 spline value
  10527. * @param tangent1 spline value
  10528. * @param value2 spline value
  10529. * @param tangent2 spline value
  10530. * @param amount input value
  10531. * @returns hermite result
  10532. */
  10533. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10534. var squared = amount * amount;
  10535. var cubed = amount * squared;
  10536. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10537. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10538. var part3 = (cubed - (2.0 * squared)) + amount;
  10539. var part4 = cubed - squared;
  10540. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10541. };
  10542. /**
  10543. * Returns a random float number between and min and max values
  10544. * @param min min value of random
  10545. * @param max max value of random
  10546. * @returns random value
  10547. */
  10548. Scalar.RandomRange = function (min, max) {
  10549. if (min === max) {
  10550. return min;
  10551. }
  10552. return ((Math.random() * (max - min)) + min);
  10553. };
  10554. /**
  10555. * This function returns percentage of a number in a given range.
  10556. *
  10557. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10558. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10559. * @param number to convert to percentage
  10560. * @param min min range
  10561. * @param max max range
  10562. * @returns the percentage
  10563. */
  10564. Scalar.RangeToPercent = function (number, min, max) {
  10565. return ((number - min) / (max - min));
  10566. };
  10567. /**
  10568. * This function returns number that corresponds to the percentage in a given range.
  10569. *
  10570. * PercentToRange(0.34,0,100) will return 34.
  10571. * @param percent to convert to number
  10572. * @param min min range
  10573. * @param max max range
  10574. * @returns the number
  10575. */
  10576. Scalar.PercentToRange = function (percent, min, max) {
  10577. return ((max - min) * percent + min);
  10578. };
  10579. /**
  10580. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10581. * @param angle The angle to normalize in radian.
  10582. * @return The converted angle.
  10583. */
  10584. Scalar.NormalizeRadians = function (angle) {
  10585. // More precise but slower version kept for reference.
  10586. // angle = angle % Tools.TwoPi;
  10587. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10588. //if (angle > Math.PI) {
  10589. // angle -= Tools.TwoPi;
  10590. //}
  10591. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10592. return angle;
  10593. };
  10594. /**
  10595. * Two pi constants convenient for computation.
  10596. */
  10597. Scalar.TwoPi = Math.PI * 2;
  10598. return Scalar;
  10599. }());
  10600. BABYLON.Scalar = Scalar;
  10601. })(BABYLON || (BABYLON = {}));
  10602. //# sourceMappingURL=babylon.math.scalar.js.map
  10603. //# sourceMappingURL=babylon.mixins.js.map
  10604. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10605. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10606. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10607. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10608. //# sourceMappingURL=babylon.webgl2.js.map
  10609. var BABYLON;
  10610. (function (BABYLON) {
  10611. var __decoratorInitialStore = {};
  10612. var __mergedStore = {};
  10613. var _copySource = function (creationFunction, source, instanciate) {
  10614. var destination = creationFunction();
  10615. // Tags
  10616. if (BABYLON.Tags) {
  10617. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10618. }
  10619. var classStore = getMergedStore(destination);
  10620. // Properties
  10621. for (var property in classStore) {
  10622. var propertyDescriptor = classStore[property];
  10623. var sourceProperty = source[property];
  10624. var propertyType = propertyDescriptor.type;
  10625. if (sourceProperty !== undefined && sourceProperty !== null) {
  10626. switch (propertyType) {
  10627. case 0: // Value
  10628. case 6: // Mesh reference
  10629. case 11: // Camera reference
  10630. destination[property] = sourceProperty;
  10631. break;
  10632. case 1: // Texture
  10633. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10634. break;
  10635. case 2: // Color3
  10636. case 3: // FresnelParameters
  10637. case 4: // Vector2
  10638. case 5: // Vector3
  10639. case 7: // Color Curves
  10640. case 10: // Quaternion
  10641. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10642. break;
  10643. }
  10644. }
  10645. }
  10646. return destination;
  10647. };
  10648. function getDirectStore(target) {
  10649. var classKey = target.getClassName();
  10650. if (!__decoratorInitialStore[classKey]) {
  10651. __decoratorInitialStore[classKey] = {};
  10652. }
  10653. return __decoratorInitialStore[classKey];
  10654. }
  10655. /**
  10656. * Return the list of properties flagged as serializable
  10657. * @param target: host object
  10658. */
  10659. function getMergedStore(target) {
  10660. var classKey = target.getClassName();
  10661. if (__mergedStore[classKey]) {
  10662. return __mergedStore[classKey];
  10663. }
  10664. __mergedStore[classKey] = {};
  10665. var store = __mergedStore[classKey];
  10666. var currentTarget = target;
  10667. var currentKey = classKey;
  10668. while (currentKey) {
  10669. var initialStore = __decoratorInitialStore[currentKey];
  10670. for (var property in initialStore) {
  10671. store[property] = initialStore[property];
  10672. }
  10673. var parent_1 = void 0;
  10674. var done = false;
  10675. do {
  10676. parent_1 = Object.getPrototypeOf(currentTarget);
  10677. if (!parent_1.getClassName) {
  10678. done = true;
  10679. break;
  10680. }
  10681. if (parent_1.getClassName() !== currentKey) {
  10682. break;
  10683. }
  10684. currentTarget = parent_1;
  10685. } while (parent_1);
  10686. if (done) {
  10687. break;
  10688. }
  10689. currentKey = parent_1.getClassName();
  10690. currentTarget = parent_1;
  10691. }
  10692. return store;
  10693. }
  10694. function generateSerializableMember(type, sourceName) {
  10695. return function (target, propertyKey) {
  10696. var classStore = getDirectStore(target);
  10697. if (!classStore[propertyKey]) {
  10698. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10699. }
  10700. };
  10701. }
  10702. function generateExpandMember(setCallback, targetKey) {
  10703. if (targetKey === void 0) { targetKey = null; }
  10704. return function (target, propertyKey) {
  10705. var key = targetKey || ("_" + propertyKey);
  10706. Object.defineProperty(target, propertyKey, {
  10707. get: function () {
  10708. return this[key];
  10709. },
  10710. set: function (value) {
  10711. if (this[key] === value) {
  10712. return;
  10713. }
  10714. this[key] = value;
  10715. target[setCallback].apply(this);
  10716. },
  10717. enumerable: true,
  10718. configurable: true
  10719. });
  10720. };
  10721. }
  10722. function expandToProperty(callback, targetKey) {
  10723. if (targetKey === void 0) { targetKey = null; }
  10724. return generateExpandMember(callback, targetKey);
  10725. }
  10726. BABYLON.expandToProperty = expandToProperty;
  10727. function serialize(sourceName) {
  10728. return generateSerializableMember(0, sourceName); // value member
  10729. }
  10730. BABYLON.serialize = serialize;
  10731. function serializeAsTexture(sourceName) {
  10732. return generateSerializableMember(1, sourceName); // texture member
  10733. }
  10734. BABYLON.serializeAsTexture = serializeAsTexture;
  10735. function serializeAsColor3(sourceName) {
  10736. return generateSerializableMember(2, sourceName); // color3 member
  10737. }
  10738. BABYLON.serializeAsColor3 = serializeAsColor3;
  10739. function serializeAsFresnelParameters(sourceName) {
  10740. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10741. }
  10742. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10743. function serializeAsVector2(sourceName) {
  10744. return generateSerializableMember(4, sourceName); // vector2 member
  10745. }
  10746. BABYLON.serializeAsVector2 = serializeAsVector2;
  10747. function serializeAsVector3(sourceName) {
  10748. return generateSerializableMember(5, sourceName); // vector3 member
  10749. }
  10750. BABYLON.serializeAsVector3 = serializeAsVector3;
  10751. function serializeAsMeshReference(sourceName) {
  10752. return generateSerializableMember(6, sourceName); // mesh reference member
  10753. }
  10754. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10755. function serializeAsColorCurves(sourceName) {
  10756. return generateSerializableMember(7, sourceName); // color curves
  10757. }
  10758. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10759. function serializeAsColor4(sourceName) {
  10760. return generateSerializableMember(8, sourceName); // color 4
  10761. }
  10762. BABYLON.serializeAsColor4 = serializeAsColor4;
  10763. function serializeAsImageProcessingConfiguration(sourceName) {
  10764. return generateSerializableMember(9, sourceName); // image processing
  10765. }
  10766. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10767. function serializeAsQuaternion(sourceName) {
  10768. return generateSerializableMember(10, sourceName); // quaternion member
  10769. }
  10770. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10771. /**
  10772. * Decorator used to define property that can be serialized as reference to a camera
  10773. * @param sourceName defines the name of the property to decorate
  10774. */
  10775. function serializeAsCameraReference(sourceName) {
  10776. return generateSerializableMember(11, sourceName); // camera reference member
  10777. }
  10778. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10779. /**
  10780. * Class used to help serialization objects
  10781. */
  10782. var SerializationHelper = /** @class */ (function () {
  10783. function SerializationHelper() {
  10784. }
  10785. /**
  10786. * Static function used to serialized a specific entity
  10787. * @param entity defines the entity to serialize
  10788. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10789. * @returns a JSON compatible object representing the serialization of the entity
  10790. */
  10791. SerializationHelper.Serialize = function (entity, serializationObject) {
  10792. if (!serializationObject) {
  10793. serializationObject = {};
  10794. }
  10795. // Tags
  10796. if (BABYLON.Tags) {
  10797. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10798. }
  10799. var serializedProperties = getMergedStore(entity);
  10800. // Properties
  10801. for (var property in serializedProperties) {
  10802. var propertyDescriptor = serializedProperties[property];
  10803. var targetPropertyName = propertyDescriptor.sourceName || property;
  10804. var propertyType = propertyDescriptor.type;
  10805. var sourceProperty = entity[property];
  10806. if (sourceProperty !== undefined && sourceProperty !== null) {
  10807. switch (propertyType) {
  10808. case 0: // Value
  10809. serializationObject[targetPropertyName] = sourceProperty;
  10810. break;
  10811. case 1: // Texture
  10812. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10813. break;
  10814. case 2: // Color3
  10815. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10816. break;
  10817. case 3: // FresnelParameters
  10818. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10819. break;
  10820. case 4: // Vector2
  10821. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10822. break;
  10823. case 5: // Vector3
  10824. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10825. break;
  10826. case 6: // Mesh reference
  10827. serializationObject[targetPropertyName] = sourceProperty.id;
  10828. break;
  10829. case 7: // Color Curves
  10830. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10831. break;
  10832. case 8: // Color 4
  10833. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10834. break;
  10835. case 9: // Image Processing
  10836. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10837. break;
  10838. case 10: // Quaternion
  10839. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10840. break;
  10841. case 11: // Camera reference
  10842. serializationObject[targetPropertyName] = sourceProperty.id;
  10843. break;
  10844. }
  10845. }
  10846. }
  10847. return serializationObject;
  10848. };
  10849. /**
  10850. * Creates a new entity from a serialization data object
  10851. * @param creationFunction defines a function used to instanciated the new entity
  10852. * @param source defines the source serialization data
  10853. * @param scene defines the hosting scene
  10854. * @param rootUrl defines the root url for resources
  10855. * @returns a new entity
  10856. */
  10857. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10858. if (rootUrl === void 0) { rootUrl = null; }
  10859. var destination = creationFunction();
  10860. if (!rootUrl) {
  10861. rootUrl = "";
  10862. }
  10863. // Tags
  10864. if (BABYLON.Tags) {
  10865. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10866. }
  10867. var classStore = getMergedStore(destination);
  10868. // Properties
  10869. for (var property in classStore) {
  10870. var propertyDescriptor = classStore[property];
  10871. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10872. var propertyType = propertyDescriptor.type;
  10873. if (sourceProperty !== undefined && sourceProperty !== null) {
  10874. var dest = destination;
  10875. switch (propertyType) {
  10876. case 0: // Value
  10877. dest[property] = sourceProperty;
  10878. break;
  10879. case 1: // Texture
  10880. if (scene) {
  10881. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10882. }
  10883. break;
  10884. case 2: // Color3
  10885. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10886. break;
  10887. case 3: // FresnelParameters
  10888. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10889. break;
  10890. case 4: // Vector2
  10891. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10892. break;
  10893. case 5: // Vector3
  10894. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10895. break;
  10896. case 6: // Mesh reference
  10897. if (scene) {
  10898. dest[property] = scene.getLastMeshByID(sourceProperty);
  10899. }
  10900. break;
  10901. case 7: // Color Curves
  10902. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10903. break;
  10904. case 8: // Color 4
  10905. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10906. break;
  10907. case 9: // Image Processing
  10908. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10909. break;
  10910. case 10: // Quaternion
  10911. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10912. break;
  10913. case 11: // Camera reference
  10914. if (scene) {
  10915. dest[property] = scene.getCameraByID(sourceProperty);
  10916. }
  10917. break;
  10918. }
  10919. }
  10920. }
  10921. return destination;
  10922. };
  10923. /**
  10924. * Clones an object
  10925. * @param creationFunction defines the function used to instanciate the new object
  10926. * @param source defines the source object
  10927. * @returns the cloned object
  10928. */
  10929. SerializationHelper.Clone = function (creationFunction, source) {
  10930. return _copySource(creationFunction, source, false);
  10931. };
  10932. /**
  10933. * Instanciates a new object based on a source one (some data will be shared between both object)
  10934. * @param creationFunction defines the function used to instanciate the new object
  10935. * @param source defines the source object
  10936. * @returns the new object
  10937. */
  10938. SerializationHelper.Instanciate = function (creationFunction, source) {
  10939. return _copySource(creationFunction, source, true);
  10940. };
  10941. return SerializationHelper;
  10942. }());
  10943. BABYLON.SerializationHelper = SerializationHelper;
  10944. })(BABYLON || (BABYLON = {}));
  10945. //# sourceMappingURL=babylon.decorators.js.map
  10946. var BABYLON;
  10947. (function (BABYLON) {
  10948. /**
  10949. * Wrapper class for promise with external resolve and reject.
  10950. */
  10951. var Deferred = /** @class */ (function () {
  10952. /**
  10953. * Constructor for this deferred object.
  10954. */
  10955. function Deferred() {
  10956. var _this = this;
  10957. this.promise = new Promise(function (resolve, reject) {
  10958. _this._resolve = resolve;
  10959. _this._reject = reject;
  10960. });
  10961. }
  10962. Object.defineProperty(Deferred.prototype, "resolve", {
  10963. /**
  10964. * The resolve method of the promise associated with this deferred object.
  10965. */
  10966. get: function () {
  10967. return this._resolve;
  10968. },
  10969. enumerable: true,
  10970. configurable: true
  10971. });
  10972. Object.defineProperty(Deferred.prototype, "reject", {
  10973. /**
  10974. * The reject method of the promise associated with this deferred object.
  10975. */
  10976. get: function () {
  10977. return this._reject;
  10978. },
  10979. enumerable: true,
  10980. configurable: true
  10981. });
  10982. return Deferred;
  10983. }());
  10984. BABYLON.Deferred = Deferred;
  10985. })(BABYLON || (BABYLON = {}));
  10986. //# sourceMappingURL=babylon.deferred.js.map
  10987. var BABYLON;
  10988. (function (BABYLON) {
  10989. /**
  10990. * A class serves as a medium between the observable and its observers
  10991. */
  10992. var EventState = /** @class */ (function () {
  10993. /**
  10994. * Create a new EventState
  10995. * @param mask defines the mask associated with this state
  10996. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10997. * @param target defines the original target of the state
  10998. * @param currentTarget defines the current target of the state
  10999. */
  11000. function EventState(mask, skipNextObservers, target, currentTarget) {
  11001. if (skipNextObservers === void 0) { skipNextObservers = false; }
  11002. this.initalize(mask, skipNextObservers, target, currentTarget);
  11003. }
  11004. /**
  11005. * Initialize the current event state
  11006. * @param mask defines the mask associated with this state
  11007. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  11008. * @param target defines the original target of the state
  11009. * @param currentTarget defines the current target of the state
  11010. * @returns the current event state
  11011. */
  11012. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  11013. if (skipNextObservers === void 0) { skipNextObservers = false; }
  11014. this.mask = mask;
  11015. this.skipNextObservers = skipNextObservers;
  11016. this.target = target;
  11017. this.currentTarget = currentTarget;
  11018. return this;
  11019. };
  11020. return EventState;
  11021. }());
  11022. BABYLON.EventState = EventState;
  11023. /**
  11024. * Represent an Observer registered to a given Observable object.
  11025. */
  11026. var Observer = /** @class */ (function () {
  11027. /**
  11028. * Creates a new observer
  11029. * @param callback defines the callback to call when the observer is notified
  11030. * @param mask defines the mask of the observer (used to filter notifications)
  11031. * @param scope defines the current scope used to restore the JS context
  11032. */
  11033. function Observer(
  11034. /**
  11035. * Defines the callback to call when the observer is notified
  11036. */
  11037. callback,
  11038. /**
  11039. * Defines the mask of the observer (used to filter notifications)
  11040. */
  11041. mask,
  11042. /**
  11043. * Defines the current scope used to restore the JS context
  11044. */
  11045. scope) {
  11046. if (scope === void 0) { scope = null; }
  11047. this.callback = callback;
  11048. this.mask = mask;
  11049. this.scope = scope;
  11050. /** @hidden */
  11051. this._willBeUnregistered = false;
  11052. /**
  11053. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11054. */
  11055. this.unregisterOnNextCall = false;
  11056. }
  11057. return Observer;
  11058. }());
  11059. BABYLON.Observer = Observer;
  11060. /**
  11061. * Represent a list of observers registered to multiple Observables object.
  11062. */
  11063. var MultiObserver = /** @class */ (function () {
  11064. function MultiObserver() {
  11065. }
  11066. /**
  11067. * Release associated resources
  11068. */
  11069. MultiObserver.prototype.dispose = function () {
  11070. if (this._observers && this._observables) {
  11071. for (var index = 0; index < this._observers.length; index++) {
  11072. this._observables[index].remove(this._observers[index]);
  11073. }
  11074. }
  11075. this._observers = null;
  11076. this._observables = null;
  11077. };
  11078. /**
  11079. * Raise a callback when one of the observable will notify
  11080. * @param observables defines a list of observables to watch
  11081. * @param callback defines the callback to call on notification
  11082. * @param mask defines the mask used to filter notifications
  11083. * @param scope defines the current scope used to restore the JS context
  11084. * @returns the new MultiObserver
  11085. */
  11086. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11087. if (mask === void 0) { mask = -1; }
  11088. if (scope === void 0) { scope = null; }
  11089. var result = new MultiObserver();
  11090. result._observers = new Array();
  11091. result._observables = observables;
  11092. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11093. var observable = observables_1[_i];
  11094. var observer = observable.add(callback, mask, false, scope);
  11095. if (observer) {
  11096. result._observers.push(observer);
  11097. }
  11098. }
  11099. return result;
  11100. };
  11101. return MultiObserver;
  11102. }());
  11103. BABYLON.MultiObserver = MultiObserver;
  11104. /**
  11105. * The Observable class is a simple implementation of the Observable pattern.
  11106. *
  11107. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  11108. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11109. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  11110. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  11111. */
  11112. var Observable = /** @class */ (function () {
  11113. /**
  11114. * Creates a new observable
  11115. * @param onObserverAdded defines a callback to call when a new observer is added
  11116. */
  11117. function Observable(onObserverAdded) {
  11118. this._observers = new Array();
  11119. this._eventState = new EventState(0);
  11120. if (onObserverAdded) {
  11121. this._onObserverAdded = onObserverAdded;
  11122. }
  11123. }
  11124. /**
  11125. * Create a new Observer with the specified callback
  11126. * @param callback the callback that will be executed for that Observer
  11127. * @param mask the mask used to filter observers
  11128. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  11129. * @param scope optional scope for the callback to be called from
  11130. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11131. * @returns the new observer created for the callback
  11132. */
  11133. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11134. if (mask === void 0) { mask = -1; }
  11135. if (insertFirst === void 0) { insertFirst = false; }
  11136. if (scope === void 0) { scope = null; }
  11137. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11138. if (!callback) {
  11139. return null;
  11140. }
  11141. var observer = new Observer(callback, mask, scope);
  11142. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11143. if (insertFirst) {
  11144. this._observers.unshift(observer);
  11145. }
  11146. else {
  11147. this._observers.push(observer);
  11148. }
  11149. if (this._onObserverAdded) {
  11150. this._onObserverAdded(observer);
  11151. }
  11152. return observer;
  11153. };
  11154. /**
  11155. * Create a new Observer with the specified callback and unregisters after the next notification
  11156. * @param callback the callback that will be executed for that Observer
  11157. * @returns the new observer created for the callback
  11158. */
  11159. Observable.prototype.addOnce = function (callback) {
  11160. return this.add(callback, undefined, undefined, undefined, true);
  11161. };
  11162. /**
  11163. * Remove an Observer from the Observable object
  11164. * @param observer the instance of the Observer to remove
  11165. * @returns false if it doesn't belong to this Observable
  11166. */
  11167. Observable.prototype.remove = function (observer) {
  11168. if (!observer) {
  11169. return false;
  11170. }
  11171. var index = this._observers.indexOf(observer);
  11172. if (index !== -1) {
  11173. this._deferUnregister(observer);
  11174. return true;
  11175. }
  11176. return false;
  11177. };
  11178. /**
  11179. * Remove a callback from the Observable object
  11180. * @param callback the callback to remove
  11181. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11182. * @returns false if it doesn't belong to this Observable
  11183. */
  11184. Observable.prototype.removeCallback = function (callback, scope) {
  11185. for (var index = 0; index < this._observers.length; index++) {
  11186. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11187. this._deferUnregister(this._observers[index]);
  11188. return true;
  11189. }
  11190. }
  11191. return false;
  11192. };
  11193. Observable.prototype._deferUnregister = function (observer) {
  11194. var _this = this;
  11195. observer.unregisterOnNextCall = false;
  11196. observer._willBeUnregistered = true;
  11197. BABYLON.Tools.SetImmediate(function () {
  11198. _this._remove(observer);
  11199. });
  11200. };
  11201. // This should only be called when not iterating over _observers to avoid callback skipping.
  11202. // Removes an observer from the _observer Array.
  11203. Observable.prototype._remove = function (observer) {
  11204. if (!observer) {
  11205. return false;
  11206. }
  11207. var index = this._observers.indexOf(observer);
  11208. if (index !== -1) {
  11209. this._observers.splice(index, 1);
  11210. return true;
  11211. }
  11212. return false;
  11213. };
  11214. /**
  11215. * Notify all Observers by calling their respective callback with the given data
  11216. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11217. * @param eventData defines the data to send to all observers
  11218. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11219. * @param target defines the original target of the state
  11220. * @param currentTarget defines the current target of the state
  11221. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11222. */
  11223. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11224. if (mask === void 0) { mask = -1; }
  11225. if (!this._observers.length) {
  11226. return true;
  11227. }
  11228. var state = this._eventState;
  11229. state.mask = mask;
  11230. state.target = target;
  11231. state.currentTarget = currentTarget;
  11232. state.skipNextObservers = false;
  11233. state.lastReturnValue = eventData;
  11234. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11235. var obs = _a[_i];
  11236. if (obs._willBeUnregistered) {
  11237. continue;
  11238. }
  11239. if (obs.mask & mask) {
  11240. if (obs.scope) {
  11241. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11242. }
  11243. else {
  11244. state.lastReturnValue = obs.callback(eventData, state);
  11245. }
  11246. if (obs.unregisterOnNextCall) {
  11247. this._deferUnregister(obs);
  11248. }
  11249. }
  11250. if (state.skipNextObservers) {
  11251. return false;
  11252. }
  11253. }
  11254. return true;
  11255. };
  11256. /**
  11257. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11258. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11259. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11260. * and it is crucial that all callbacks will be executed.
  11261. * The order of the callbacks is kept, callbacks are not executed parallel.
  11262. *
  11263. * @param eventData The data to be sent to each callback
  11264. * @param mask is used to filter observers defaults to -1
  11265. * @param target defines the callback target (see EventState)
  11266. * @param currentTarget defines he current object in the bubbling phase
  11267. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11268. */
  11269. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11270. var _this = this;
  11271. if (mask === void 0) { mask = -1; }
  11272. // create an empty promise
  11273. var p = Promise.resolve(eventData);
  11274. // no observers? return this promise.
  11275. if (!this._observers.length) {
  11276. return p;
  11277. }
  11278. var state = this._eventState;
  11279. state.mask = mask;
  11280. state.target = target;
  11281. state.currentTarget = currentTarget;
  11282. state.skipNextObservers = false;
  11283. // execute one callback after another (not using Promise.all, the order is important)
  11284. this._observers.forEach(function (obs) {
  11285. if (state.skipNextObservers) {
  11286. return;
  11287. }
  11288. if (obs._willBeUnregistered) {
  11289. return;
  11290. }
  11291. if (obs.mask & mask) {
  11292. if (obs.scope) {
  11293. p = p.then(function (lastReturnedValue) {
  11294. state.lastReturnValue = lastReturnedValue;
  11295. return obs.callback.apply(obs.scope, [eventData, state]);
  11296. });
  11297. }
  11298. else {
  11299. p = p.then(function (lastReturnedValue) {
  11300. state.lastReturnValue = lastReturnedValue;
  11301. return obs.callback(eventData, state);
  11302. });
  11303. }
  11304. if (obs.unregisterOnNextCall) {
  11305. _this._deferUnregister(obs);
  11306. }
  11307. }
  11308. });
  11309. // return the eventData
  11310. return p.then(function () { return eventData; });
  11311. };
  11312. /**
  11313. * Notify a specific observer
  11314. * @param observer defines the observer to notify
  11315. * @param eventData defines the data to be sent to each callback
  11316. * @param mask is used to filter observers defaults to -1
  11317. */
  11318. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11319. if (mask === void 0) { mask = -1; }
  11320. var state = this._eventState;
  11321. state.mask = mask;
  11322. state.skipNextObservers = false;
  11323. observer.callback(eventData, state);
  11324. };
  11325. /**
  11326. * Gets a boolean indicating if the observable has at least one observer
  11327. * @returns true is the Observable has at least one Observer registered
  11328. */
  11329. Observable.prototype.hasObservers = function () {
  11330. return this._observers.length > 0;
  11331. };
  11332. /**
  11333. * Clear the list of observers
  11334. */
  11335. Observable.prototype.clear = function () {
  11336. this._observers = new Array();
  11337. this._onObserverAdded = null;
  11338. };
  11339. /**
  11340. * Clone the current observable
  11341. * @returns a new observable
  11342. */
  11343. Observable.prototype.clone = function () {
  11344. var result = new Observable();
  11345. result._observers = this._observers.slice(0);
  11346. return result;
  11347. };
  11348. /**
  11349. * Does this observable handles observer registered with a given mask
  11350. * @param mask defines the mask to be tested
  11351. * @return whether or not one observer registered with the given mask is handeled
  11352. **/
  11353. Observable.prototype.hasSpecificMask = function (mask) {
  11354. if (mask === void 0) { mask = -1; }
  11355. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11356. var obs = _a[_i];
  11357. if (obs.mask & mask || obs.mask === mask) {
  11358. return true;
  11359. }
  11360. }
  11361. return false;
  11362. };
  11363. return Observable;
  11364. }());
  11365. BABYLON.Observable = Observable;
  11366. })(BABYLON || (BABYLON = {}));
  11367. //# sourceMappingURL=babylon.observable.js.map
  11368. var BABYLON;
  11369. (function (BABYLON) {
  11370. /**
  11371. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11372. */
  11373. var SmartArray = /** @class */ (function () {
  11374. /**
  11375. * Instantiates a Smart Array.
  11376. * @param capacity defines the default capacity of the array.
  11377. */
  11378. function SmartArray(capacity) {
  11379. /**
  11380. * The active length of the array.
  11381. */
  11382. this.length = 0;
  11383. this.data = new Array(capacity);
  11384. this._id = SmartArray._GlobalId++;
  11385. }
  11386. /**
  11387. * Pushes a value at the end of the active data.
  11388. * @param value defines the object to push in the array.
  11389. */
  11390. SmartArray.prototype.push = function (value) {
  11391. this.data[this.length++] = value;
  11392. if (this.length > this.data.length) {
  11393. this.data.length *= 2;
  11394. }
  11395. };
  11396. /**
  11397. * Iterates over the active data and apply the lambda to them.
  11398. * @param func defines the action to apply on each value.
  11399. */
  11400. SmartArray.prototype.forEach = function (func) {
  11401. for (var index = 0; index < this.length; index++) {
  11402. func(this.data[index]);
  11403. }
  11404. };
  11405. /**
  11406. * Sorts the full sets of data.
  11407. * @param compareFn defines the comparison function to apply.
  11408. */
  11409. SmartArray.prototype.sort = function (compareFn) {
  11410. this.data.sort(compareFn);
  11411. };
  11412. /**
  11413. * Resets the active data to an empty array.
  11414. */
  11415. SmartArray.prototype.reset = function () {
  11416. this.length = 0;
  11417. };
  11418. /**
  11419. * Releases all the data from the array as well as the array.
  11420. */
  11421. SmartArray.prototype.dispose = function () {
  11422. this.reset();
  11423. if (this.data) {
  11424. this.data.length = 0;
  11425. this.data = [];
  11426. }
  11427. };
  11428. /**
  11429. * Concats the active data with a given array.
  11430. * @param array defines the data to concatenate with.
  11431. */
  11432. SmartArray.prototype.concat = function (array) {
  11433. if (array.length === 0) {
  11434. return;
  11435. }
  11436. if (this.length + array.length > this.data.length) {
  11437. this.data.length = (this.length + array.length) * 2;
  11438. }
  11439. for (var index = 0; index < array.length; index++) {
  11440. this.data[this.length++] = (array.data || array)[index];
  11441. }
  11442. };
  11443. /**
  11444. * Returns the position of a value in the active data.
  11445. * @param value defines the value to find the index for
  11446. * @returns the index if found in the active data otherwise -1
  11447. */
  11448. SmartArray.prototype.indexOf = function (value) {
  11449. var position = this.data.indexOf(value);
  11450. if (position >= this.length) {
  11451. return -1;
  11452. }
  11453. return position;
  11454. };
  11455. /**
  11456. * Returns whether an element is part of the active data.
  11457. * @param value defines the value to look for
  11458. * @returns true if found in the active data otherwise false
  11459. */
  11460. SmartArray.prototype.contains = function (value) {
  11461. return this.indexOf(value) !== -1;
  11462. };
  11463. // Statics
  11464. SmartArray._GlobalId = 0;
  11465. return SmartArray;
  11466. }());
  11467. BABYLON.SmartArray = SmartArray;
  11468. /**
  11469. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11470. * The data in this array can only be present once
  11471. */
  11472. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11473. __extends(SmartArrayNoDuplicate, _super);
  11474. function SmartArrayNoDuplicate() {
  11475. var _this = _super !== null && _super.apply(this, arguments) || this;
  11476. _this._duplicateId = 0;
  11477. return _this;
  11478. }
  11479. /**
  11480. * Pushes a value at the end of the active data.
  11481. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11482. * @param value defines the object to push in the array.
  11483. */
  11484. SmartArrayNoDuplicate.prototype.push = function (value) {
  11485. _super.prototype.push.call(this, value);
  11486. if (!value.__smartArrayFlags) {
  11487. value.__smartArrayFlags = {};
  11488. }
  11489. value.__smartArrayFlags[this._id] = this._duplicateId;
  11490. };
  11491. /**
  11492. * Pushes a value at the end of the active data.
  11493. * If the data is already present, it won t be added again
  11494. * @param value defines the object to push in the array.
  11495. * @returns true if added false if it was already present
  11496. */
  11497. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11498. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11499. return false;
  11500. }
  11501. this.push(value);
  11502. return true;
  11503. };
  11504. /**
  11505. * Resets the active data to an empty array.
  11506. */
  11507. SmartArrayNoDuplicate.prototype.reset = function () {
  11508. _super.prototype.reset.call(this);
  11509. this._duplicateId++;
  11510. };
  11511. /**
  11512. * Concats the active data with a given array.
  11513. * This ensures no dupplicate will be present in the result.
  11514. * @param array defines the data to concatenate with.
  11515. */
  11516. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11517. if (array.length === 0) {
  11518. return;
  11519. }
  11520. if (this.length + array.length > this.data.length) {
  11521. this.data.length = (this.length + array.length) * 2;
  11522. }
  11523. for (var index = 0; index < array.length; index++) {
  11524. var item = (array.data || array)[index];
  11525. this.pushNoDuplicate(item);
  11526. }
  11527. };
  11528. return SmartArrayNoDuplicate;
  11529. }(SmartArray));
  11530. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11531. })(BABYLON || (BABYLON = {}));
  11532. //# sourceMappingURL=babylon.smartArray.js.map
  11533. var BABYLON;
  11534. (function (BABYLON) {
  11535. var PromiseStates;
  11536. (function (PromiseStates) {
  11537. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11538. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11539. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11540. })(PromiseStates || (PromiseStates = {}));
  11541. var FulFillmentAgregator = /** @class */ (function () {
  11542. function FulFillmentAgregator() {
  11543. this.count = 0;
  11544. this.target = 0;
  11545. this.results = [];
  11546. }
  11547. return FulFillmentAgregator;
  11548. }());
  11549. var InternalPromise = /** @class */ (function () {
  11550. function InternalPromise(resolver) {
  11551. var _this = this;
  11552. this._state = PromiseStates.Pending;
  11553. this._children = new Array();
  11554. this._rejectWasConsumed = false;
  11555. if (!resolver) {
  11556. return;
  11557. }
  11558. try {
  11559. resolver(function (value) {
  11560. _this._resolve(value);
  11561. }, function (reason) {
  11562. _this._reject(reason);
  11563. });
  11564. }
  11565. catch (e) {
  11566. this._reject(e);
  11567. }
  11568. }
  11569. Object.defineProperty(InternalPromise.prototype, "_result", {
  11570. get: function () {
  11571. return this._resultValue;
  11572. },
  11573. set: function (value) {
  11574. this._resultValue = value;
  11575. if (this._parent && this._parent._result === undefined) {
  11576. this._parent._result = value;
  11577. }
  11578. },
  11579. enumerable: true,
  11580. configurable: true
  11581. });
  11582. InternalPromise.prototype.catch = function (onRejected) {
  11583. return this.then(undefined, onRejected);
  11584. };
  11585. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11586. var _this = this;
  11587. var newPromise = new InternalPromise();
  11588. newPromise._onFulfilled = onFulfilled;
  11589. newPromise._onRejected = onRejected;
  11590. // Composition
  11591. this._children.push(newPromise);
  11592. newPromise._parent = this;
  11593. if (this._state !== PromiseStates.Pending) {
  11594. BABYLON.Tools.SetImmediate(function () {
  11595. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11596. var returnedValue = newPromise._resolve(_this._result);
  11597. if (returnedValue !== undefined && returnedValue !== null) {
  11598. if (returnedValue._state !== undefined) {
  11599. var returnedPromise = returnedValue;
  11600. newPromise._children.push(returnedPromise);
  11601. returnedPromise._parent = newPromise;
  11602. newPromise = returnedPromise;
  11603. }
  11604. else {
  11605. newPromise._result = returnedValue;
  11606. }
  11607. }
  11608. }
  11609. else {
  11610. newPromise._reject(_this._reason);
  11611. }
  11612. });
  11613. }
  11614. return newPromise;
  11615. };
  11616. InternalPromise.prototype._moveChildren = function (children) {
  11617. var _this = this;
  11618. var _a;
  11619. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11620. this._children.forEach(function (child) {
  11621. child._parent = _this;
  11622. });
  11623. if (this._state === PromiseStates.Fulfilled) {
  11624. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11625. var child = _b[_i];
  11626. child._resolve(this._result);
  11627. }
  11628. }
  11629. else if (this._state === PromiseStates.Rejected) {
  11630. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11631. var child = _d[_c];
  11632. child._reject(this._reason);
  11633. }
  11634. }
  11635. };
  11636. InternalPromise.prototype._resolve = function (value) {
  11637. try {
  11638. this._state = PromiseStates.Fulfilled;
  11639. var returnedValue = null;
  11640. if (this._onFulfilled) {
  11641. returnedValue = this._onFulfilled(value);
  11642. }
  11643. if (returnedValue !== undefined && returnedValue !== null) {
  11644. if (returnedValue._state !== undefined) {
  11645. // Transmit children
  11646. var returnedPromise = returnedValue;
  11647. returnedPromise._parent = this;
  11648. returnedPromise._moveChildren(this._children);
  11649. value = returnedPromise._result;
  11650. }
  11651. else {
  11652. value = returnedValue;
  11653. }
  11654. }
  11655. this._result = value;
  11656. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11657. var child = _a[_i];
  11658. child._resolve(value);
  11659. }
  11660. this._children.length = 0;
  11661. delete this._onFulfilled;
  11662. delete this._onRejected;
  11663. }
  11664. catch (e) {
  11665. this._reject(e, true);
  11666. }
  11667. };
  11668. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11669. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11670. this._state = PromiseStates.Rejected;
  11671. this._reason = reason;
  11672. if (this._onRejected && !onLocalThrow) {
  11673. try {
  11674. this._onRejected(reason);
  11675. this._rejectWasConsumed = true;
  11676. }
  11677. catch (e) {
  11678. reason = e;
  11679. }
  11680. }
  11681. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11682. var child = _a[_i];
  11683. if (this._rejectWasConsumed) {
  11684. child._resolve(null);
  11685. }
  11686. else {
  11687. child._reject(reason);
  11688. }
  11689. }
  11690. this._children.length = 0;
  11691. delete this._onFulfilled;
  11692. delete this._onRejected;
  11693. };
  11694. InternalPromise.resolve = function (value) {
  11695. var newPromise = new InternalPromise();
  11696. newPromise._resolve(value);
  11697. return newPromise;
  11698. };
  11699. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11700. promise.then(function (value) {
  11701. agregator.results[index] = value;
  11702. agregator.count++;
  11703. if (agregator.count === agregator.target) {
  11704. agregator.rootPromise._resolve(agregator.results);
  11705. }
  11706. return null;
  11707. }, function (reason) {
  11708. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11709. agregator.rootPromise._reject(reason);
  11710. }
  11711. });
  11712. };
  11713. InternalPromise.all = function (promises) {
  11714. var newPromise = new InternalPromise();
  11715. var agregator = new FulFillmentAgregator();
  11716. agregator.target = promises.length;
  11717. agregator.rootPromise = newPromise;
  11718. if (promises.length) {
  11719. for (var index = 0; index < promises.length; index++) {
  11720. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11721. }
  11722. }
  11723. else {
  11724. newPromise._resolve([]);
  11725. }
  11726. return newPromise;
  11727. };
  11728. InternalPromise.race = function (promises) {
  11729. var newPromise = new InternalPromise();
  11730. if (promises.length) {
  11731. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11732. var promise = promises_1[_i];
  11733. promise.then(function (value) {
  11734. if (newPromise) {
  11735. newPromise._resolve(value);
  11736. newPromise = null;
  11737. }
  11738. return null;
  11739. }, function (reason) {
  11740. if (newPromise) {
  11741. newPromise._reject(reason);
  11742. newPromise = null;
  11743. }
  11744. });
  11745. }
  11746. }
  11747. return newPromise;
  11748. };
  11749. return InternalPromise;
  11750. }());
  11751. /**
  11752. * Helper class that provides a small promise polyfill
  11753. */
  11754. var PromisePolyfill = /** @class */ (function () {
  11755. function PromisePolyfill() {
  11756. }
  11757. /**
  11758. * Static function used to check if the polyfill is required
  11759. * If this is the case then the function will inject the polyfill to window.Promise
  11760. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11761. */
  11762. PromisePolyfill.Apply = function (force) {
  11763. if (force === void 0) { force = false; }
  11764. if (force || typeof Promise === 'undefined') {
  11765. var root = window;
  11766. root.Promise = InternalPromise;
  11767. }
  11768. };
  11769. return PromisePolyfill;
  11770. }());
  11771. BABYLON.PromisePolyfill = PromisePolyfill;
  11772. })(BABYLON || (BABYLON = {}));
  11773. //# sourceMappingURL=babylon.promise.js.map
  11774. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11775. var BABYLON;
  11776. (function (BABYLON) {
  11777. /**
  11778. * Helper class to push actions to a pool of workers.
  11779. */
  11780. var WorkerPool = /** @class */ (function () {
  11781. /**
  11782. * Constructor
  11783. * @param workers Array of workers to use for actions
  11784. */
  11785. function WorkerPool(workers) {
  11786. this._pendingActions = new Array();
  11787. this._workerInfos = workers.map(function (worker) { return ({
  11788. worker: worker,
  11789. active: false
  11790. }); });
  11791. }
  11792. /**
  11793. * Terminates all workers and clears any pending actions.
  11794. */
  11795. WorkerPool.prototype.dispose = function () {
  11796. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11797. var workerInfo = _a[_i];
  11798. workerInfo.worker.terminate();
  11799. }
  11800. delete this._workerInfos;
  11801. delete this._pendingActions;
  11802. };
  11803. /**
  11804. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11805. * pended until a worker has completed its action.
  11806. * @param action The action to perform. Call onComplete when the action is complete.
  11807. */
  11808. WorkerPool.prototype.push = function (action) {
  11809. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11810. var workerInfo = _a[_i];
  11811. if (!workerInfo.active) {
  11812. this._execute(workerInfo, action);
  11813. return;
  11814. }
  11815. }
  11816. this._pendingActions.push(action);
  11817. };
  11818. WorkerPool.prototype._execute = function (workerInfo, action) {
  11819. var _this = this;
  11820. workerInfo.active = true;
  11821. action(workerInfo.worker, function () {
  11822. workerInfo.active = false;
  11823. var nextAction = _this._pendingActions.shift();
  11824. if (nextAction) {
  11825. _this._execute(workerInfo, nextAction);
  11826. }
  11827. });
  11828. };
  11829. return WorkerPool;
  11830. }());
  11831. BABYLON.WorkerPool = WorkerPool;
  11832. })(BABYLON || (BABYLON = {}));
  11833. //# sourceMappingURL=babylon.workerPool.js.map
  11834. var BABYLON;
  11835. (function (BABYLON) {
  11836. /**
  11837. * @hidden
  11838. **/
  11839. var _AlphaState = /** @class */ (function () {
  11840. /**
  11841. * Initializes the state.
  11842. */
  11843. function _AlphaState() {
  11844. this._isAlphaBlendDirty = false;
  11845. this._isBlendFunctionParametersDirty = false;
  11846. this._isBlendEquationParametersDirty = false;
  11847. this._isBlendConstantsDirty = false;
  11848. this._alphaBlend = false;
  11849. this._blendFunctionParameters = new Array(4);
  11850. this._blendEquationParameters = new Array(2);
  11851. this._blendConstants = new Array(4);
  11852. this.reset();
  11853. }
  11854. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11855. get: function () {
  11856. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11857. },
  11858. enumerable: true,
  11859. configurable: true
  11860. });
  11861. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11862. get: function () {
  11863. return this._alphaBlend;
  11864. },
  11865. set: function (value) {
  11866. if (this._alphaBlend === value) {
  11867. return;
  11868. }
  11869. this._alphaBlend = value;
  11870. this._isAlphaBlendDirty = true;
  11871. },
  11872. enumerable: true,
  11873. configurable: true
  11874. });
  11875. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11876. if (this._blendConstants[0] === r &&
  11877. this._blendConstants[1] === g &&
  11878. this._blendConstants[2] === b &&
  11879. this._blendConstants[3] === a) {
  11880. return;
  11881. }
  11882. this._blendConstants[0] = r;
  11883. this._blendConstants[1] = g;
  11884. this._blendConstants[2] = b;
  11885. this._blendConstants[3] = a;
  11886. this._isBlendConstantsDirty = true;
  11887. };
  11888. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11889. if (this._blendFunctionParameters[0] === value0 &&
  11890. this._blendFunctionParameters[1] === value1 &&
  11891. this._blendFunctionParameters[2] === value2 &&
  11892. this._blendFunctionParameters[3] === value3) {
  11893. return;
  11894. }
  11895. this._blendFunctionParameters[0] = value0;
  11896. this._blendFunctionParameters[1] = value1;
  11897. this._blendFunctionParameters[2] = value2;
  11898. this._blendFunctionParameters[3] = value3;
  11899. this._isBlendFunctionParametersDirty = true;
  11900. };
  11901. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11902. if (this._blendEquationParameters[0] === rgb &&
  11903. this._blendEquationParameters[1] === alpha) {
  11904. return;
  11905. }
  11906. this._blendEquationParameters[0] = rgb;
  11907. this._blendEquationParameters[1] = alpha;
  11908. this._isBlendEquationParametersDirty = true;
  11909. };
  11910. _AlphaState.prototype.reset = function () {
  11911. this._alphaBlend = false;
  11912. this._blendFunctionParameters[0] = null;
  11913. this._blendFunctionParameters[1] = null;
  11914. this._blendFunctionParameters[2] = null;
  11915. this._blendFunctionParameters[3] = null;
  11916. this._blendEquationParameters[0] = null;
  11917. this._blendEquationParameters[1] = null;
  11918. this._blendConstants[0] = null;
  11919. this._blendConstants[1] = null;
  11920. this._blendConstants[2] = null;
  11921. this._blendConstants[3] = null;
  11922. this._isAlphaBlendDirty = true;
  11923. this._isBlendFunctionParametersDirty = false;
  11924. this._isBlendEquationParametersDirty = false;
  11925. this._isBlendConstantsDirty = false;
  11926. };
  11927. _AlphaState.prototype.apply = function (gl) {
  11928. if (!this.isDirty) {
  11929. return;
  11930. }
  11931. // Alpha blend
  11932. if (this._isAlphaBlendDirty) {
  11933. if (this._alphaBlend) {
  11934. gl.enable(gl.BLEND);
  11935. }
  11936. else {
  11937. gl.disable(gl.BLEND);
  11938. }
  11939. this._isAlphaBlendDirty = false;
  11940. }
  11941. // Alpha function
  11942. if (this._isBlendFunctionParametersDirty) {
  11943. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11944. this._isBlendFunctionParametersDirty = false;
  11945. }
  11946. // Alpha equation
  11947. if (this._isBlendEquationParametersDirty) {
  11948. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11949. this._isBlendEquationParametersDirty = false;
  11950. }
  11951. // Constants
  11952. if (this._isBlendConstantsDirty) {
  11953. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11954. this._isBlendConstantsDirty = false;
  11955. }
  11956. };
  11957. return _AlphaState;
  11958. }());
  11959. BABYLON._AlphaState = _AlphaState;
  11960. })(BABYLON || (BABYLON = {}));
  11961. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11962. var BABYLON;
  11963. (function (BABYLON) {
  11964. /**
  11965. * @hidden
  11966. **/
  11967. var _DepthCullingState = /** @class */ (function () {
  11968. /**
  11969. * Initializes the state.
  11970. */
  11971. function _DepthCullingState() {
  11972. this._isDepthTestDirty = false;
  11973. this._isDepthMaskDirty = false;
  11974. this._isDepthFuncDirty = false;
  11975. this._isCullFaceDirty = false;
  11976. this._isCullDirty = false;
  11977. this._isZOffsetDirty = false;
  11978. this._isFrontFaceDirty = false;
  11979. this.reset();
  11980. }
  11981. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11982. get: function () {
  11983. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11984. },
  11985. enumerable: true,
  11986. configurable: true
  11987. });
  11988. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11989. get: function () {
  11990. return this._zOffset;
  11991. },
  11992. set: function (value) {
  11993. if (this._zOffset === value) {
  11994. return;
  11995. }
  11996. this._zOffset = value;
  11997. this._isZOffsetDirty = true;
  11998. },
  11999. enumerable: true,
  12000. configurable: true
  12001. });
  12002. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  12003. get: function () {
  12004. return this._cullFace;
  12005. },
  12006. set: function (value) {
  12007. if (this._cullFace === value) {
  12008. return;
  12009. }
  12010. this._cullFace = value;
  12011. this._isCullFaceDirty = true;
  12012. },
  12013. enumerable: true,
  12014. configurable: true
  12015. });
  12016. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  12017. get: function () {
  12018. return this._cull;
  12019. },
  12020. set: function (value) {
  12021. if (this._cull === value) {
  12022. return;
  12023. }
  12024. this._cull = value;
  12025. this._isCullDirty = true;
  12026. },
  12027. enumerable: true,
  12028. configurable: true
  12029. });
  12030. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12031. get: function () {
  12032. return this._depthFunc;
  12033. },
  12034. set: function (value) {
  12035. if (this._depthFunc === value) {
  12036. return;
  12037. }
  12038. this._depthFunc = value;
  12039. this._isDepthFuncDirty = true;
  12040. },
  12041. enumerable: true,
  12042. configurable: true
  12043. });
  12044. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12045. get: function () {
  12046. return this._depthMask;
  12047. },
  12048. set: function (value) {
  12049. if (this._depthMask === value) {
  12050. return;
  12051. }
  12052. this._depthMask = value;
  12053. this._isDepthMaskDirty = true;
  12054. },
  12055. enumerable: true,
  12056. configurable: true
  12057. });
  12058. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12059. get: function () {
  12060. return this._depthTest;
  12061. },
  12062. set: function (value) {
  12063. if (this._depthTest === value) {
  12064. return;
  12065. }
  12066. this._depthTest = value;
  12067. this._isDepthTestDirty = true;
  12068. },
  12069. enumerable: true,
  12070. configurable: true
  12071. });
  12072. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12073. get: function () {
  12074. return this._frontFace;
  12075. },
  12076. set: function (value) {
  12077. if (this._frontFace === value) {
  12078. return;
  12079. }
  12080. this._frontFace = value;
  12081. this._isFrontFaceDirty = true;
  12082. },
  12083. enumerable: true,
  12084. configurable: true
  12085. });
  12086. _DepthCullingState.prototype.reset = function () {
  12087. this._depthMask = true;
  12088. this._depthTest = true;
  12089. this._depthFunc = null;
  12090. this._cullFace = null;
  12091. this._cull = null;
  12092. this._zOffset = 0;
  12093. this._frontFace = null;
  12094. this._isDepthTestDirty = true;
  12095. this._isDepthMaskDirty = true;
  12096. this._isDepthFuncDirty = false;
  12097. this._isCullFaceDirty = false;
  12098. this._isCullDirty = false;
  12099. this._isZOffsetDirty = false;
  12100. this._isFrontFaceDirty = false;
  12101. };
  12102. _DepthCullingState.prototype.apply = function (gl) {
  12103. if (!this.isDirty) {
  12104. return;
  12105. }
  12106. // Cull
  12107. if (this._isCullDirty) {
  12108. if (this.cull) {
  12109. gl.enable(gl.CULL_FACE);
  12110. }
  12111. else {
  12112. gl.disable(gl.CULL_FACE);
  12113. }
  12114. this._isCullDirty = false;
  12115. }
  12116. // Cull face
  12117. if (this._isCullFaceDirty) {
  12118. gl.cullFace(this.cullFace);
  12119. this._isCullFaceDirty = false;
  12120. }
  12121. // Depth mask
  12122. if (this._isDepthMaskDirty) {
  12123. gl.depthMask(this.depthMask);
  12124. this._isDepthMaskDirty = false;
  12125. }
  12126. // Depth test
  12127. if (this._isDepthTestDirty) {
  12128. if (this.depthTest) {
  12129. gl.enable(gl.DEPTH_TEST);
  12130. }
  12131. else {
  12132. gl.disable(gl.DEPTH_TEST);
  12133. }
  12134. this._isDepthTestDirty = false;
  12135. }
  12136. // Depth func
  12137. if (this._isDepthFuncDirty) {
  12138. gl.depthFunc(this.depthFunc);
  12139. this._isDepthFuncDirty = false;
  12140. }
  12141. // zOffset
  12142. if (this._isZOffsetDirty) {
  12143. if (this.zOffset) {
  12144. gl.enable(gl.POLYGON_OFFSET_FILL);
  12145. gl.polygonOffset(this.zOffset, 0);
  12146. }
  12147. else {
  12148. gl.disable(gl.POLYGON_OFFSET_FILL);
  12149. }
  12150. this._isZOffsetDirty = false;
  12151. }
  12152. // Front face
  12153. if (this._isFrontFaceDirty) {
  12154. gl.frontFace(this.frontFace);
  12155. this._isFrontFaceDirty = false;
  12156. }
  12157. };
  12158. return _DepthCullingState;
  12159. }());
  12160. BABYLON._DepthCullingState = _DepthCullingState;
  12161. })(BABYLON || (BABYLON = {}));
  12162. //# sourceMappingURL=babylon.depthCullingState.js.map
  12163. var BABYLON;
  12164. (function (BABYLON) {
  12165. /**
  12166. * @hidden
  12167. **/
  12168. var _StencilState = /** @class */ (function () {
  12169. function _StencilState() {
  12170. this._isStencilTestDirty = false;
  12171. this._isStencilMaskDirty = false;
  12172. this._isStencilFuncDirty = false;
  12173. this._isStencilOpDirty = false;
  12174. this.reset();
  12175. }
  12176. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12177. get: function () {
  12178. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12179. },
  12180. enumerable: true,
  12181. configurable: true
  12182. });
  12183. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12184. get: function () {
  12185. return this._stencilFunc;
  12186. },
  12187. set: function (value) {
  12188. if (this._stencilFunc === value) {
  12189. return;
  12190. }
  12191. this._stencilFunc = value;
  12192. this._isStencilFuncDirty = true;
  12193. },
  12194. enumerable: true,
  12195. configurable: true
  12196. });
  12197. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12198. get: function () {
  12199. return this._stencilFuncRef;
  12200. },
  12201. set: function (value) {
  12202. if (this._stencilFuncRef === value) {
  12203. return;
  12204. }
  12205. this._stencilFuncRef = value;
  12206. this._isStencilFuncDirty = true;
  12207. },
  12208. enumerable: true,
  12209. configurable: true
  12210. });
  12211. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12212. get: function () {
  12213. return this._stencilFuncMask;
  12214. },
  12215. set: function (value) {
  12216. if (this._stencilFuncMask === value) {
  12217. return;
  12218. }
  12219. this._stencilFuncMask = value;
  12220. this._isStencilFuncDirty = true;
  12221. },
  12222. enumerable: true,
  12223. configurable: true
  12224. });
  12225. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12226. get: function () {
  12227. return this._stencilOpStencilFail;
  12228. },
  12229. set: function (value) {
  12230. if (this._stencilOpStencilFail === value) {
  12231. return;
  12232. }
  12233. this._stencilOpStencilFail = value;
  12234. this._isStencilOpDirty = true;
  12235. },
  12236. enumerable: true,
  12237. configurable: true
  12238. });
  12239. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12240. get: function () {
  12241. return this._stencilOpDepthFail;
  12242. },
  12243. set: function (value) {
  12244. if (this._stencilOpDepthFail === value) {
  12245. return;
  12246. }
  12247. this._stencilOpDepthFail = value;
  12248. this._isStencilOpDirty = true;
  12249. },
  12250. enumerable: true,
  12251. configurable: true
  12252. });
  12253. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12254. get: function () {
  12255. return this._stencilOpStencilDepthPass;
  12256. },
  12257. set: function (value) {
  12258. if (this._stencilOpStencilDepthPass === value) {
  12259. return;
  12260. }
  12261. this._stencilOpStencilDepthPass = value;
  12262. this._isStencilOpDirty = true;
  12263. },
  12264. enumerable: true,
  12265. configurable: true
  12266. });
  12267. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12268. get: function () {
  12269. return this._stencilMask;
  12270. },
  12271. set: function (value) {
  12272. if (this._stencilMask === value) {
  12273. return;
  12274. }
  12275. this._stencilMask = value;
  12276. this._isStencilMaskDirty = true;
  12277. },
  12278. enumerable: true,
  12279. configurable: true
  12280. });
  12281. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12282. get: function () {
  12283. return this._stencilTest;
  12284. },
  12285. set: function (value) {
  12286. if (this._stencilTest === value) {
  12287. return;
  12288. }
  12289. this._stencilTest = value;
  12290. this._isStencilTestDirty = true;
  12291. },
  12292. enumerable: true,
  12293. configurable: true
  12294. });
  12295. _StencilState.prototype.reset = function () {
  12296. this._stencilTest = false;
  12297. this._stencilMask = 0xFF;
  12298. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12299. this._stencilFuncRef = 1;
  12300. this._stencilFuncMask = 0xFF;
  12301. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12302. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12303. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12304. this._isStencilTestDirty = true;
  12305. this._isStencilMaskDirty = true;
  12306. this._isStencilFuncDirty = true;
  12307. this._isStencilOpDirty = true;
  12308. };
  12309. _StencilState.prototype.apply = function (gl) {
  12310. if (!this.isDirty) {
  12311. return;
  12312. }
  12313. // Stencil test
  12314. if (this._isStencilTestDirty) {
  12315. if (this.stencilTest) {
  12316. gl.enable(gl.STENCIL_TEST);
  12317. }
  12318. else {
  12319. gl.disable(gl.STENCIL_TEST);
  12320. }
  12321. this._isStencilTestDirty = false;
  12322. }
  12323. // Stencil mask
  12324. if (this._isStencilMaskDirty) {
  12325. gl.stencilMask(this.stencilMask);
  12326. this._isStencilMaskDirty = false;
  12327. }
  12328. // Stencil func
  12329. if (this._isStencilFuncDirty) {
  12330. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12331. this._isStencilFuncDirty = false;
  12332. }
  12333. // Stencil op
  12334. if (this._isStencilOpDirty) {
  12335. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12336. this._isStencilOpDirty = false;
  12337. }
  12338. };
  12339. return _StencilState;
  12340. }());
  12341. BABYLON._StencilState = _StencilState;
  12342. })(BABYLON || (BABYLON = {}));
  12343. //# sourceMappingURL=babylon.stencilState.js.map
  12344. var __assign = (this && this.__assign) || function () {
  12345. __assign = Object.assign || function(t) {
  12346. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12347. s = arguments[i];
  12348. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12349. t[p] = s[p];
  12350. }
  12351. return t;
  12352. };
  12353. return __assign.apply(this, arguments);
  12354. };
  12355. var BABYLON;
  12356. (function (BABYLON) {
  12357. /**
  12358. * Keeps track of all the buffer info used in engine.
  12359. */
  12360. var BufferPointer = /** @class */ (function () {
  12361. function BufferPointer() {
  12362. }
  12363. return BufferPointer;
  12364. }());
  12365. /**
  12366. * Interface for attribute information associated with buffer instanciation
  12367. */
  12368. var InstancingAttributeInfo = /** @class */ (function () {
  12369. function InstancingAttributeInfo() {
  12370. }
  12371. return InstancingAttributeInfo;
  12372. }());
  12373. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12374. /**
  12375. * Define options used to create a render target texture
  12376. */
  12377. var RenderTargetCreationOptions = /** @class */ (function () {
  12378. function RenderTargetCreationOptions() {
  12379. }
  12380. return RenderTargetCreationOptions;
  12381. }());
  12382. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12383. /**
  12384. * Define options used to create a depth texture
  12385. */
  12386. var DepthTextureCreationOptions = /** @class */ (function () {
  12387. function DepthTextureCreationOptions() {
  12388. }
  12389. return DepthTextureCreationOptions;
  12390. }());
  12391. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12392. /**
  12393. * Class used to describe the capabilities of the engine relatively to the current browser
  12394. */
  12395. var EngineCapabilities = /** @class */ (function () {
  12396. function EngineCapabilities() {
  12397. }
  12398. return EngineCapabilities;
  12399. }());
  12400. BABYLON.EngineCapabilities = EngineCapabilities;
  12401. /**
  12402. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12403. */
  12404. var Engine = /** @class */ (function () {
  12405. /**
  12406. * Creates a new engine
  12407. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  12408. * @param antialias defines enable antialiasing (default: false)
  12409. * @param options defines further options to be sent to the getContext() function
  12410. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12411. */
  12412. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12413. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12414. var _this = this;
  12415. // Public members
  12416. /**
  12417. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12418. */
  12419. this.forcePOTTextures = false;
  12420. /**
  12421. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12422. */
  12423. this.isFullscreen = false;
  12424. /**
  12425. * Gets a boolean indicating if the pointer is currently locked
  12426. */
  12427. this.isPointerLock = false;
  12428. /**
  12429. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12430. */
  12431. this.cullBackFaces = true;
  12432. /**
  12433. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12434. */
  12435. this.renderEvenInBackground = true;
  12436. /**
  12437. * Gets or sets a boolean indicating that cache can be kept between frames
  12438. */
  12439. this.preventCacheWipeBetweenFrames = false;
  12440. /**
  12441. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12442. **/
  12443. this.enableOfflineSupport = false;
  12444. /**
  12445. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (Babylon.js will always consider the database is up to date)
  12446. **/
  12447. this.disableManifestCheck = false;
  12448. /**
  12449. * Gets the list of created scenes
  12450. */
  12451. this.scenes = new Array();
  12452. /**
  12453. * Event raised when a new scene is created
  12454. */
  12455. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12456. /**
  12457. * Gets the list of created postprocesses
  12458. */
  12459. this.postProcesses = new Array();
  12460. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12461. this.validateShaderPrograms = false;
  12462. // Observables
  12463. /**
  12464. * Observable event triggered each time the rendering canvas is resized
  12465. */
  12466. this.onResizeObservable = new BABYLON.Observable();
  12467. /**
  12468. * Observable event triggered each time the canvas loses focus
  12469. */
  12470. this.onCanvasBlurObservable = new BABYLON.Observable();
  12471. /**
  12472. * Observable event triggered each time the canvas gains focus
  12473. */
  12474. this.onCanvasFocusObservable = new BABYLON.Observable();
  12475. /**
  12476. * Observable event triggered each time the canvas receives pointerout event
  12477. */
  12478. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12479. /**
  12480. * Observable event triggered before each texture is initialized
  12481. */
  12482. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12483. //WebVR
  12484. this._vrDisplay = undefined;
  12485. this._vrSupported = false;
  12486. this._vrExclusivePointerMode = false;
  12487. // Uniform buffers list
  12488. /**
  12489. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12490. */
  12491. this.disableUniformBuffers = false;
  12492. /** @hidden */
  12493. this._uniformBuffers = new Array();
  12494. // Observables
  12495. /**
  12496. * Observable raised when the engine begins a new frame
  12497. */
  12498. this.onBeginFrameObservable = new BABYLON.Observable();
  12499. /**
  12500. * If set, will be used to request the next animation frame for the render loop
  12501. */
  12502. this.customAnimationFrameRequester = null;
  12503. /**
  12504. * Observable raised when the engine ends the current frame
  12505. */
  12506. this.onEndFrameObservable = new BABYLON.Observable();
  12507. /**
  12508. * Observable raised when the engine is about to compile a shader
  12509. */
  12510. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12511. /**
  12512. * Observable raised when the engine has jsut compiled a shader
  12513. */
  12514. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12515. this._windowIsBackground = false;
  12516. this._webGLVersion = 1.0;
  12517. /** @hidden */
  12518. this._badOS = false;
  12519. /** @hidden */
  12520. this._badDesktopOS = false;
  12521. /**
  12522. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12523. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12524. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12525. */
  12526. this.disableTextureBindingOptimization = false;
  12527. /**
  12528. * Observable signaled when VR display mode changes
  12529. */
  12530. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12531. /**
  12532. * Observable signaled when VR request present is complete
  12533. */
  12534. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12535. /**
  12536. * Observable signaled when VR request present starts
  12537. */
  12538. this.onVRRequestPresentStart = new BABYLON.Observable();
  12539. this._colorWrite = true;
  12540. /** @hidden */
  12541. this._drawCalls = new BABYLON.PerfCounter();
  12542. /** @hidden */
  12543. this._textureCollisions = new BABYLON.PerfCounter();
  12544. this._renderingQueueLaunched = false;
  12545. this._activeRenderLoops = new Array();
  12546. // Deterministic lockstepMaxSteps
  12547. this._deterministicLockstep = false;
  12548. this._lockstepMaxSteps = 4;
  12549. // Lost context
  12550. /**
  12551. * Observable signaled when a context lost event is raised
  12552. */
  12553. this.onContextLostObservable = new BABYLON.Observable();
  12554. /**
  12555. * Observable signaled when a context restored event is raised
  12556. */
  12557. this.onContextRestoredObservable = new BABYLON.Observable();
  12558. this._contextWasLost = false;
  12559. this._doNotHandleContextLost = false;
  12560. // FPS
  12561. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12562. this._fps = 60;
  12563. this._deltaTime = 0;
  12564. /**
  12565. * Turn this value on if you want to pause FPS computation when in background
  12566. */
  12567. this.disablePerformanceMonitorInBackground = false;
  12568. // States
  12569. /** @hidden */
  12570. this._depthCullingState = new BABYLON._DepthCullingState();
  12571. /** @hidden */
  12572. this._stencilState = new BABYLON._StencilState();
  12573. /** @hidden */
  12574. this._alphaState = new BABYLON._AlphaState();
  12575. /** @hidden */
  12576. this._alphaMode = Engine.ALPHA_DISABLE;
  12577. // Cache
  12578. this._internalTexturesCache = new Array();
  12579. /** @hidden */
  12580. this._activeChannel = 0;
  12581. this._currentTextureChannel = -1;
  12582. /** @hidden */
  12583. this._boundTexturesCache = {};
  12584. this._compiledEffects = {};
  12585. this._vertexAttribArraysEnabled = [];
  12586. this._uintIndicesCurrentlySet = false;
  12587. this._currentBoundBuffer = new Array();
  12588. /** @hidden */
  12589. this._currentFramebuffer = null;
  12590. this._currentBufferPointers = new Array();
  12591. this._currentInstanceLocations = new Array();
  12592. this._currentInstanceBuffers = new Array();
  12593. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12594. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12595. this._vaoRecordInProgress = false;
  12596. this._mustWipeVertexAttributes = false;
  12597. this._nextFreeTextureSlots = new Array();
  12598. this._maxSimultaneousTextures = 0;
  12599. this._activeRequests = new Array();
  12600. // Hardware supported Compressed Textures
  12601. this._texturesSupported = new Array();
  12602. /**
  12603. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12604. */
  12605. this.premultipliedAlpha = true;
  12606. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12607. this._onVRFullScreenTriggered = function () {
  12608. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12609. //get the old size before we change
  12610. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12611. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12612. //get the width and height, change the render size
  12613. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12614. _this.setHardwareScalingLevel(1);
  12615. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12616. }
  12617. else {
  12618. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12619. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12620. }
  12621. };
  12622. this._unpackFlipYCached = null;
  12623. /**
  12624. * In case you are sharing the context with other applications, it might
  12625. * be interested to not cache the unpack flip y state to ensure a consistent
  12626. * value would be set.
  12627. */
  12628. this.enableUnpackFlipYCached = true;
  12629. this._boundUniforms = {};
  12630. // Register promises
  12631. BABYLON.PromisePolyfill.Apply();
  12632. var canvas = null;
  12633. Engine.Instances.push(this);
  12634. if (!canvasOrContext) {
  12635. return;
  12636. }
  12637. options = options || {};
  12638. if (canvasOrContext.getContext) {
  12639. canvas = canvasOrContext;
  12640. this._renderingCanvas = canvas;
  12641. if (antialias != null) {
  12642. options.antialias = antialias;
  12643. }
  12644. if (options.deterministicLockstep === undefined) {
  12645. options.deterministicLockstep = false;
  12646. }
  12647. if (options.lockstepMaxSteps === undefined) {
  12648. options.lockstepMaxSteps = 4;
  12649. }
  12650. if (options.preserveDrawingBuffer === undefined) {
  12651. options.preserveDrawingBuffer = false;
  12652. }
  12653. if (options.audioEngine === undefined) {
  12654. options.audioEngine = true;
  12655. }
  12656. if (options.stencil === undefined) {
  12657. options.stencil = true;
  12658. }
  12659. if (options.premultipliedAlpha === false) {
  12660. this.premultipliedAlpha = false;
  12661. }
  12662. this._deterministicLockstep = options.deterministicLockstep;
  12663. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12664. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12665. // Exceptions
  12666. if (navigator && navigator.userAgent) {
  12667. var ua = navigator.userAgent;
  12668. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12669. var exception = _a[_i];
  12670. var key = exception.key;
  12671. var targets = exception.targets;
  12672. if (ua.indexOf(key) > -1) {
  12673. if (exception.capture && exception.captureConstraint) {
  12674. var capture = exception.capture;
  12675. var constraint = exception.captureConstraint;
  12676. var regex = new RegExp(capture);
  12677. var matches = regex.exec(ua);
  12678. if (matches && matches.length > 0) {
  12679. var capturedValue = parseInt(matches[matches.length - 1]);
  12680. if (capturedValue >= constraint) {
  12681. continue;
  12682. }
  12683. }
  12684. }
  12685. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12686. var target = targets_1[_b];
  12687. switch (target) {
  12688. case "uniformBuffer":
  12689. this.disableUniformBuffers = true;
  12690. break;
  12691. case "textureBindingOptimization":
  12692. this.disableTextureBindingOptimization = true;
  12693. break;
  12694. }
  12695. }
  12696. }
  12697. }
  12698. }
  12699. // GL
  12700. if (!options.disableWebGL2Support) {
  12701. try {
  12702. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12703. if (this._gl) {
  12704. this._webGLVersion = 2.0;
  12705. // Prevent weird browsers to lie :-)
  12706. if (!this._gl.deleteQuery) {
  12707. this._webGLVersion = 1.0;
  12708. }
  12709. }
  12710. }
  12711. catch (e) {
  12712. // Do nothing
  12713. }
  12714. }
  12715. if (!this._gl) {
  12716. if (!canvas) {
  12717. throw new Error("The provided canvas is null or undefined.");
  12718. }
  12719. try {
  12720. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12721. }
  12722. catch (e) {
  12723. throw new Error("WebGL not supported");
  12724. }
  12725. }
  12726. if (!this._gl) {
  12727. throw new Error("WebGL not supported");
  12728. }
  12729. this._onCanvasFocus = function () {
  12730. _this.onCanvasFocusObservable.notifyObservers(_this);
  12731. };
  12732. this._onCanvasBlur = function () {
  12733. _this.onCanvasBlurObservable.notifyObservers(_this);
  12734. };
  12735. canvas.addEventListener("focus", this._onCanvasFocus);
  12736. canvas.addEventListener("blur", this._onCanvasBlur);
  12737. this._onBlur = function () {
  12738. if (_this.disablePerformanceMonitorInBackground) {
  12739. _this._performanceMonitor.disable();
  12740. }
  12741. _this._windowIsBackground = true;
  12742. };
  12743. this._onFocus = function () {
  12744. if (_this.disablePerformanceMonitorInBackground) {
  12745. _this._performanceMonitor.enable();
  12746. }
  12747. _this._windowIsBackground = false;
  12748. };
  12749. this._onCanvasPointerOut = function (ev) {
  12750. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12751. };
  12752. if (BABYLON.Tools.IsWindowObjectExist()) {
  12753. window.addEventListener("blur", this._onBlur);
  12754. window.addEventListener("focus", this._onFocus);
  12755. }
  12756. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12757. // Context lost
  12758. if (!this._doNotHandleContextLost) {
  12759. this._onContextLost = function (evt) {
  12760. evt.preventDefault();
  12761. _this._contextWasLost = true;
  12762. BABYLON.Tools.Warn("WebGL context lost.");
  12763. _this.onContextLostObservable.notifyObservers(_this);
  12764. };
  12765. this._onContextRestored = function (evt) {
  12766. // Adding a timeout to avoid race condition at browser level
  12767. setTimeout(function () {
  12768. // Rebuild gl context
  12769. _this._initGLContext();
  12770. // Rebuild effects
  12771. _this._rebuildEffects();
  12772. // Rebuild textures
  12773. _this._rebuildInternalTextures();
  12774. // Rebuild buffers
  12775. _this._rebuildBuffers();
  12776. // Cache
  12777. _this.wipeCaches(true);
  12778. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12779. _this.onContextRestoredObservable.notifyObservers(_this);
  12780. _this._contextWasLost = false;
  12781. }, 0);
  12782. };
  12783. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12784. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12785. }
  12786. }
  12787. else {
  12788. this._gl = canvasOrContext;
  12789. this._renderingCanvas = this._gl.canvas;
  12790. if (this._gl.renderbufferStorageMultisample) {
  12791. this._webGLVersion = 2.0;
  12792. }
  12793. var attributes = this._gl.getContextAttributes();
  12794. if (attributes) {
  12795. options.stencil = attributes.stencil;
  12796. }
  12797. }
  12798. // Viewport
  12799. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12800. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12801. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12802. this.resize();
  12803. this._isStencilEnable = options.stencil ? true : false;
  12804. this._initGLContext();
  12805. if (canvas) {
  12806. // Fullscreen
  12807. this._onFullscreenChange = function () {
  12808. if (document.fullscreen !== undefined) {
  12809. _this.isFullscreen = document.fullscreen;
  12810. }
  12811. else if (document.mozFullScreen !== undefined) {
  12812. _this.isFullscreen = document.mozFullScreen;
  12813. }
  12814. else if (document.webkitIsFullScreen !== undefined) {
  12815. _this.isFullscreen = document.webkitIsFullScreen;
  12816. }
  12817. else if (document.msIsFullScreen !== undefined) {
  12818. _this.isFullscreen = document.msIsFullScreen;
  12819. }
  12820. // Pointer lock
  12821. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12822. canvas.requestPointerLock = canvas.requestPointerLock ||
  12823. canvas.msRequestPointerLock ||
  12824. canvas.mozRequestPointerLock ||
  12825. canvas.webkitRequestPointerLock;
  12826. if (canvas.requestPointerLock) {
  12827. canvas.requestPointerLock();
  12828. }
  12829. }
  12830. };
  12831. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12832. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12833. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12834. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12835. // Pointer lock
  12836. this._onPointerLockChange = function () {
  12837. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12838. document.webkitPointerLockElement === canvas ||
  12839. document.msPointerLockElement === canvas ||
  12840. document.pointerLockElement === canvas);
  12841. };
  12842. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12843. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12844. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12845. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12846. this._onVRDisplayPointerRestricted = function () {
  12847. if (canvas) {
  12848. canvas.requestPointerLock();
  12849. }
  12850. };
  12851. this._onVRDisplayPointerUnrestricted = function () {
  12852. document.exitPointerLock();
  12853. };
  12854. if (BABYLON.Tools.IsWindowObjectExist()) {
  12855. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12856. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12857. }
  12858. }
  12859. // Create Audio Engine if needed.
  12860. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12861. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12862. }
  12863. // Prepare buffer pointers
  12864. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12865. this._currentBufferPointers[i] = new BufferPointer();
  12866. }
  12867. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12868. // Load WebVR Devices
  12869. if (options.autoEnableWebVR) {
  12870. this.initWebVR();
  12871. }
  12872. // Detect if we are running on a faulty buggy OS.
  12873. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12874. // Detect if we are running on a faulty buggy desktop OS.
  12875. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12876. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12877. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12878. }
  12879. Object.defineProperty(Engine, "LastCreatedEngine", {
  12880. /**
  12881. * Gets the latest created engine
  12882. */
  12883. get: function () {
  12884. if (Engine.Instances.length === 0) {
  12885. return null;
  12886. }
  12887. return Engine.Instances[Engine.Instances.length - 1];
  12888. },
  12889. enumerable: true,
  12890. configurable: true
  12891. });
  12892. Object.defineProperty(Engine, "LastCreatedScene", {
  12893. /**
  12894. * Gets the latest created scene
  12895. */
  12896. get: function () {
  12897. var lastCreatedEngine = Engine.LastCreatedEngine;
  12898. if (!lastCreatedEngine) {
  12899. return null;
  12900. }
  12901. if (lastCreatedEngine.scenes.length === 0) {
  12902. return null;
  12903. }
  12904. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12905. },
  12906. enumerable: true,
  12907. configurable: true
  12908. });
  12909. /**
  12910. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12911. * @param flag defines which part of the materials must be marked as dirty
  12912. * @param predicate defines a predicate used to filter which materials should be affected
  12913. */
  12914. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12915. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12916. var engine = Engine.Instances[engineIndex];
  12917. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12918. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12919. }
  12920. }
  12921. };
  12922. Object.defineProperty(Engine, "Version", {
  12923. /**
  12924. * Returns the current version of the framework
  12925. */
  12926. get: function () {
  12927. return "4.0.0-alpha.10";
  12928. },
  12929. enumerable: true,
  12930. configurable: true
  12931. });
  12932. Object.defineProperty(Engine.prototype, "description", {
  12933. /**
  12934. * Returns a string describing the current engine
  12935. */
  12936. get: function () {
  12937. var description = "WebGL" + this.webGLVersion;
  12938. if (this._caps.parallelShaderCompile) {
  12939. description += " - Parallel shader compilation";
  12940. }
  12941. return description;
  12942. },
  12943. enumerable: true,
  12944. configurable: true
  12945. });
  12946. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12947. /**
  12948. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12949. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12950. */
  12951. get: function () {
  12952. return this._vrExclusivePointerMode;
  12953. },
  12954. enumerable: true,
  12955. configurable: true
  12956. });
  12957. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12958. /**
  12959. * Gets a boolean indicating that the engine supports uniform buffers
  12960. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12961. */
  12962. get: function () {
  12963. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12964. },
  12965. enumerable: true,
  12966. configurable: true
  12967. });
  12968. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12969. /**
  12970. * Gets a boolean indicating that only power of 2 textures are supported
  12971. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12972. */
  12973. get: function () {
  12974. return this._webGLVersion < 2 || this.forcePOTTextures;
  12975. },
  12976. enumerable: true,
  12977. configurable: true
  12978. });
  12979. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12980. /**
  12981. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12982. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12983. */
  12984. get: function () {
  12985. return this._doNotHandleContextLost;
  12986. },
  12987. set: function (value) {
  12988. this._doNotHandleContextLost = value;
  12989. },
  12990. enumerable: true,
  12991. configurable: true
  12992. });
  12993. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12994. /**
  12995. * Gets the performance monitor attached to this engine
  12996. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12997. */
  12998. get: function () {
  12999. return this._performanceMonitor;
  13000. },
  13001. enumerable: true,
  13002. configurable: true
  13003. });
  13004. Object.defineProperty(Engine.prototype, "texturesSupported", {
  13005. /**
  13006. * Gets the list of texture formats supported
  13007. */
  13008. get: function () {
  13009. return this._texturesSupported;
  13010. },
  13011. enumerable: true,
  13012. configurable: true
  13013. });
  13014. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  13015. /**
  13016. * Gets the list of texture formats in use
  13017. */
  13018. get: function () {
  13019. return this._textureFormatInUse;
  13020. },
  13021. enumerable: true,
  13022. configurable: true
  13023. });
  13024. Object.defineProperty(Engine.prototype, "currentViewport", {
  13025. /**
  13026. * Gets the current viewport
  13027. */
  13028. get: function () {
  13029. return this._cachedViewport;
  13030. },
  13031. enumerable: true,
  13032. configurable: true
  13033. });
  13034. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13035. /**
  13036. * Gets the default empty texture
  13037. */
  13038. get: function () {
  13039. if (!this._emptyTexture) {
  13040. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13041. }
  13042. return this._emptyTexture;
  13043. },
  13044. enumerable: true,
  13045. configurable: true
  13046. });
  13047. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13048. /**
  13049. * Gets the default empty 3D texture
  13050. */
  13051. get: function () {
  13052. if (!this._emptyTexture3D) {
  13053. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13054. }
  13055. return this._emptyTexture3D;
  13056. },
  13057. enumerable: true,
  13058. configurable: true
  13059. });
  13060. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13061. /**
  13062. * Gets the default empty cube texture
  13063. */
  13064. get: function () {
  13065. if (!this._emptyCubeTexture) {
  13066. var faceData = new Uint8Array(4);
  13067. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13068. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13069. }
  13070. return this._emptyCubeTexture;
  13071. },
  13072. enumerable: true,
  13073. configurable: true
  13074. });
  13075. Engine.prototype._rebuildInternalTextures = function () {
  13076. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13077. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13078. var internalTexture = currentState_1[_i];
  13079. internalTexture._rebuild();
  13080. }
  13081. };
  13082. Engine.prototype._rebuildEffects = function () {
  13083. for (var key in this._compiledEffects) {
  13084. var effect = this._compiledEffects[key];
  13085. effect._prepareEffect();
  13086. }
  13087. BABYLON.Effect.ResetCache();
  13088. };
  13089. /**
  13090. * Gets a boolean indicating if all created effects are ready
  13091. * @returns true if all effects are ready
  13092. */
  13093. Engine.prototype.areAllEffectsReady = function () {
  13094. for (var key in this._compiledEffects) {
  13095. var effect = this._compiledEffects[key];
  13096. if (!effect.isReady()) {
  13097. return false;
  13098. }
  13099. }
  13100. return true;
  13101. };
  13102. Engine.prototype._rebuildBuffers = function () {
  13103. // Index / Vertex
  13104. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13105. var scene = _a[_i];
  13106. scene.resetCachedMaterial();
  13107. scene._rebuildGeometries();
  13108. scene._rebuildTextures();
  13109. }
  13110. // Uniforms
  13111. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13112. var uniformBuffer = _c[_b];
  13113. uniformBuffer._rebuild();
  13114. }
  13115. };
  13116. Engine.prototype._initGLContext = function () {
  13117. // Caps
  13118. this._caps = new EngineCapabilities();
  13119. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13120. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13121. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13122. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13123. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13124. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13125. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13126. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13127. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13128. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13129. // Infos
  13130. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13131. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13132. if (rendererInfo != null) {
  13133. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13134. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13135. }
  13136. if (!this._glVendor) {
  13137. this._glVendor = "Unknown vendor";
  13138. }
  13139. if (!this._glRenderer) {
  13140. this._glRenderer = "Unknown renderer";
  13141. }
  13142. // Constants
  13143. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13144. if (this._gl.RGBA16F !== 0x881A) {
  13145. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13146. }
  13147. if (this._gl.RGBA32F !== 0x8814) {
  13148. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13149. }
  13150. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13151. this._gl.DEPTH24_STENCIL8 = 35056;
  13152. }
  13153. // Extensions
  13154. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13155. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13156. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13157. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13158. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13159. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13160. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13161. this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
  13162. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13163. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13164. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13165. this._caps.highPrecisionShaderSupported = false;
  13166. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13167. if (this._caps.timerQuery) {
  13168. if (this._webGLVersion === 1) {
  13169. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13170. }
  13171. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13172. }
  13173. // Checks if some of the format renders first to allow the use of webgl inspector.
  13174. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13175. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13176. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13177. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13178. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13179. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13180. if (this._webGLVersion > 1) {
  13181. this._gl.HALF_FLOAT_OES = 0x140B;
  13182. }
  13183. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13184. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13185. // Draw buffers
  13186. if (this._webGLVersion > 1) {
  13187. this._caps.drawBuffersExtension = true;
  13188. }
  13189. else {
  13190. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13191. if (drawBuffersExtension !== null) {
  13192. this._caps.drawBuffersExtension = true;
  13193. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13194. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13195. for (var i = 0; i < 16; i++) {
  13196. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13197. }
  13198. }
  13199. else {
  13200. this._caps.drawBuffersExtension = false;
  13201. }
  13202. }
  13203. // Shader compiler threads
  13204. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13205. if (this._caps.parallelShaderCompile) {
  13206. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13207. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13208. }
  13209. // Depth Texture
  13210. if (this._webGLVersion > 1) {
  13211. this._caps.depthTextureExtension = true;
  13212. }
  13213. else {
  13214. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13215. if (depthTextureExtension != null) {
  13216. this._caps.depthTextureExtension = true;
  13217. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13218. }
  13219. }
  13220. // Vertex array object
  13221. if (this._webGLVersion > 1) {
  13222. this._caps.vertexArrayObject = true;
  13223. }
  13224. else {
  13225. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13226. if (vertexArrayObjectExtension != null) {
  13227. this._caps.vertexArrayObject = true;
  13228. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13229. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13230. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13231. }
  13232. else {
  13233. this._caps.vertexArrayObject = false;
  13234. }
  13235. }
  13236. // Instances count
  13237. if (this._webGLVersion > 1) {
  13238. this._caps.instancedArrays = true;
  13239. }
  13240. else {
  13241. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13242. if (instanceExtension != null) {
  13243. this._caps.instancedArrays = true;
  13244. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13245. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13246. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13247. }
  13248. else {
  13249. this._caps.instancedArrays = false;
  13250. }
  13251. }
  13252. // Intelligently add supported compressed formats in order to check for.
  13253. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13254. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13255. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13256. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13257. if (this._caps.astc) {
  13258. this.texturesSupported.push('-astc.ktx');
  13259. }
  13260. if (this._caps.s3tc) {
  13261. this.texturesSupported.push('-dxt.ktx');
  13262. }
  13263. if (this._caps.pvrtc) {
  13264. this.texturesSupported.push('-pvrtc.ktx');
  13265. }
  13266. if (this._caps.etc2) {
  13267. this.texturesSupported.push('-etc2.ktx');
  13268. }
  13269. if (this._caps.etc1) {
  13270. this.texturesSupported.push('-etc1.ktx');
  13271. }
  13272. if (this._gl.getShaderPrecisionFormat) {
  13273. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13274. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13275. if (vertex_highp && fragment_highp) {
  13276. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13277. }
  13278. }
  13279. // Depth buffer
  13280. this.setDepthBuffer(true);
  13281. this.setDepthFunctionToLessOrEqual();
  13282. this.setDepthWrite(true);
  13283. // Texture maps
  13284. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13285. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13286. this._nextFreeTextureSlots.push(slot);
  13287. }
  13288. };
  13289. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13290. /**
  13291. * Gets version of the current webGL context
  13292. */
  13293. get: function () {
  13294. return this._webGLVersion;
  13295. },
  13296. enumerable: true,
  13297. configurable: true
  13298. });
  13299. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13300. /**
  13301. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13302. */
  13303. get: function () {
  13304. return this._isStencilEnable;
  13305. },
  13306. enumerable: true,
  13307. configurable: true
  13308. });
  13309. Engine.prototype._prepareWorkingCanvas = function () {
  13310. if (this._workingCanvas) {
  13311. return;
  13312. }
  13313. this._workingCanvas = document.createElement("canvas");
  13314. var context = this._workingCanvas.getContext("2d");
  13315. if (context) {
  13316. this._workingContext = context;
  13317. }
  13318. };
  13319. /**
  13320. * Reset the texture cache to empty state
  13321. */
  13322. Engine.prototype.resetTextureCache = function () {
  13323. for (var key in this._boundTexturesCache) {
  13324. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13325. continue;
  13326. }
  13327. var boundTexture = this._boundTexturesCache[key];
  13328. if (boundTexture) {
  13329. this._removeDesignatedSlot(boundTexture);
  13330. }
  13331. this._boundTexturesCache[key] = null;
  13332. }
  13333. if (!this.disableTextureBindingOptimization) {
  13334. this._nextFreeTextureSlots = [];
  13335. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13336. this._nextFreeTextureSlots.push(slot);
  13337. }
  13338. }
  13339. this._currentTextureChannel = -1;
  13340. };
  13341. /**
  13342. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13343. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13344. * @returns true if engine is in deterministic lock step mode
  13345. */
  13346. Engine.prototype.isDeterministicLockStep = function () {
  13347. return this._deterministicLockstep;
  13348. };
  13349. /**
  13350. * Gets the max steps when engine is running in deterministic lock step
  13351. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13352. * @returns the max steps
  13353. */
  13354. Engine.prototype.getLockstepMaxSteps = function () {
  13355. return this._lockstepMaxSteps;
  13356. };
  13357. /**
  13358. * Gets an object containing information about the current webGL context
  13359. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13360. */
  13361. Engine.prototype.getGlInfo = function () {
  13362. return {
  13363. vendor: this._glVendor,
  13364. renderer: this._glRenderer,
  13365. version: this._glVersion
  13366. };
  13367. };
  13368. /**
  13369. * Gets current aspect ratio
  13370. * @param camera defines the camera to use to get the aspect ratio
  13371. * @param useScreen defines if screen size must be used (or the current render target if any)
  13372. * @returns a number defining the aspect ratio
  13373. */
  13374. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13375. if (useScreen === void 0) { useScreen = false; }
  13376. var viewport = camera.viewport;
  13377. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13378. };
  13379. /**
  13380. * Gets current screen aspect ratio
  13381. * @returns a number defining the aspect ratio
  13382. */
  13383. Engine.prototype.getScreenAspectRatio = function () {
  13384. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13385. };
  13386. /**
  13387. * Gets the current render width
  13388. * @param useScreen defines if screen size must be used (or the current render target if any)
  13389. * @returns a number defining the current render width
  13390. */
  13391. Engine.prototype.getRenderWidth = function (useScreen) {
  13392. if (useScreen === void 0) { useScreen = false; }
  13393. if (!useScreen && this._currentRenderTarget) {
  13394. return this._currentRenderTarget.width;
  13395. }
  13396. return this._gl.drawingBufferWidth;
  13397. };
  13398. /**
  13399. * Gets the current render height
  13400. * @param useScreen defines if screen size must be used (or the current render target if any)
  13401. * @returns a number defining the current render height
  13402. */
  13403. Engine.prototype.getRenderHeight = function (useScreen) {
  13404. if (useScreen === void 0) { useScreen = false; }
  13405. if (!useScreen && this._currentRenderTarget) {
  13406. return this._currentRenderTarget.height;
  13407. }
  13408. return this._gl.drawingBufferHeight;
  13409. };
  13410. /**
  13411. * Gets the HTML canvas attached with the current webGL context
  13412. * @returns a HTML canvas
  13413. */
  13414. Engine.prototype.getRenderingCanvas = function () {
  13415. return this._renderingCanvas;
  13416. };
  13417. /**
  13418. * Gets the client rect of the HTML canvas attached with the current webGL context
  13419. * @returns a client rectanglee
  13420. */
  13421. Engine.prototype.getRenderingCanvasClientRect = function () {
  13422. if (!this._renderingCanvas) {
  13423. return null;
  13424. }
  13425. return this._renderingCanvas.getBoundingClientRect();
  13426. };
  13427. /**
  13428. * Defines the hardware scaling level.
  13429. * By default the hardware scaling level is computed from the window device ratio.
  13430. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  13431. * @param level defines the level to use
  13432. */
  13433. Engine.prototype.setHardwareScalingLevel = function (level) {
  13434. this._hardwareScalingLevel = level;
  13435. this.resize();
  13436. };
  13437. /**
  13438. * Gets the current hardware scaling level.
  13439. * By default the hardware scaling level is computed from the window device ratio.
  13440. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  13441. * @returns a number indicating the current hardware scaling level
  13442. */
  13443. Engine.prototype.getHardwareScalingLevel = function () {
  13444. return this._hardwareScalingLevel;
  13445. };
  13446. /**
  13447. * Gets the list of loaded textures
  13448. * @returns an array containing all loaded textures
  13449. */
  13450. Engine.prototype.getLoadedTexturesCache = function () {
  13451. return this._internalTexturesCache;
  13452. };
  13453. /**
  13454. * Gets the object containing all engine capabilities
  13455. * @returns the EngineCapabilities object
  13456. */
  13457. Engine.prototype.getCaps = function () {
  13458. return this._caps;
  13459. };
  13460. /**
  13461. * Gets the current depth function
  13462. * @returns a number defining the depth function
  13463. */
  13464. Engine.prototype.getDepthFunction = function () {
  13465. return this._depthCullingState.depthFunc;
  13466. };
  13467. /**
  13468. * Sets the current depth function
  13469. * @param depthFunc defines the function to use
  13470. */
  13471. Engine.prototype.setDepthFunction = function (depthFunc) {
  13472. this._depthCullingState.depthFunc = depthFunc;
  13473. };
  13474. /**
  13475. * Sets the current depth function to GREATER
  13476. */
  13477. Engine.prototype.setDepthFunctionToGreater = function () {
  13478. this._depthCullingState.depthFunc = this._gl.GREATER;
  13479. };
  13480. /**
  13481. * Sets the current depth function to GEQUAL
  13482. */
  13483. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13484. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13485. };
  13486. /**
  13487. * Sets the current depth function to LESS
  13488. */
  13489. Engine.prototype.setDepthFunctionToLess = function () {
  13490. this._depthCullingState.depthFunc = this._gl.LESS;
  13491. };
  13492. /**
  13493. * Sets the current depth function to LEQUAL
  13494. */
  13495. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13496. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13497. };
  13498. /**
  13499. * Gets a boolean indicating if stencil buffer is enabled
  13500. * @returns the current stencil buffer state
  13501. */
  13502. Engine.prototype.getStencilBuffer = function () {
  13503. return this._stencilState.stencilTest;
  13504. };
  13505. /**
  13506. * Enable or disable the stencil buffer
  13507. * @param enable defines if the stencil buffer must be enabled or disabled
  13508. */
  13509. Engine.prototype.setStencilBuffer = function (enable) {
  13510. this._stencilState.stencilTest = enable;
  13511. };
  13512. /**
  13513. * Gets the current stencil mask
  13514. * @returns a number defining the new stencil mask to use
  13515. */
  13516. Engine.prototype.getStencilMask = function () {
  13517. return this._stencilState.stencilMask;
  13518. };
  13519. /**
  13520. * Sets the current stencil mask
  13521. * @param mask defines the new stencil mask to use
  13522. */
  13523. Engine.prototype.setStencilMask = function (mask) {
  13524. this._stencilState.stencilMask = mask;
  13525. };
  13526. /**
  13527. * Gets the current stencil function
  13528. * @returns a number defining the stencil function to use
  13529. */
  13530. Engine.prototype.getStencilFunction = function () {
  13531. return this._stencilState.stencilFunc;
  13532. };
  13533. /**
  13534. * Gets the current stencil reference value
  13535. * @returns a number defining the stencil reference value to use
  13536. */
  13537. Engine.prototype.getStencilFunctionReference = function () {
  13538. return this._stencilState.stencilFuncRef;
  13539. };
  13540. /**
  13541. * Gets the current stencil mask
  13542. * @returns a number defining the stencil mask to use
  13543. */
  13544. Engine.prototype.getStencilFunctionMask = function () {
  13545. return this._stencilState.stencilFuncMask;
  13546. };
  13547. /**
  13548. * Sets the current stencil function
  13549. * @param stencilFunc defines the new stencil function to use
  13550. */
  13551. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13552. this._stencilState.stencilFunc = stencilFunc;
  13553. };
  13554. /**
  13555. * Sets the current stencil reference
  13556. * @param reference defines the new stencil reference to use
  13557. */
  13558. Engine.prototype.setStencilFunctionReference = function (reference) {
  13559. this._stencilState.stencilFuncRef = reference;
  13560. };
  13561. /**
  13562. * Sets the current stencil mask
  13563. * @param mask defines the new stencil mask to use
  13564. */
  13565. Engine.prototype.setStencilFunctionMask = function (mask) {
  13566. this._stencilState.stencilFuncMask = mask;
  13567. };
  13568. /**
  13569. * Gets the current stencil operation when stencil fails
  13570. * @returns a number defining stencil operation to use when stencil fails
  13571. */
  13572. Engine.prototype.getStencilOperationFail = function () {
  13573. return this._stencilState.stencilOpStencilFail;
  13574. };
  13575. /**
  13576. * Gets the current stencil operation when depth fails
  13577. * @returns a number defining stencil operation to use when depth fails
  13578. */
  13579. Engine.prototype.getStencilOperationDepthFail = function () {
  13580. return this._stencilState.stencilOpDepthFail;
  13581. };
  13582. /**
  13583. * Gets the current stencil operation when stencil passes
  13584. * @returns a number defining stencil operation to use when stencil passes
  13585. */
  13586. Engine.prototype.getStencilOperationPass = function () {
  13587. return this._stencilState.stencilOpStencilDepthPass;
  13588. };
  13589. /**
  13590. * Sets the stencil operation to use when stencil fails
  13591. * @param operation defines the stencil operation to use when stencil fails
  13592. */
  13593. Engine.prototype.setStencilOperationFail = function (operation) {
  13594. this._stencilState.stencilOpStencilFail = operation;
  13595. };
  13596. /**
  13597. * Sets the stencil operation to use when depth fails
  13598. * @param operation defines the stencil operation to use when depth fails
  13599. */
  13600. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13601. this._stencilState.stencilOpDepthFail = operation;
  13602. };
  13603. /**
  13604. * Sets the stencil operation to use when stencil passes
  13605. * @param operation defines the stencil operation to use when stencil passes
  13606. */
  13607. Engine.prototype.setStencilOperationPass = function (operation) {
  13608. this._stencilState.stencilOpStencilDepthPass = operation;
  13609. };
  13610. /**
  13611. * Sets a boolean indicating if the dithering state is enabled or disabled
  13612. * @param value defines the dithering state
  13613. */
  13614. Engine.prototype.setDitheringState = function (value) {
  13615. if (value) {
  13616. this._gl.enable(this._gl.DITHER);
  13617. }
  13618. else {
  13619. this._gl.disable(this._gl.DITHER);
  13620. }
  13621. };
  13622. /**
  13623. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13624. * @param value defines the rasterizer state
  13625. */
  13626. Engine.prototype.setRasterizerState = function (value) {
  13627. if (value) {
  13628. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13629. }
  13630. else {
  13631. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13632. }
  13633. };
  13634. /**
  13635. * stop executing a render loop function and remove it from the execution array
  13636. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13637. */
  13638. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13639. if (!renderFunction) {
  13640. this._activeRenderLoops = [];
  13641. return;
  13642. }
  13643. var index = this._activeRenderLoops.indexOf(renderFunction);
  13644. if (index >= 0) {
  13645. this._activeRenderLoops.splice(index, 1);
  13646. }
  13647. };
  13648. /** @hidden */
  13649. Engine.prototype._renderLoop = function () {
  13650. if (!this._contextWasLost) {
  13651. var shouldRender = true;
  13652. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13653. shouldRender = false;
  13654. }
  13655. if (shouldRender) {
  13656. // Start new frame
  13657. this.beginFrame();
  13658. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13659. var renderFunction = this._activeRenderLoops[index];
  13660. renderFunction();
  13661. }
  13662. // Present
  13663. this.endFrame();
  13664. }
  13665. }
  13666. if (this._activeRenderLoops.length > 0) {
  13667. // Register new frame
  13668. if (this.customAnimationFrameRequester) {
  13669. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13670. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13671. }
  13672. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13673. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13674. }
  13675. else {
  13676. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13677. }
  13678. }
  13679. else {
  13680. this._renderingQueueLaunched = false;
  13681. }
  13682. };
  13683. /**
  13684. * Register and execute a render loop. The engine can have more than one render function
  13685. * @param renderFunction defines the function to continuously execute
  13686. */
  13687. Engine.prototype.runRenderLoop = function (renderFunction) {
  13688. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13689. return;
  13690. }
  13691. this._activeRenderLoops.push(renderFunction);
  13692. if (!this._renderingQueueLaunched) {
  13693. this._renderingQueueLaunched = true;
  13694. this._bindedRenderFunction = this._renderLoop.bind(this);
  13695. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13696. }
  13697. };
  13698. /**
  13699. * Toggle full screen mode
  13700. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13701. */
  13702. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13703. if (this.isFullscreen) {
  13704. BABYLON.Tools.ExitFullscreen();
  13705. }
  13706. else {
  13707. this._pointerLockRequested = requestPointerLock;
  13708. if (this._renderingCanvas) {
  13709. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13710. }
  13711. }
  13712. };
  13713. /**
  13714. * Clear the current render buffer or the current render target (if any is set up)
  13715. * @param color defines the color to use
  13716. * @param backBuffer defines if the back buffer must be cleared
  13717. * @param depth defines if the depth buffer must be cleared
  13718. * @param stencil defines if the stencil buffer must be cleared
  13719. */
  13720. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13721. if (stencil === void 0) { stencil = false; }
  13722. this.applyStates();
  13723. var mode = 0;
  13724. if (backBuffer && color) {
  13725. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13726. mode |= this._gl.COLOR_BUFFER_BIT;
  13727. }
  13728. if (depth) {
  13729. this._gl.clearDepth(1.0);
  13730. mode |= this._gl.DEPTH_BUFFER_BIT;
  13731. }
  13732. if (stencil) {
  13733. this._gl.clearStencil(0);
  13734. mode |= this._gl.STENCIL_BUFFER_BIT;
  13735. }
  13736. this._gl.clear(mode);
  13737. };
  13738. /**
  13739. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13740. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13741. * @param y defines the y-coordinate of the corner of the clear rectangle
  13742. * @param width defines the width of the clear rectangle
  13743. * @param height defines the height of the clear rectangle
  13744. * @param clearColor defines the clear color
  13745. */
  13746. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13747. this.enableScissor(x, y, width, height);
  13748. this.clear(clearColor, true, true, true);
  13749. this.disableScissor();
  13750. };
  13751. /**
  13752. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  13753. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13754. * @param y defines the y-coordinate of the corner of the clear rectangle
  13755. * @param width defines the width of the clear rectangle
  13756. * @param height defines the height of the clear rectangle
  13757. */
  13758. Engine.prototype.enableScissor = function (x, y, width, height) {
  13759. var gl = this._gl;
  13760. // Change state
  13761. gl.enable(gl.SCISSOR_TEST);
  13762. gl.scissor(x, y, width, height);
  13763. };
  13764. /**
  13765. * Disable previously set scissor test rectangle
  13766. */
  13767. Engine.prototype.disableScissor = function () {
  13768. var gl = this._gl;
  13769. gl.disable(gl.SCISSOR_TEST);
  13770. };
  13771. /** @hidden */
  13772. Engine.prototype._viewport = function (x, y, width, height) {
  13773. if (x !== this._viewportCached.x ||
  13774. y !== this._viewportCached.y ||
  13775. width !== this._viewportCached.z ||
  13776. height !== this._viewportCached.w) {
  13777. this._viewportCached.x = x;
  13778. this._viewportCached.y = y;
  13779. this._viewportCached.z = width;
  13780. this._viewportCached.w = height;
  13781. this._gl.viewport(x, y, width, height);
  13782. }
  13783. };
  13784. /**
  13785. * Set the WebGL's viewport
  13786. * @param viewport defines the viewport element to be used
  13787. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13788. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13789. */
  13790. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13791. var width = requiredWidth || this.getRenderWidth();
  13792. var height = requiredHeight || this.getRenderHeight();
  13793. var x = viewport.x || 0;
  13794. var y = viewport.y || 0;
  13795. this._cachedViewport = viewport;
  13796. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13797. };
  13798. /**
  13799. * Directly set the WebGL Viewport
  13800. * @param x defines the x coordinate of the viewport (in screen space)
  13801. * @param y defines the y coordinate of the viewport (in screen space)
  13802. * @param width defines the width of the viewport (in screen space)
  13803. * @param height defines the height of the viewport (in screen space)
  13804. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  13805. */
  13806. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13807. var currentViewport = this._cachedViewport;
  13808. this._cachedViewport = null;
  13809. this._viewport(x, y, width, height);
  13810. return currentViewport;
  13811. };
  13812. /**
  13813. * Begin a new frame
  13814. */
  13815. Engine.prototype.beginFrame = function () {
  13816. this.onBeginFrameObservable.notifyObservers(this);
  13817. this._measureFps();
  13818. };
  13819. /**
  13820. * Enf the current frame
  13821. */
  13822. Engine.prototype.endFrame = function () {
  13823. // Force a flush in case we are using a bad OS.
  13824. if (this._badOS) {
  13825. this.flushFramebuffer();
  13826. }
  13827. // Submit frame to the vr device, if enabled
  13828. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13829. // TODO: We should only submit the frame if we read frameData successfully.
  13830. this._vrDisplay.submitFrame();
  13831. }
  13832. this.onEndFrameObservable.notifyObservers(this);
  13833. };
  13834. /**
  13835. * Resize the view according to the canvas' size
  13836. */
  13837. Engine.prototype.resize = function () {
  13838. // We're not resizing the size of the canvas while in VR mode & presenting
  13839. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13840. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13841. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13842. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13843. }
  13844. };
  13845. /**
  13846. * Force a specific size of the canvas
  13847. * @param width defines the new canvas' width
  13848. * @param height defines the new canvas' height
  13849. */
  13850. Engine.prototype.setSize = function (width, height) {
  13851. if (!this._renderingCanvas) {
  13852. return;
  13853. }
  13854. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13855. return;
  13856. }
  13857. this._renderingCanvas.width = width;
  13858. this._renderingCanvas.height = height;
  13859. for (var index = 0; index < this.scenes.length; index++) {
  13860. var scene = this.scenes[index];
  13861. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13862. var cam = scene.cameras[camIndex];
  13863. cam._currentRenderId = 0;
  13864. }
  13865. }
  13866. if (this.onResizeObservable.hasObservers) {
  13867. this.onResizeObservable.notifyObservers(this);
  13868. }
  13869. };
  13870. // WebVR functions
  13871. /**
  13872. * Gets a boolean indicating if a webVR device was detected
  13873. * @returns true if a webVR device was detected
  13874. */
  13875. Engine.prototype.isVRDevicePresent = function () {
  13876. return !!this._vrDisplay;
  13877. };
  13878. /**
  13879. * Gets the current webVR device
  13880. * @returns the current webVR device (or null)
  13881. */
  13882. Engine.prototype.getVRDevice = function () {
  13883. return this._vrDisplay;
  13884. };
  13885. /**
  13886. * Initializes a webVR display and starts listening to display change events
  13887. * The onVRDisplayChangedObservable will be notified upon these changes
  13888. * @returns The onVRDisplayChangedObservable
  13889. */
  13890. Engine.prototype.initWebVR = function () {
  13891. this.initWebVRAsync();
  13892. return this.onVRDisplayChangedObservable;
  13893. };
  13894. /**
  13895. * Initializes a webVR display and starts listening to display change events
  13896. * The onVRDisplayChangedObservable will be notified upon these changes
  13897. * @returns A promise containing a VRDisplay and if vr is supported
  13898. */
  13899. Engine.prototype.initWebVRAsync = function () {
  13900. var _this = this;
  13901. var notifyObservers = function () {
  13902. var eventArgs = {
  13903. vrDisplay: _this._vrDisplay,
  13904. vrSupported: _this._vrSupported
  13905. };
  13906. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13907. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13908. };
  13909. if (!this._onVrDisplayConnect) {
  13910. this._onVrDisplayConnect = function (event) {
  13911. _this._vrDisplay = event.display;
  13912. notifyObservers();
  13913. };
  13914. this._onVrDisplayDisconnect = function () {
  13915. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13916. _this._vrDisplay = undefined;
  13917. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13918. notifyObservers();
  13919. };
  13920. this._onVrDisplayPresentChange = function () {
  13921. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13922. };
  13923. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13924. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13925. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13926. }
  13927. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13928. this._webVRInitPromise.then(notifyObservers);
  13929. return this._webVRInitPromise;
  13930. };
  13931. /**
  13932. * Call this function to switch to webVR mode
  13933. * Will do nothing if webVR is not supported or if there is no webVR device
  13934. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13935. */
  13936. Engine.prototype.enableVR = function () {
  13937. var _this = this;
  13938. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13939. var onResolved = function () {
  13940. _this.onVRRequestPresentComplete.notifyObservers(true);
  13941. _this._onVRFullScreenTriggered();
  13942. };
  13943. var onRejected = function () {
  13944. _this.onVRRequestPresentComplete.notifyObservers(false);
  13945. };
  13946. this.onVRRequestPresentStart.notifyObservers(this);
  13947. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13948. }
  13949. };
  13950. /**
  13951. * Call this function to leave webVR mode
  13952. * Will do nothing if webVR is not supported or if there is no webVR device
  13953. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13954. */
  13955. Engine.prototype.disableVR = function () {
  13956. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13957. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13958. }
  13959. };
  13960. Engine.prototype._getVRDisplaysAsync = function () {
  13961. var _this = this;
  13962. return new Promise(function (res, rej) {
  13963. if (navigator.getVRDisplays) {
  13964. navigator.getVRDisplays().then(function (devices) {
  13965. _this._vrSupported = true;
  13966. // note that devices may actually be an empty array. This is fine;
  13967. // we expect this._vrDisplay to be undefined in this case.
  13968. _this._vrDisplay = devices[0];
  13969. res({
  13970. vrDisplay: _this._vrDisplay,
  13971. vrSupported: _this._vrSupported
  13972. });
  13973. });
  13974. }
  13975. else {
  13976. _this._vrDisplay = undefined;
  13977. _this._vrSupported = false;
  13978. res({
  13979. vrDisplay: _this._vrDisplay,
  13980. vrSupported: _this._vrSupported
  13981. });
  13982. }
  13983. });
  13984. };
  13985. /**
  13986. * Binds the frame buffer to the specified texture.
  13987. * @param texture The texture to render to or null for the default canvas
  13988. * @param faceIndex The face of the texture to render to in case of cube texture
  13989. * @param requiredWidth The width of the target to render to
  13990. * @param requiredHeight The height of the target to render to
  13991. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13992. * @param depthStencilTexture The depth stencil texture to use to render
  13993. * @param lodLevel defines le lod level to bind to the frame buffer
  13994. */
  13995. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13996. if (lodLevel === void 0) { lodLevel = 0; }
  13997. if (this._currentRenderTarget) {
  13998. this.unBindFramebuffer(this._currentRenderTarget);
  13999. }
  14000. this._currentRenderTarget = texture;
  14001. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  14002. var gl = this._gl;
  14003. if (texture.isCube) {
  14004. if (faceIndex === undefined) {
  14005. faceIndex = 0;
  14006. }
  14007. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  14008. if (depthStencilTexture) {
  14009. if (depthStencilTexture._generateStencilBuffer) {
  14010. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  14011. }
  14012. else {
  14013. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  14014. }
  14015. }
  14016. }
  14017. if (this._cachedViewport && !forceFullscreenViewport) {
  14018. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  14019. }
  14020. else {
  14021. if (!requiredWidth) {
  14022. requiredWidth = texture.width;
  14023. if (lodLevel) {
  14024. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  14025. }
  14026. }
  14027. if (!requiredHeight) {
  14028. requiredHeight = texture.height;
  14029. if (lodLevel) {
  14030. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  14031. }
  14032. }
  14033. this._viewport(0, 0, requiredWidth, requiredHeight);
  14034. }
  14035. this.wipeCaches();
  14036. };
  14037. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14038. if (this._currentFramebuffer !== framebuffer) {
  14039. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14040. this._currentFramebuffer = framebuffer;
  14041. }
  14042. };
  14043. /**
  14044. * Unbind the current render target texture from the webGL context
  14045. * @param texture defines the render target texture to unbind
  14046. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14047. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14048. */
  14049. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14050. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14051. this._currentRenderTarget = null;
  14052. // If MSAA, we need to bitblt back to main texture
  14053. var gl = this._gl;
  14054. if (texture._MSAAFramebuffer) {
  14055. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14056. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14057. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14058. }
  14059. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14060. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14061. gl.generateMipmap(gl.TEXTURE_2D);
  14062. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14063. }
  14064. if (onBeforeUnbind) {
  14065. if (texture._MSAAFramebuffer) {
  14066. // Bind the correct framebuffer
  14067. this.bindUnboundFramebuffer(texture._framebuffer);
  14068. }
  14069. onBeforeUnbind();
  14070. }
  14071. this.bindUnboundFramebuffer(null);
  14072. };
  14073. /**
  14074. * Unbind a list of render target textures from the webGL context
  14075. * This is used only when drawBuffer extension or webGL2 are active
  14076. * @param textures defines the render target textures to unbind
  14077. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14078. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14079. */
  14080. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14081. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14082. this._currentRenderTarget = null;
  14083. // If MSAA, we need to bitblt back to main texture
  14084. var gl = this._gl;
  14085. if (textures[0]._MSAAFramebuffer) {
  14086. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14087. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14088. var attachments = textures[0]._attachments;
  14089. if (!attachments) {
  14090. attachments = new Array(textures.length);
  14091. textures[0]._attachments = attachments;
  14092. }
  14093. for (var i = 0; i < textures.length; i++) {
  14094. var texture = textures[i];
  14095. for (var j = 0; j < attachments.length; j++) {
  14096. attachments[j] = gl.NONE;
  14097. }
  14098. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14099. gl.readBuffer(attachments[i]);
  14100. gl.drawBuffers(attachments);
  14101. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14102. }
  14103. for (var i = 0; i < attachments.length; i++) {
  14104. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14105. }
  14106. gl.drawBuffers(attachments);
  14107. }
  14108. for (var i = 0; i < textures.length; i++) {
  14109. var texture = textures[i];
  14110. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14111. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14112. gl.generateMipmap(gl.TEXTURE_2D);
  14113. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14114. }
  14115. }
  14116. if (onBeforeUnbind) {
  14117. if (textures[0]._MSAAFramebuffer) {
  14118. // Bind the correct framebuffer
  14119. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14120. }
  14121. onBeforeUnbind();
  14122. }
  14123. this.bindUnboundFramebuffer(null);
  14124. };
  14125. /**
  14126. * Force the mipmap generation for the given render target texture
  14127. * @param texture defines the render target texture to use
  14128. */
  14129. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14130. if (texture.generateMipMaps) {
  14131. var gl = this._gl;
  14132. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14133. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14134. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14135. }
  14136. };
  14137. /**
  14138. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14139. */
  14140. Engine.prototype.flushFramebuffer = function () {
  14141. this._gl.flush();
  14142. };
  14143. /**
  14144. * Unbind the current render target and bind the default framebuffer
  14145. */
  14146. Engine.prototype.restoreDefaultFramebuffer = function () {
  14147. if (this._currentRenderTarget) {
  14148. this.unBindFramebuffer(this._currentRenderTarget);
  14149. }
  14150. else {
  14151. this.bindUnboundFramebuffer(null);
  14152. }
  14153. if (this._cachedViewport) {
  14154. this.setViewport(this._cachedViewport);
  14155. }
  14156. this.wipeCaches();
  14157. };
  14158. // UBOs
  14159. /**
  14160. * Create an uniform buffer
  14161. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14162. * @param elements defines the content of the uniform buffer
  14163. * @returns the webGL uniform buffer
  14164. */
  14165. Engine.prototype.createUniformBuffer = function (elements) {
  14166. var ubo = this._gl.createBuffer();
  14167. if (!ubo) {
  14168. throw new Error("Unable to create uniform buffer");
  14169. }
  14170. this.bindUniformBuffer(ubo);
  14171. if (elements instanceof Float32Array) {
  14172. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14173. }
  14174. else {
  14175. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14176. }
  14177. this.bindUniformBuffer(null);
  14178. ubo.references = 1;
  14179. return ubo;
  14180. };
  14181. /**
  14182. * Create a dynamic uniform buffer
  14183. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14184. * @param elements defines the content of the uniform buffer
  14185. * @returns the webGL uniform buffer
  14186. */
  14187. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14188. var ubo = this._gl.createBuffer();
  14189. if (!ubo) {
  14190. throw new Error("Unable to create dynamic uniform buffer");
  14191. }
  14192. this.bindUniformBuffer(ubo);
  14193. if (elements instanceof Float32Array) {
  14194. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14195. }
  14196. else {
  14197. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14198. }
  14199. this.bindUniformBuffer(null);
  14200. ubo.references = 1;
  14201. return ubo;
  14202. };
  14203. /**
  14204. * Update an existing uniform buffer
  14205. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14206. * @param uniformBuffer defines the target uniform buffer
  14207. * @param elements defines the content to update
  14208. * @param offset defines the offset in the uniform buffer where update should start
  14209. * @param count defines the size of the data to update
  14210. */
  14211. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14212. this.bindUniformBuffer(uniformBuffer);
  14213. if (offset === undefined) {
  14214. offset = 0;
  14215. }
  14216. if (count === undefined) {
  14217. if (elements instanceof Float32Array) {
  14218. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14219. }
  14220. else {
  14221. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14222. }
  14223. }
  14224. else {
  14225. if (elements instanceof Float32Array) {
  14226. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14227. }
  14228. else {
  14229. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14230. }
  14231. }
  14232. this.bindUniformBuffer(null);
  14233. };
  14234. // VBOs
  14235. Engine.prototype._resetVertexBufferBinding = function () {
  14236. this.bindArrayBuffer(null);
  14237. this._cachedVertexBuffers = null;
  14238. };
  14239. /**
  14240. * Creates a vertex buffer
  14241. * @param data the data for the vertex buffer
  14242. * @returns the new WebGL static buffer
  14243. */
  14244. Engine.prototype.createVertexBuffer = function (data) {
  14245. var vbo = this._gl.createBuffer();
  14246. if (!vbo) {
  14247. throw new Error("Unable to create vertex buffer");
  14248. }
  14249. this.bindArrayBuffer(vbo);
  14250. if (data instanceof Array) {
  14251. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14252. }
  14253. else {
  14254. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14255. }
  14256. this._resetVertexBufferBinding();
  14257. vbo.references = 1;
  14258. return vbo;
  14259. };
  14260. /**
  14261. * Creates a dynamic vertex buffer
  14262. * @param data the data for the dynamic vertex buffer
  14263. * @returns the new WebGL dynamic buffer
  14264. */
  14265. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14266. var vbo = this._gl.createBuffer();
  14267. if (!vbo) {
  14268. throw new Error("Unable to create dynamic vertex buffer");
  14269. }
  14270. this.bindArrayBuffer(vbo);
  14271. if (data instanceof Array) {
  14272. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14273. }
  14274. else {
  14275. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14276. }
  14277. this._resetVertexBufferBinding();
  14278. vbo.references = 1;
  14279. return vbo;
  14280. };
  14281. /**
  14282. * Update a dynamic index buffer
  14283. * @param indexBuffer defines the target index buffer
  14284. * @param indices defines the data to update
  14285. * @param offset defines the offset in the target index buffer where update should start
  14286. */
  14287. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14288. if (offset === void 0) { offset = 0; }
  14289. // Force cache update
  14290. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14291. this.bindIndexBuffer(indexBuffer);
  14292. var arrayBuffer;
  14293. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14294. arrayBuffer = indices;
  14295. }
  14296. else {
  14297. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14298. }
  14299. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14300. this._resetIndexBufferBinding();
  14301. };
  14302. /**
  14303. * Updates a dynamic vertex buffer.
  14304. * @param vertexBuffer the vertex buffer to update
  14305. * @param data the data used to update the vertex buffer
  14306. * @param byteOffset the byte offset of the data
  14307. * @param byteLength the byte length of the data
  14308. */
  14309. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14310. this.bindArrayBuffer(vertexBuffer);
  14311. if (byteOffset === undefined) {
  14312. byteOffset = 0;
  14313. }
  14314. if (byteLength === undefined) {
  14315. if (data instanceof Array) {
  14316. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14317. }
  14318. else {
  14319. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14320. }
  14321. }
  14322. else {
  14323. if (data instanceof Array) {
  14324. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14325. }
  14326. else {
  14327. if (data instanceof ArrayBuffer) {
  14328. data = new Uint8Array(data, byteOffset, byteLength);
  14329. }
  14330. else {
  14331. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14332. }
  14333. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14334. }
  14335. }
  14336. this._resetVertexBufferBinding();
  14337. };
  14338. Engine.prototype._resetIndexBufferBinding = function () {
  14339. this.bindIndexBuffer(null);
  14340. this._cachedIndexBuffer = null;
  14341. };
  14342. /**
  14343. * Creates a new index buffer
  14344. * @param indices defines the content of the index buffer
  14345. * @param updatable defines if the index buffer must be updatable
  14346. * @returns a new webGL buffer
  14347. */
  14348. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14349. var vbo = this._gl.createBuffer();
  14350. if (!vbo) {
  14351. throw new Error("Unable to create index buffer");
  14352. }
  14353. this.bindIndexBuffer(vbo);
  14354. // Check for 32 bits indices
  14355. var arrayBuffer;
  14356. var need32Bits = false;
  14357. if (indices instanceof Uint16Array) {
  14358. arrayBuffer = indices;
  14359. }
  14360. else {
  14361. //check 32 bit support
  14362. if (this._caps.uintIndices) {
  14363. if (indices instanceof Uint32Array) {
  14364. arrayBuffer = indices;
  14365. need32Bits = true;
  14366. }
  14367. else {
  14368. //number[] or Int32Array, check if 32 bit is necessary
  14369. for (var index = 0; index < indices.length; index++) {
  14370. if (indices[index] > 65535) {
  14371. need32Bits = true;
  14372. break;
  14373. }
  14374. }
  14375. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14376. }
  14377. }
  14378. else {
  14379. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14380. arrayBuffer = new Uint16Array(indices);
  14381. }
  14382. }
  14383. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14384. this._resetIndexBufferBinding();
  14385. vbo.references = 1;
  14386. vbo.is32Bits = need32Bits;
  14387. return vbo;
  14388. };
  14389. /**
  14390. * Bind a webGL buffer to the webGL context
  14391. * @param buffer defines the buffer to bind
  14392. */
  14393. Engine.prototype.bindArrayBuffer = function (buffer) {
  14394. if (!this._vaoRecordInProgress) {
  14395. this._unbindVertexArrayObject();
  14396. }
  14397. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14398. };
  14399. /**
  14400. * Bind an uniform buffer to the current webGL context
  14401. * @param buffer defines the buffer to bind
  14402. */
  14403. Engine.prototype.bindUniformBuffer = function (buffer) {
  14404. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14405. };
  14406. /**
  14407. * Bind a buffer to the current webGL context at a given location
  14408. * @param buffer defines the buffer to bind
  14409. * @param location defines the index where to bind the buffer
  14410. */
  14411. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14412. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14413. };
  14414. /**
  14415. * Bind a specific block at a given index in a specific shader program
  14416. * @param shaderProgram defines the shader program
  14417. * @param blockName defines the block name
  14418. * @param index defines the index where to bind the block
  14419. */
  14420. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14421. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14422. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14423. };
  14424. Engine.prototype.bindIndexBuffer = function (buffer) {
  14425. if (!this._vaoRecordInProgress) {
  14426. this._unbindVertexArrayObject();
  14427. }
  14428. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14429. };
  14430. Engine.prototype.bindBuffer = function (buffer, target) {
  14431. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14432. this._gl.bindBuffer(target, buffer);
  14433. this._currentBoundBuffer[target] = buffer;
  14434. }
  14435. };
  14436. /**
  14437. * update the bound buffer with the given data
  14438. * @param data defines the data to update
  14439. */
  14440. Engine.prototype.updateArrayBuffer = function (data) {
  14441. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14442. };
  14443. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14444. var pointer = this._currentBufferPointers[indx];
  14445. var changed = false;
  14446. if (!pointer.active) {
  14447. changed = true;
  14448. pointer.active = true;
  14449. pointer.index = indx;
  14450. pointer.size = size;
  14451. pointer.type = type;
  14452. pointer.normalized = normalized;
  14453. pointer.stride = stride;
  14454. pointer.offset = offset;
  14455. pointer.buffer = buffer;
  14456. }
  14457. else {
  14458. if (pointer.buffer !== buffer) {
  14459. pointer.buffer = buffer;
  14460. changed = true;
  14461. }
  14462. if (pointer.size !== size) {
  14463. pointer.size = size;
  14464. changed = true;
  14465. }
  14466. if (pointer.type !== type) {
  14467. pointer.type = type;
  14468. changed = true;
  14469. }
  14470. if (pointer.normalized !== normalized) {
  14471. pointer.normalized = normalized;
  14472. changed = true;
  14473. }
  14474. if (pointer.stride !== stride) {
  14475. pointer.stride = stride;
  14476. changed = true;
  14477. }
  14478. if (pointer.offset !== offset) {
  14479. pointer.offset = offset;
  14480. changed = true;
  14481. }
  14482. }
  14483. if (changed || this._vaoRecordInProgress) {
  14484. this.bindArrayBuffer(buffer);
  14485. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14486. }
  14487. };
  14488. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14489. if (indexBuffer == null) {
  14490. return;
  14491. }
  14492. if (this._cachedIndexBuffer !== indexBuffer) {
  14493. this._cachedIndexBuffer = indexBuffer;
  14494. this.bindIndexBuffer(indexBuffer);
  14495. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14496. }
  14497. };
  14498. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14499. var attributes = effect.getAttributesNames();
  14500. if (!this._vaoRecordInProgress) {
  14501. this._unbindVertexArrayObject();
  14502. }
  14503. this.unbindAllAttributes();
  14504. for (var index = 0; index < attributes.length; index++) {
  14505. var order = effect.getAttributeLocation(index);
  14506. if (order >= 0) {
  14507. var vertexBuffer = vertexBuffers[attributes[index]];
  14508. if (!vertexBuffer) {
  14509. continue;
  14510. }
  14511. this._gl.enableVertexAttribArray(order);
  14512. if (!this._vaoRecordInProgress) {
  14513. this._vertexAttribArraysEnabled[order] = true;
  14514. }
  14515. var buffer = vertexBuffer.getBuffer();
  14516. if (buffer) {
  14517. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14518. if (vertexBuffer.getIsInstanced()) {
  14519. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14520. if (!this._vaoRecordInProgress) {
  14521. this._currentInstanceLocations.push(order);
  14522. this._currentInstanceBuffers.push(buffer);
  14523. }
  14524. }
  14525. }
  14526. }
  14527. }
  14528. };
  14529. /**
  14530. * Records a vertex array object
  14531. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14532. * @param vertexBuffers defines the list of vertex buffers to store
  14533. * @param indexBuffer defines the index buffer to store
  14534. * @param effect defines the effect to store
  14535. * @returns the new vertex array object
  14536. */
  14537. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14538. var vao = this._gl.createVertexArray();
  14539. this._vaoRecordInProgress = true;
  14540. this._gl.bindVertexArray(vao);
  14541. this._mustWipeVertexAttributes = true;
  14542. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14543. this.bindIndexBuffer(indexBuffer);
  14544. this._vaoRecordInProgress = false;
  14545. this._gl.bindVertexArray(null);
  14546. return vao;
  14547. };
  14548. /**
  14549. * Bind a specific vertex array object
  14550. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14551. * @param vertexArrayObject defines the vertex array object to bind
  14552. * @param indexBuffer defines the index buffer to bind
  14553. */
  14554. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14555. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14556. this._cachedVertexArrayObject = vertexArrayObject;
  14557. this._gl.bindVertexArray(vertexArrayObject);
  14558. this._cachedVertexBuffers = null;
  14559. this._cachedIndexBuffer = null;
  14560. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14561. this._mustWipeVertexAttributes = true;
  14562. }
  14563. };
  14564. /**
  14565. * Bind webGl buffers directly to the webGL context
  14566. * @param vertexBuffer defines the vertex buffer to bind
  14567. * @param indexBuffer defines the index buffer to bind
  14568. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14569. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14570. * @param effect defines the effect associated with the vertex buffer
  14571. */
  14572. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14573. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14574. this._cachedVertexBuffers = vertexBuffer;
  14575. this._cachedEffectForVertexBuffers = effect;
  14576. var attributesCount = effect.getAttributesCount();
  14577. this._unbindVertexArrayObject();
  14578. this.unbindAllAttributes();
  14579. var offset = 0;
  14580. for (var index = 0; index < attributesCount; index++) {
  14581. if (index < vertexDeclaration.length) {
  14582. var order = effect.getAttributeLocation(index);
  14583. if (order >= 0) {
  14584. this._gl.enableVertexAttribArray(order);
  14585. this._vertexAttribArraysEnabled[order] = true;
  14586. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14587. }
  14588. offset += vertexDeclaration[index] * 4;
  14589. }
  14590. }
  14591. }
  14592. this._bindIndexBufferWithCache(indexBuffer);
  14593. };
  14594. Engine.prototype._unbindVertexArrayObject = function () {
  14595. if (!this._cachedVertexArrayObject) {
  14596. return;
  14597. }
  14598. this._cachedVertexArrayObject = null;
  14599. this._gl.bindVertexArray(null);
  14600. };
  14601. /**
  14602. * Bind a list of vertex buffers to the webGL context
  14603. * @param vertexBuffers defines the list of vertex buffers to bind
  14604. * @param indexBuffer defines the index buffer to bind
  14605. * @param effect defines the effect associated with the vertex buffers
  14606. */
  14607. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14608. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14609. this._cachedVertexBuffers = vertexBuffers;
  14610. this._cachedEffectForVertexBuffers = effect;
  14611. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14612. }
  14613. this._bindIndexBufferWithCache(indexBuffer);
  14614. };
  14615. /**
  14616. * Unbind all instance attributes
  14617. */
  14618. Engine.prototype.unbindInstanceAttributes = function () {
  14619. var boundBuffer;
  14620. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14621. var instancesBuffer = this._currentInstanceBuffers[i];
  14622. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14623. boundBuffer = instancesBuffer;
  14624. this.bindArrayBuffer(instancesBuffer);
  14625. }
  14626. var offsetLocation = this._currentInstanceLocations[i];
  14627. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14628. }
  14629. this._currentInstanceBuffers.length = 0;
  14630. this._currentInstanceLocations.length = 0;
  14631. };
  14632. /**
  14633. * Release and free the memory of a vertex array object
  14634. * @param vao defines the vertex array object to delete
  14635. */
  14636. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14637. this._gl.deleteVertexArray(vao);
  14638. };
  14639. /** @hidden */
  14640. Engine.prototype._releaseBuffer = function (buffer) {
  14641. buffer.references--;
  14642. if (buffer.references === 0) {
  14643. this._gl.deleteBuffer(buffer);
  14644. return true;
  14645. }
  14646. return false;
  14647. };
  14648. /**
  14649. * Creates a webGL buffer to use with instanciation
  14650. * @param capacity defines the size of the buffer
  14651. * @returns the webGL buffer
  14652. */
  14653. Engine.prototype.createInstancesBuffer = function (capacity) {
  14654. var buffer = this._gl.createBuffer();
  14655. if (!buffer) {
  14656. throw new Error("Unable to create instance buffer");
  14657. }
  14658. buffer.capacity = capacity;
  14659. this.bindArrayBuffer(buffer);
  14660. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14661. return buffer;
  14662. };
  14663. /**
  14664. * Delete a webGL buffer used with instanciation
  14665. * @param buffer defines the webGL buffer to delete
  14666. */
  14667. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14668. this._gl.deleteBuffer(buffer);
  14669. };
  14670. /**
  14671. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14672. * @param instancesBuffer defines the webGL buffer to update and bind
  14673. * @param data defines the data to store in the buffer
  14674. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14675. */
  14676. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14677. this.bindArrayBuffer(instancesBuffer);
  14678. if (data) {
  14679. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14680. }
  14681. if (offsetLocations[0].index !== undefined) {
  14682. var stride = 0;
  14683. for (var i = 0; i < offsetLocations.length; i++) {
  14684. var ai = offsetLocations[i];
  14685. stride += ai.attributeSize * 4;
  14686. }
  14687. for (var i = 0; i < offsetLocations.length; i++) {
  14688. var ai = offsetLocations[i];
  14689. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14690. this._gl.enableVertexAttribArray(ai.index);
  14691. this._vertexAttribArraysEnabled[ai.index] = true;
  14692. }
  14693. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14694. this._gl.vertexAttribDivisor(ai.index, 1);
  14695. this._currentInstanceLocations.push(ai.index);
  14696. this._currentInstanceBuffers.push(instancesBuffer);
  14697. }
  14698. }
  14699. else {
  14700. for (var index = 0; index < 4; index++) {
  14701. var offsetLocation = offsetLocations[index];
  14702. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14703. this._gl.enableVertexAttribArray(offsetLocation);
  14704. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14705. }
  14706. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14707. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14708. this._currentInstanceLocations.push(offsetLocation);
  14709. this._currentInstanceBuffers.push(instancesBuffer);
  14710. }
  14711. }
  14712. };
  14713. /**
  14714. * Apply all cached states (depth, culling, stencil and alpha)
  14715. */
  14716. Engine.prototype.applyStates = function () {
  14717. this._depthCullingState.apply(this._gl);
  14718. this._stencilState.apply(this._gl);
  14719. this._alphaState.apply(this._gl);
  14720. };
  14721. /**
  14722. * Send a draw order
  14723. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14724. * @param indexStart defines the starting index
  14725. * @param indexCount defines the number of index to draw
  14726. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14727. */
  14728. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14729. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14730. };
  14731. /**
  14732. * Draw a list of points
  14733. * @param verticesStart defines the index of first vertex to draw
  14734. * @param verticesCount defines the count of vertices to draw
  14735. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14736. */
  14737. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14738. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14739. };
  14740. /**
  14741. * Draw a list of unindexed primitives
  14742. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14743. * @param verticesStart defines the index of first vertex to draw
  14744. * @param verticesCount defines the count of vertices to draw
  14745. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14746. */
  14747. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14748. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14749. };
  14750. /**
  14751. * Draw a list of indexed primitives
  14752. * @param fillMode defines the primitive to use
  14753. * @param indexStart defines the starting index
  14754. * @param indexCount defines the number of index to draw
  14755. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14756. */
  14757. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14758. // Apply states
  14759. this.applyStates();
  14760. this._drawCalls.addCount(1, false);
  14761. // Render
  14762. var drawMode = this._drawMode(fillMode);
  14763. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14764. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14765. if (instancesCount) {
  14766. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14767. }
  14768. else {
  14769. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14770. }
  14771. };
  14772. /**
  14773. * Draw a list of unindexed primitives
  14774. * @param fillMode defines the primitive to use
  14775. * @param verticesStart defines the index of first vertex to draw
  14776. * @param verticesCount defines the count of vertices to draw
  14777. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14778. */
  14779. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14780. // Apply states
  14781. this.applyStates();
  14782. this._drawCalls.addCount(1, false);
  14783. var drawMode = this._drawMode(fillMode);
  14784. if (instancesCount) {
  14785. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14786. }
  14787. else {
  14788. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14789. }
  14790. };
  14791. Engine.prototype._drawMode = function (fillMode) {
  14792. switch (fillMode) {
  14793. // Triangle views
  14794. case BABYLON.Material.TriangleFillMode:
  14795. return this._gl.TRIANGLES;
  14796. case BABYLON.Material.PointFillMode:
  14797. return this._gl.POINTS;
  14798. case BABYLON.Material.WireFrameFillMode:
  14799. return this._gl.LINES;
  14800. // Draw modes
  14801. case BABYLON.Material.PointListDrawMode:
  14802. return this._gl.POINTS;
  14803. case BABYLON.Material.LineListDrawMode:
  14804. return this._gl.LINES;
  14805. case BABYLON.Material.LineLoopDrawMode:
  14806. return this._gl.LINE_LOOP;
  14807. case BABYLON.Material.LineStripDrawMode:
  14808. return this._gl.LINE_STRIP;
  14809. case BABYLON.Material.TriangleStripDrawMode:
  14810. return this._gl.TRIANGLE_STRIP;
  14811. case BABYLON.Material.TriangleFanDrawMode:
  14812. return this._gl.TRIANGLE_FAN;
  14813. default:
  14814. return this._gl.TRIANGLES;
  14815. }
  14816. };
  14817. // Shaders
  14818. /** @hidden */
  14819. Engine.prototype._releaseEffect = function (effect) {
  14820. if (this._compiledEffects[effect._key]) {
  14821. delete this._compiledEffects[effect._key];
  14822. this._deleteProgram(effect.getProgram());
  14823. }
  14824. };
  14825. /** @hidden */
  14826. Engine.prototype._deleteProgram = function (program) {
  14827. if (program) {
  14828. program.__SPECTOR_rebuildProgram = null;
  14829. if (program.transformFeedback) {
  14830. this.deleteTransformFeedback(program.transformFeedback);
  14831. program.transformFeedback = null;
  14832. }
  14833. this._gl.deleteProgram(program);
  14834. }
  14835. };
  14836. /**
  14837. * Create a new effect (used to store vertex/fragment shaders)
  14838. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14839. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14840. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14841. * @param samplers defines an array of string used to represent textures
  14842. * @param defines defines the string containing the defines to use to compile the shaders
  14843. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14844. * @param onCompiled defines a function to call when the effect creation is successful
  14845. * @param onError defines a function to call when the effect creation has failed
  14846. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14847. * @returns the new Effect
  14848. */
  14849. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14850. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14851. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14852. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14853. if (this._compiledEffects[name]) {
  14854. var compiledEffect = this._compiledEffects[name];
  14855. if (onCompiled && compiledEffect.isReady()) {
  14856. onCompiled(compiledEffect);
  14857. }
  14858. return compiledEffect;
  14859. }
  14860. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14861. effect._key = name;
  14862. this._compiledEffects[name] = effect;
  14863. return effect;
  14864. };
  14865. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14866. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14867. };
  14868. Engine.prototype._compileRawShader = function (source, type) {
  14869. var gl = this._gl;
  14870. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14871. if (!shader) {
  14872. throw new Error("Something went wrong while compile the shader.");
  14873. }
  14874. gl.shaderSource(shader, source);
  14875. gl.compileShader(shader);
  14876. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14877. var log = gl.getShaderInfoLog(shader);
  14878. if (log) {
  14879. throw new Error(log);
  14880. }
  14881. }
  14882. return shader;
  14883. };
  14884. /**
  14885. * Directly creates a webGL program
  14886. * @param vertexCode defines the vertex shader code to use
  14887. * @param fragmentCode defines the fragment shader code to use
  14888. * @param context defines the webGL context to use (if not set, the current one will be used)
  14889. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14890. * @returns the new webGL program
  14891. */
  14892. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14893. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14894. context = context || this._gl;
  14895. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14896. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14897. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14898. };
  14899. /**
  14900. * Creates a webGL program
  14901. * @param vertexCode defines the vertex shader code to use
  14902. * @param fragmentCode defines the fragment shader code to use
  14903. * @param defines defines the string containing the defines to use to compile the shaders
  14904. * @param context defines the webGL context to use (if not set, the current one will be used)
  14905. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14906. * @returns the new webGL program
  14907. */
  14908. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14909. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14910. context = context || this._gl;
  14911. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14912. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14913. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14914. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14915. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14916. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14917. return program;
  14918. };
  14919. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14920. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14921. var shaderProgram = context.createProgram();
  14922. if (!shaderProgram) {
  14923. throw new Error("Unable to create program");
  14924. }
  14925. context.attachShader(shaderProgram, vertexShader);
  14926. context.attachShader(shaderProgram, fragmentShader);
  14927. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14928. var transformFeedback = this.createTransformFeedback();
  14929. this.bindTransformFeedback(transformFeedback);
  14930. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14931. shaderProgram.transformFeedback = transformFeedback;
  14932. }
  14933. context.linkProgram(shaderProgram);
  14934. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14935. this.bindTransformFeedback(null);
  14936. }
  14937. shaderProgram.context = context;
  14938. shaderProgram.vertexShader = vertexShader;
  14939. shaderProgram.fragmentShader = fragmentShader;
  14940. if (!this._caps.parallelShaderCompile) {
  14941. this._finalizeProgram(shaderProgram);
  14942. }
  14943. else {
  14944. shaderProgram.isParallelCompiled = true;
  14945. }
  14946. return shaderProgram;
  14947. };
  14948. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14949. var context = shaderProgram.context;
  14950. var vertexShader = shaderProgram.vertexShader;
  14951. var fragmentShader = shaderProgram.fragmentShader;
  14952. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14953. if (!linked) {
  14954. var error = context.getProgramInfoLog(shaderProgram);
  14955. if (error) {
  14956. throw new Error(error);
  14957. }
  14958. }
  14959. if (this.validateShaderPrograms) {
  14960. context.validateProgram(shaderProgram);
  14961. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14962. if (!validated) {
  14963. var error = context.getProgramInfoLog(shaderProgram);
  14964. if (error) {
  14965. throw new Error(error);
  14966. }
  14967. }
  14968. }
  14969. context.deleteShader(vertexShader);
  14970. context.deleteShader(fragmentShader);
  14971. shaderProgram.context = undefined;
  14972. shaderProgram.vertexShader = undefined;
  14973. shaderProgram.fragmentShader = undefined;
  14974. if (shaderProgram.onCompiled) {
  14975. shaderProgram.onCompiled();
  14976. shaderProgram.onCompiled = undefined;
  14977. }
  14978. };
  14979. /** @hidden */
  14980. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14981. if (!shaderProgram.isParallelCompiled) {
  14982. return true;
  14983. }
  14984. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14985. this._finalizeProgram(shaderProgram);
  14986. return true;
  14987. }
  14988. return false;
  14989. };
  14990. /** @hidden */
  14991. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14992. if (!shaderProgram.isParallelCompiled) {
  14993. action();
  14994. return;
  14995. }
  14996. shaderProgram.onCompiled = action;
  14997. };
  14998. /**
  14999. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  15000. * @param shaderProgram defines the webGL program to use
  15001. * @param uniformsNames defines the list of uniform names
  15002. * @returns an array of webGL uniform locations
  15003. */
  15004. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  15005. var results = new Array();
  15006. for (var index = 0; index < uniformsNames.length; index++) {
  15007. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  15008. }
  15009. return results;
  15010. };
  15011. /**
  15012. * Gets the lsit of active attributes for a given webGL program
  15013. * @param shaderProgram defines the webGL program to use
  15014. * @param attributesNames defines the list of attribute names to get
  15015. * @returns an array of indices indicating the offset of each attribute
  15016. */
  15017. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  15018. var results = [];
  15019. for (var index = 0; index < attributesNames.length; index++) {
  15020. try {
  15021. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  15022. }
  15023. catch (e) {
  15024. results.push(-1);
  15025. }
  15026. }
  15027. return results;
  15028. };
  15029. /**
  15030. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  15031. * @param effect defines the effect to activate
  15032. */
  15033. Engine.prototype.enableEffect = function (effect) {
  15034. if (!effect || effect === this._currentEffect) {
  15035. return;
  15036. }
  15037. // Use program
  15038. this.bindSamplers(effect);
  15039. this._currentEffect = effect;
  15040. if (effect.onBind) {
  15041. effect.onBind(effect);
  15042. }
  15043. if (effect._onBindObservable) {
  15044. effect._onBindObservable.notifyObservers(effect);
  15045. }
  15046. };
  15047. /**
  15048. * Set the value of an uniform to an array of int32
  15049. * @param uniform defines the webGL uniform location where to store the value
  15050. * @param array defines the array of int32 to store
  15051. */
  15052. Engine.prototype.setIntArray = function (uniform, array) {
  15053. if (!uniform) {
  15054. return;
  15055. }
  15056. this._gl.uniform1iv(uniform, array);
  15057. };
  15058. /**
  15059. * Set the value of an uniform to an array of int32 (stored as vec2)
  15060. * @param uniform defines the webGL uniform location where to store the value
  15061. * @param array defines the array of int32 to store
  15062. */
  15063. Engine.prototype.setIntArray2 = function (uniform, array) {
  15064. if (!uniform || array.length % 2 !== 0) {
  15065. return;
  15066. }
  15067. this._gl.uniform2iv(uniform, array);
  15068. };
  15069. /**
  15070. * Set the value of an uniform to an array of int32 (stored as vec3)
  15071. * @param uniform defines the webGL uniform location where to store the value
  15072. * @param array defines the array of int32 to store
  15073. */
  15074. Engine.prototype.setIntArray3 = function (uniform, array) {
  15075. if (!uniform || array.length % 3 !== 0) {
  15076. return;
  15077. }
  15078. this._gl.uniform3iv(uniform, array);
  15079. };
  15080. /**
  15081. * Set the value of an uniform to an array of int32 (stored as vec4)
  15082. * @param uniform defines the webGL uniform location where to store the value
  15083. * @param array defines the array of int32 to store
  15084. */
  15085. Engine.prototype.setIntArray4 = function (uniform, array) {
  15086. if (!uniform || array.length % 4 !== 0) {
  15087. return;
  15088. }
  15089. this._gl.uniform4iv(uniform, array);
  15090. };
  15091. /**
  15092. * Set the value of an uniform to an array of float32
  15093. * @param uniform defines the webGL uniform location where to store the value
  15094. * @param array defines the array of float32 to store
  15095. */
  15096. Engine.prototype.setFloatArray = function (uniform, array) {
  15097. if (!uniform) {
  15098. return;
  15099. }
  15100. this._gl.uniform1fv(uniform, array);
  15101. };
  15102. /**
  15103. * Set the value of an uniform to an array of float32 (stored as vec2)
  15104. * @param uniform defines the webGL uniform location where to store the value
  15105. * @param array defines the array of float32 to store
  15106. */
  15107. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15108. if (!uniform || array.length % 2 !== 0) {
  15109. return;
  15110. }
  15111. this._gl.uniform2fv(uniform, array);
  15112. };
  15113. /**
  15114. * Set the value of an uniform to an array of float32 (stored as vec3)
  15115. * @param uniform defines the webGL uniform location where to store the value
  15116. * @param array defines the array of float32 to store
  15117. */
  15118. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15119. if (!uniform || array.length % 3 !== 0) {
  15120. return;
  15121. }
  15122. this._gl.uniform3fv(uniform, array);
  15123. };
  15124. /**
  15125. * Set the value of an uniform to an array of float32 (stored as vec4)
  15126. * @param uniform defines the webGL uniform location where to store the value
  15127. * @param array defines the array of float32 to store
  15128. */
  15129. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15130. if (!uniform || array.length % 4 !== 0) {
  15131. return;
  15132. }
  15133. this._gl.uniform4fv(uniform, array);
  15134. };
  15135. /**
  15136. * Set the value of an uniform to an array of number
  15137. * @param uniform defines the webGL uniform location where to store the value
  15138. * @param array defines the array of number to store
  15139. */
  15140. Engine.prototype.setArray = function (uniform, array) {
  15141. if (!uniform) {
  15142. return;
  15143. }
  15144. this._gl.uniform1fv(uniform, array);
  15145. };
  15146. /**
  15147. * Set the value of an uniform to an array of number (stored as vec2)
  15148. * @param uniform defines the webGL uniform location where to store the value
  15149. * @param array defines the array of number to store
  15150. */
  15151. Engine.prototype.setArray2 = function (uniform, array) {
  15152. if (!uniform || array.length % 2 !== 0) {
  15153. return;
  15154. }
  15155. this._gl.uniform2fv(uniform, array);
  15156. };
  15157. /**
  15158. * Set the value of an uniform to an array of number (stored as vec3)
  15159. * @param uniform defines the webGL uniform location where to store the value
  15160. * @param array defines the array of number to store
  15161. */
  15162. Engine.prototype.setArray3 = function (uniform, array) {
  15163. if (!uniform || array.length % 3 !== 0) {
  15164. return;
  15165. }
  15166. this._gl.uniform3fv(uniform, array);
  15167. };
  15168. /**
  15169. * Set the value of an uniform to an array of number (stored as vec4)
  15170. * @param uniform defines the webGL uniform location where to store the value
  15171. * @param array defines the array of number to store
  15172. */
  15173. Engine.prototype.setArray4 = function (uniform, array) {
  15174. if (!uniform || array.length % 4 !== 0) {
  15175. return;
  15176. }
  15177. this._gl.uniform4fv(uniform, array);
  15178. };
  15179. /**
  15180. * Set the value of an uniform to an array of float32 (stored as matrices)
  15181. * @param uniform defines the webGL uniform location where to store the value
  15182. * @param matrices defines the array of float32 to store
  15183. */
  15184. Engine.prototype.setMatrices = function (uniform, matrices) {
  15185. if (!uniform) {
  15186. return;
  15187. }
  15188. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15189. };
  15190. /**
  15191. * Set the value of an uniform to a matrix
  15192. * @param uniform defines the webGL uniform location where to store the value
  15193. * @param matrix defines the matrix to store
  15194. */
  15195. Engine.prototype.setMatrix = function (uniform, matrix) {
  15196. if (!uniform) {
  15197. return;
  15198. }
  15199. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15200. };
  15201. /**
  15202. * Set the value of an uniform to a matrix (3x3)
  15203. * @param uniform defines the webGL uniform location where to store the value
  15204. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15205. */
  15206. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15207. if (!uniform) {
  15208. return;
  15209. }
  15210. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15211. };
  15212. /**
  15213. * Set the value of an uniform to a matrix (2x2)
  15214. * @param uniform defines the webGL uniform location where to store the value
  15215. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15216. */
  15217. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15218. if (!uniform) {
  15219. return;
  15220. }
  15221. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15222. };
  15223. /**
  15224. * Set the value of an uniform to a number (int)
  15225. * @param uniform defines the webGL uniform location where to store the value
  15226. * @param value defines the int number to store
  15227. */
  15228. Engine.prototype.setInt = function (uniform, value) {
  15229. if (!uniform) {
  15230. return;
  15231. }
  15232. this._gl.uniform1i(uniform, value);
  15233. };
  15234. /**
  15235. * Set the value of an uniform to a number (float)
  15236. * @param uniform defines the webGL uniform location where to store the value
  15237. * @param value defines the float number to store
  15238. */
  15239. Engine.prototype.setFloat = function (uniform, value) {
  15240. if (!uniform) {
  15241. return;
  15242. }
  15243. this._gl.uniform1f(uniform, value);
  15244. };
  15245. /**
  15246. * Set the value of an uniform to a vec2
  15247. * @param uniform defines the webGL uniform location where to store the value
  15248. * @param x defines the 1st component of the value
  15249. * @param y defines the 2nd component of the value
  15250. */
  15251. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15252. if (!uniform) {
  15253. return;
  15254. }
  15255. this._gl.uniform2f(uniform, x, y);
  15256. };
  15257. /**
  15258. * Set the value of an uniform to a vec3
  15259. * @param uniform defines the webGL uniform location where to store the value
  15260. * @param x defines the 1st component of the value
  15261. * @param y defines the 2nd component of the value
  15262. * @param z defines the 3rd component of the value
  15263. */
  15264. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15265. if (!uniform) {
  15266. return;
  15267. }
  15268. this._gl.uniform3f(uniform, x, y, z);
  15269. };
  15270. /**
  15271. * Set the value of an uniform to a boolean
  15272. * @param uniform defines the webGL uniform location where to store the value
  15273. * @param bool defines the boolean to store
  15274. */
  15275. Engine.prototype.setBool = function (uniform, bool) {
  15276. if (!uniform) {
  15277. return;
  15278. }
  15279. this._gl.uniform1i(uniform, bool);
  15280. };
  15281. /**
  15282. * Set the value of an uniform to a vec4
  15283. * @param uniform defines the webGL uniform location where to store the value
  15284. * @param x defines the 1st component of the value
  15285. * @param y defines the 2nd component of the value
  15286. * @param z defines the 3rd component of the value
  15287. * @param w defines the 4th component of the value
  15288. */
  15289. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15290. if (!uniform) {
  15291. return;
  15292. }
  15293. this._gl.uniform4f(uniform, x, y, z, w);
  15294. };
  15295. /**
  15296. * Set the value of an uniform to a Color3
  15297. * @param uniform defines the webGL uniform location where to store the value
  15298. * @param color3 defines the color to store
  15299. */
  15300. Engine.prototype.setColor3 = function (uniform, color3) {
  15301. if (!uniform) {
  15302. return;
  15303. }
  15304. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15305. };
  15306. /**
  15307. * Set the value of an uniform to a Color3 and an alpha value
  15308. * @param uniform defines the webGL uniform location where to store the value
  15309. * @param color3 defines the color to store
  15310. * @param alpha defines the alpha component to store
  15311. */
  15312. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15313. if (!uniform) {
  15314. return;
  15315. }
  15316. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15317. };
  15318. /**
  15319. * Sets a Color4 on a uniform variable
  15320. * @param uniform defines the uniform location
  15321. * @param color4 defines the value to be set
  15322. */
  15323. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15324. if (!uniform) {
  15325. return;
  15326. }
  15327. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15328. };
  15329. // States
  15330. /**
  15331. * Set various states to the webGL context
  15332. * @param culling defines backface culling state
  15333. * @param zOffset defines the value to apply to zOffset (0 by default)
  15334. * @param force defines if states must be applied even if cache is up to date
  15335. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15336. */
  15337. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15338. if (zOffset === void 0) { zOffset = 0; }
  15339. if (reverseSide === void 0) { reverseSide = false; }
  15340. // Culling
  15341. if (this._depthCullingState.cull !== culling || force) {
  15342. this._depthCullingState.cull = culling;
  15343. }
  15344. // Cull face
  15345. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15346. if (this._depthCullingState.cullFace !== cullFace || force) {
  15347. this._depthCullingState.cullFace = cullFace;
  15348. }
  15349. // Z offset
  15350. this.setZOffset(zOffset);
  15351. // Front face
  15352. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15353. if (this._depthCullingState.frontFace !== frontFace || force) {
  15354. this._depthCullingState.frontFace = frontFace;
  15355. }
  15356. };
  15357. /**
  15358. * Set the z offset to apply to current rendering
  15359. * @param value defines the offset to apply
  15360. */
  15361. Engine.prototype.setZOffset = function (value) {
  15362. this._depthCullingState.zOffset = value;
  15363. };
  15364. /**
  15365. * Gets the current value of the zOffset
  15366. * @returns the current zOffset state
  15367. */
  15368. Engine.prototype.getZOffset = function () {
  15369. return this._depthCullingState.zOffset;
  15370. };
  15371. /**
  15372. * Enable or disable depth buffering
  15373. * @param enable defines the state to set
  15374. */
  15375. Engine.prototype.setDepthBuffer = function (enable) {
  15376. this._depthCullingState.depthTest = enable;
  15377. };
  15378. /**
  15379. * Gets a boolean indicating if depth writing is enabled
  15380. * @returns the current depth writing state
  15381. */
  15382. Engine.prototype.getDepthWrite = function () {
  15383. return this._depthCullingState.depthMask;
  15384. };
  15385. /**
  15386. * Enable or disable depth writing
  15387. * @param enable defines the state to set
  15388. */
  15389. Engine.prototype.setDepthWrite = function (enable) {
  15390. this._depthCullingState.depthMask = enable;
  15391. };
  15392. /**
  15393. * Enable or disable color writing
  15394. * @param enable defines the state to set
  15395. */
  15396. Engine.prototype.setColorWrite = function (enable) {
  15397. this._gl.colorMask(enable, enable, enable, enable);
  15398. this._colorWrite = enable;
  15399. };
  15400. /**
  15401. * Gets a boolean indicating if color writing is enabled
  15402. * @returns the current color writing state
  15403. */
  15404. Engine.prototype.getColorWrite = function () {
  15405. return this._colorWrite;
  15406. };
  15407. /**
  15408. * Sets alpha constants used by some alpha blending modes
  15409. * @param r defines the red component
  15410. * @param g defines the green component
  15411. * @param b defines the blue component
  15412. * @param a defines the alpha component
  15413. */
  15414. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15415. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15416. };
  15417. /**
  15418. * Sets the current alpha mode
  15419. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15420. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15421. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15422. */
  15423. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15424. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15425. if (this._alphaMode === mode) {
  15426. return;
  15427. }
  15428. switch (mode) {
  15429. case Engine.ALPHA_DISABLE:
  15430. this._alphaState.alphaBlend = false;
  15431. break;
  15432. case Engine.ALPHA_PREMULTIPLIED:
  15433. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15434. this._alphaState.alphaBlend = true;
  15435. break;
  15436. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15437. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15438. this._alphaState.alphaBlend = true;
  15439. break;
  15440. case Engine.ALPHA_COMBINE:
  15441. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15442. this._alphaState.alphaBlend = true;
  15443. break;
  15444. case Engine.ALPHA_ONEONE:
  15445. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15446. this._alphaState.alphaBlend = true;
  15447. break;
  15448. case Engine.ALPHA_ADD:
  15449. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15450. this._alphaState.alphaBlend = true;
  15451. break;
  15452. case Engine.ALPHA_SUBTRACT:
  15453. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15454. this._alphaState.alphaBlend = true;
  15455. break;
  15456. case Engine.ALPHA_MULTIPLY:
  15457. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15458. this._alphaState.alphaBlend = true;
  15459. break;
  15460. case Engine.ALPHA_MAXIMIZED:
  15461. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15462. this._alphaState.alphaBlend = true;
  15463. break;
  15464. case Engine.ALPHA_INTERPOLATE:
  15465. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15466. this._alphaState.alphaBlend = true;
  15467. break;
  15468. case Engine.ALPHA_SCREENMODE:
  15469. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15470. this._alphaState.alphaBlend = true;
  15471. break;
  15472. }
  15473. if (!noDepthWriteChange) {
  15474. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15475. }
  15476. this._alphaMode = mode;
  15477. };
  15478. /**
  15479. * Gets the current alpha mode
  15480. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15481. * @returns the current alpha mode
  15482. */
  15483. Engine.prototype.getAlphaMode = function () {
  15484. return this._alphaMode;
  15485. };
  15486. // Textures
  15487. /**
  15488. * Clears the list of texture accessible through engine.
  15489. * This can help preventing texture load conflict due to name collision.
  15490. */
  15491. Engine.prototype.clearInternalTexturesCache = function () {
  15492. this._internalTexturesCache = [];
  15493. };
  15494. /**
  15495. * Force the entire cache to be cleared
  15496. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15497. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15498. */
  15499. Engine.prototype.wipeCaches = function (bruteForce) {
  15500. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15501. return;
  15502. }
  15503. this._currentEffect = null;
  15504. this._viewportCached.x = 0;
  15505. this._viewportCached.y = 0;
  15506. this._viewportCached.z = 0;
  15507. this._viewportCached.w = 0;
  15508. if (bruteForce) {
  15509. this.resetTextureCache();
  15510. this._currentProgram = null;
  15511. this._stencilState.reset();
  15512. this._depthCullingState.reset();
  15513. this.setDepthFunctionToLessOrEqual();
  15514. this._alphaState.reset();
  15515. this._unpackFlipYCached = null;
  15516. }
  15517. this._resetVertexBufferBinding();
  15518. this._cachedIndexBuffer = null;
  15519. this._cachedEffectForVertexBuffers = null;
  15520. this._unbindVertexArrayObject();
  15521. this.bindIndexBuffer(null);
  15522. };
  15523. /**
  15524. * Set the compressed texture format to use, based on the formats you have, and the formats
  15525. * supported by the hardware / browser.
  15526. *
  15527. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15528. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15529. * to API arguments needed to compressed textures. This puts the burden on the container
  15530. * generator to house the arcane code for determining these for current & future formats.
  15531. *
  15532. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15533. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15534. *
  15535. * Note: The result of this call is not taken into account when a texture is base64.
  15536. *
  15537. * @param formatsAvailable defines the list of those format families you have created
  15538. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15539. *
  15540. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15541. * @returns The extension selected.
  15542. */
  15543. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15544. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15545. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15546. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15547. return this._textureFormatInUse = this._texturesSupported[i];
  15548. }
  15549. }
  15550. }
  15551. // actively set format to nothing, to allow this to be called more than once
  15552. // and possibly fail the 2nd time
  15553. this._textureFormatInUse = null;
  15554. return null;
  15555. };
  15556. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15557. var gl = this._gl;
  15558. var magFilter = gl.NEAREST;
  15559. var minFilter = gl.NEAREST;
  15560. switch (samplingMode) {
  15561. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15562. magFilter = gl.LINEAR;
  15563. if (generateMipMaps) {
  15564. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15565. }
  15566. else {
  15567. minFilter = gl.LINEAR;
  15568. }
  15569. break;
  15570. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15571. magFilter = gl.LINEAR;
  15572. if (generateMipMaps) {
  15573. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15574. }
  15575. else {
  15576. minFilter = gl.LINEAR;
  15577. }
  15578. break;
  15579. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15580. magFilter = gl.NEAREST;
  15581. if (generateMipMaps) {
  15582. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15583. }
  15584. else {
  15585. minFilter = gl.NEAREST;
  15586. }
  15587. break;
  15588. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15589. magFilter = gl.NEAREST;
  15590. if (generateMipMaps) {
  15591. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15592. }
  15593. else {
  15594. minFilter = gl.NEAREST;
  15595. }
  15596. break;
  15597. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15598. magFilter = gl.NEAREST;
  15599. if (generateMipMaps) {
  15600. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15601. }
  15602. else {
  15603. minFilter = gl.LINEAR;
  15604. }
  15605. break;
  15606. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15607. magFilter = gl.NEAREST;
  15608. if (generateMipMaps) {
  15609. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15610. }
  15611. else {
  15612. minFilter = gl.LINEAR;
  15613. }
  15614. break;
  15615. case Engine.TEXTURE_NEAREST_LINEAR:
  15616. magFilter = gl.NEAREST;
  15617. minFilter = gl.LINEAR;
  15618. break;
  15619. case Engine.TEXTURE_NEAREST_NEAREST:
  15620. magFilter = gl.NEAREST;
  15621. minFilter = gl.NEAREST;
  15622. break;
  15623. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15624. magFilter = gl.LINEAR;
  15625. if (generateMipMaps) {
  15626. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15627. }
  15628. else {
  15629. minFilter = gl.NEAREST;
  15630. }
  15631. break;
  15632. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15633. magFilter = gl.LINEAR;
  15634. if (generateMipMaps) {
  15635. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15636. }
  15637. else {
  15638. minFilter = gl.NEAREST;
  15639. }
  15640. break;
  15641. case Engine.TEXTURE_LINEAR_LINEAR:
  15642. magFilter = gl.LINEAR;
  15643. minFilter = gl.LINEAR;
  15644. break;
  15645. case Engine.TEXTURE_LINEAR_NEAREST:
  15646. magFilter = gl.LINEAR;
  15647. minFilter = gl.NEAREST;
  15648. break;
  15649. }
  15650. return {
  15651. min: minFilter,
  15652. mag: magFilter
  15653. };
  15654. };
  15655. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15656. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15657. var img;
  15658. var onload = function () {
  15659. loadedImages[index] = img;
  15660. loadedImages._internalCount++;
  15661. if (scene) {
  15662. scene._removePendingData(img);
  15663. }
  15664. if (loadedImages._internalCount === 6) {
  15665. onfinish(loadedImages);
  15666. }
  15667. };
  15668. var onerror = function (message, exception) {
  15669. if (scene) {
  15670. scene._removePendingData(img);
  15671. }
  15672. if (onErrorCallBack) {
  15673. onErrorCallBack(message, exception);
  15674. }
  15675. };
  15676. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15677. if (scene) {
  15678. scene._addPendingData(img);
  15679. }
  15680. };
  15681. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15682. if (onError === void 0) { onError = null; }
  15683. var loadedImages = [];
  15684. loadedImages._internalCount = 0;
  15685. for (var index = 0; index < 6; index++) {
  15686. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15687. }
  15688. };
  15689. /** @hidden */
  15690. Engine.prototype._createTexture = function () {
  15691. var texture = this._gl.createTexture();
  15692. if (!texture) {
  15693. throw new Error("Unable to create texture");
  15694. }
  15695. return texture;
  15696. };
  15697. /**
  15698. * Usually called from BABYLON.Texture.ts.
  15699. * Passed information to create a WebGLTexture
  15700. * @param urlArg defines a value which contains one of the following:
  15701. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15702. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15703. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15704. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15705. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  15706. * @param scene needed for loading to the correct scene
  15707. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15708. * @param onLoad optional callback to be called upon successful completion
  15709. * @param onError optional callback to be called upon failure
  15710. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  15711. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15712. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15713. * @param forcedExtension defines the extension to use to pick the right loader
  15714. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15715. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15716. */
  15717. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15718. var _this = this;
  15719. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15720. if (onLoad === void 0) { onLoad = null; }
  15721. if (onError === void 0) { onError = null; }
  15722. if (buffer === void 0) { buffer = null; }
  15723. if (fallback === void 0) { fallback = null; }
  15724. if (format === void 0) { format = null; }
  15725. if (forcedExtension === void 0) { forcedExtension = null; }
  15726. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15727. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15728. var fromData = url.substr(0, 5) === "data:";
  15729. var fromBlob = url.substr(0, 5) === "blob:";
  15730. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15731. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15732. // establish the file extension, if possible
  15733. var lastDot = url.lastIndexOf('.');
  15734. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15735. var loader = null;
  15736. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15737. var availableLoader = _a[_i];
  15738. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15739. loader = availableLoader;
  15740. break;
  15741. }
  15742. }
  15743. if (loader) {
  15744. url = loader.transformUrl(url, this._textureFormatInUse);
  15745. }
  15746. if (scene) {
  15747. scene._addPendingData(texture);
  15748. }
  15749. texture.url = url;
  15750. texture.generateMipMaps = !noMipmap;
  15751. texture.samplingMode = samplingMode;
  15752. texture.invertY = invertY;
  15753. if (!this._doNotHandleContextLost) {
  15754. // Keep a link to the buffer only if we plan to handle context lost
  15755. texture._buffer = buffer;
  15756. }
  15757. var onLoadObserver = null;
  15758. if (onLoad && !fallback) {
  15759. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15760. }
  15761. if (!fallback) {
  15762. this._internalTexturesCache.push(texture);
  15763. }
  15764. var onInternalError = function (message, exception) {
  15765. if (scene) {
  15766. scene._removePendingData(texture);
  15767. }
  15768. var customFallback = false;
  15769. if (loader) {
  15770. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15771. if (fallbackUrl) {
  15772. // Add Back
  15773. customFallback = true;
  15774. excludeLoaders.push(loader);
  15775. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15776. _this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15777. return;
  15778. }
  15779. }
  15780. if (!customFallback) {
  15781. if (onLoadObserver) {
  15782. texture.onLoadedObservable.remove(onLoadObserver);
  15783. }
  15784. if (BABYLON.Tools.UseFallbackTexture) {
  15785. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  15786. return;
  15787. }
  15788. }
  15789. if (onError) {
  15790. onError(message || "Unknown error", exception);
  15791. }
  15792. };
  15793. // processing for non-image formats
  15794. if (loader) {
  15795. var callback = function (data) {
  15796. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15797. if (loadFailed) {
  15798. onInternalError("TextureLoader failed to load data");
  15799. }
  15800. else {
  15801. _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {
  15802. done();
  15803. return false;
  15804. }, samplingMode);
  15805. }
  15806. });
  15807. };
  15808. if (!buffer) {
  15809. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15810. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15811. });
  15812. }
  15813. else {
  15814. callback(buffer);
  15815. }
  15816. }
  15817. else {
  15818. var onload = function (img) {
  15819. if (fromBlob && !_this._doNotHandleContextLost) {
  15820. // We need to store the image if we need to rebuild the texture
  15821. // in case of a webgl context lost
  15822. texture._buffer = img;
  15823. }
  15824. _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15825. var gl = _this._gl;
  15826. var isPot = (img.width === potWidth && img.height === potHeight);
  15827. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15828. if (isPot) {
  15829. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15830. return false;
  15831. }
  15832. var maxTextureSize = _this._caps.maxTextureSize;
  15833. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15834. _this._prepareWorkingCanvas();
  15835. if (!_this._workingCanvas || !_this._workingContext) {
  15836. return false;
  15837. }
  15838. _this._workingCanvas.width = potWidth;
  15839. _this._workingCanvas.height = potHeight;
  15840. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15841. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15842. texture.width = potWidth;
  15843. texture.height = potHeight;
  15844. return false;
  15845. }
  15846. else {
  15847. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15848. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15849. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15850. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15851. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15852. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15853. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15854. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15855. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15856. _this._releaseTexture(source_1);
  15857. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15858. continuationCallback();
  15859. });
  15860. }
  15861. return true;
  15862. }, samplingMode);
  15863. };
  15864. if (!fromData || isBase64) {
  15865. if (buffer instanceof HTMLImageElement) {
  15866. onload(buffer);
  15867. }
  15868. else {
  15869. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15870. }
  15871. }
  15872. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15873. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15874. }
  15875. else {
  15876. onload(buffer);
  15877. }
  15878. }
  15879. return texture;
  15880. };
  15881. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15882. var _this = this;
  15883. var rtt = this.createRenderTargetTexture({
  15884. width: destination.width,
  15885. height: destination.height,
  15886. }, {
  15887. generateMipMaps: false,
  15888. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15889. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15890. generateDepthBuffer: false,
  15891. generateStencilBuffer: false
  15892. });
  15893. if (!this._rescalePostProcess) {
  15894. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15895. }
  15896. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15897. _this._rescalePostProcess.onApply = function (effect) {
  15898. effect._bindTexture("textureSampler", source);
  15899. };
  15900. var hostingScene = scene;
  15901. if (!hostingScene) {
  15902. hostingScene = _this.scenes[_this.scenes.length - 1];
  15903. }
  15904. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15905. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15906. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15907. _this.unBindFramebuffer(rtt);
  15908. _this._releaseTexture(rtt);
  15909. if (onComplete) {
  15910. onComplete();
  15911. }
  15912. });
  15913. };
  15914. /**
  15915. * Update a raw texture
  15916. * @param texture defines the texture to update
  15917. * @param data defines the data to store in the texture
  15918. * @param format defines the format of the data
  15919. * @param invertY defines if data must be stored with Y axis inverted
  15920. * @param compression defines the compression used (null by default)
  15921. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15922. */
  15923. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15924. if (compression === void 0) { compression = null; }
  15925. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15926. if (!texture) {
  15927. return;
  15928. }
  15929. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15930. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15931. // babylon's internalFormat but gl's texImage2D format
  15932. var internalFormat = this._getInternalFormat(format);
  15933. var textureType = this._getWebGLTextureType(type);
  15934. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15935. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15936. if (!this._doNotHandleContextLost) {
  15937. texture._bufferView = data;
  15938. texture.format = format;
  15939. texture.type = type;
  15940. texture.invertY = invertY;
  15941. texture._compression = compression;
  15942. }
  15943. if (texture.width % 4 !== 0) {
  15944. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15945. }
  15946. if (compression && data) {
  15947. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15948. }
  15949. else {
  15950. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15951. }
  15952. if (texture.generateMipMaps) {
  15953. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15954. }
  15955. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15956. // this.resetTextureCache();
  15957. texture.isReady = true;
  15958. };
  15959. /**
  15960. * Creates a raw texture
  15961. * @param data defines the data to store in the texture
  15962. * @param width defines the width of the texture
  15963. * @param height defines the height of the texture
  15964. * @param format defines the format of the data
  15965. * @param generateMipMaps defines if the engine should generate the mip levels
  15966. * @param invertY defines if data must be stored with Y axis inverted
  15967. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15968. * @param compression defines the compression used (null by default)
  15969. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15970. * @returns the raw texture inside an InternalTexture
  15971. */
  15972. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15973. if (compression === void 0) { compression = null; }
  15974. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15975. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15976. texture.baseWidth = width;
  15977. texture.baseHeight = height;
  15978. texture.width = width;
  15979. texture.height = height;
  15980. texture.format = format;
  15981. texture.generateMipMaps = generateMipMaps;
  15982. texture.samplingMode = samplingMode;
  15983. texture.invertY = invertY;
  15984. texture._compression = compression;
  15985. texture.type = type;
  15986. if (!this._doNotHandleContextLost) {
  15987. texture._bufferView = data;
  15988. }
  15989. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15990. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15991. // Filters
  15992. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15993. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15994. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15995. if (generateMipMaps) {
  15996. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15997. }
  15998. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15999. this._internalTexturesCache.push(texture);
  16000. return texture;
  16001. };
  16002. /** @hidden */
  16003. Engine.prototype._unpackFlipY = function (value) {
  16004. if (this._unpackFlipYCached !== value) {
  16005. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  16006. if (this.enableUnpackFlipYCached) {
  16007. this._unpackFlipYCached = value;
  16008. }
  16009. }
  16010. };
  16011. /** @hidden */
  16012. Engine.prototype._getUnpackAlignement = function () {
  16013. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  16014. };
  16015. /**
  16016. * Creates a dynamic texture
  16017. * @param width defines the width of the texture
  16018. * @param height defines the height of the texture
  16019. * @param generateMipMaps defines if the engine should generate the mip levels
  16020. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  16021. * @returns the dynamic texture inside an InternalTexture
  16022. */
  16023. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  16024. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  16025. texture.baseWidth = width;
  16026. texture.baseHeight = height;
  16027. if (generateMipMaps) {
  16028. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  16029. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  16030. }
  16031. // this.resetTextureCache();
  16032. texture.width = width;
  16033. texture.height = height;
  16034. texture.isReady = false;
  16035. texture.generateMipMaps = generateMipMaps;
  16036. texture.samplingMode = samplingMode;
  16037. this.updateTextureSamplingMode(samplingMode, texture);
  16038. this._internalTexturesCache.push(texture);
  16039. return texture;
  16040. };
  16041. /**
  16042. * Update the sampling mode of a given texture
  16043. * @param samplingMode defines the required sampling mode
  16044. * @param texture defines the texture to update
  16045. */
  16046. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16047. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16048. if (texture.isCube) {
  16049. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16050. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16051. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16052. }
  16053. else if (texture.is3D) {
  16054. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16055. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16056. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16057. }
  16058. else {
  16059. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16060. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16061. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16062. }
  16063. texture.samplingMode = samplingMode;
  16064. };
  16065. /**
  16066. * Update the content of a dynamic texture
  16067. * @param texture defines the texture to update
  16068. * @param canvas defines the canvas containing the source
  16069. * @param invertY defines if data must be stored with Y axis inverted
  16070. * @param premulAlpha defines if alpha is stored as premultiplied
  16071. * @param format defines the format of the data
  16072. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16073. */
  16074. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16075. if (premulAlpha === void 0) { premulAlpha = false; }
  16076. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16077. if (!texture) {
  16078. return;
  16079. }
  16080. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16081. this._unpackFlipY(invertY);
  16082. if (premulAlpha) {
  16083. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16084. }
  16085. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16086. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16087. if (texture.generateMipMaps) {
  16088. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16089. }
  16090. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16091. if (premulAlpha) {
  16092. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16093. }
  16094. texture.isReady = true;
  16095. };
  16096. /**
  16097. * Update a video texture
  16098. * @param texture defines the texture to update
  16099. * @param video defines the video element to use
  16100. * @param invertY defines if data must be stored with Y axis inverted
  16101. */
  16102. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16103. if (!texture || texture._isDisabled) {
  16104. return;
  16105. }
  16106. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16107. this._unpackFlipY(!invertY); // Video are upside down by default
  16108. try {
  16109. // Testing video texture support
  16110. if (this._videoTextureSupported === undefined) {
  16111. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16112. if (this._gl.getError() !== 0) {
  16113. this._videoTextureSupported = false;
  16114. }
  16115. else {
  16116. this._videoTextureSupported = true;
  16117. }
  16118. }
  16119. // Copy video through the current working canvas if video texture is not supported
  16120. if (!this._videoTextureSupported) {
  16121. if (!texture._workingCanvas) {
  16122. texture._workingCanvas = document.createElement("canvas");
  16123. var context = texture._workingCanvas.getContext("2d");
  16124. if (!context) {
  16125. throw new Error("Unable to get 2d context");
  16126. }
  16127. texture._workingContext = context;
  16128. texture._workingCanvas.width = texture.width;
  16129. texture._workingCanvas.height = texture.height;
  16130. }
  16131. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16132. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16133. }
  16134. else {
  16135. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16136. }
  16137. if (texture.generateMipMaps) {
  16138. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16139. }
  16140. if (!wasPreviouslyBound) {
  16141. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16142. }
  16143. // this.resetTextureCache();
  16144. texture.isReady = true;
  16145. }
  16146. catch (ex) {
  16147. // Something unexpected
  16148. // Let's disable the texture
  16149. texture._isDisabled = true;
  16150. }
  16151. };
  16152. /**
  16153. * Updates a depth texture Comparison Mode and Function.
  16154. * If the comparison Function is equal to 0, the mode will be set to none.
  16155. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16156. * @param texture The texture to set the comparison function for
  16157. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16158. */
  16159. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16160. if (this.webGLVersion === 1) {
  16161. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16162. return;
  16163. }
  16164. var gl = this._gl;
  16165. if (texture.isCube) {
  16166. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16167. if (comparisonFunction === 0) {
  16168. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16169. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16170. }
  16171. else {
  16172. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16173. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16174. }
  16175. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16176. }
  16177. else {
  16178. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16179. if (comparisonFunction === 0) {
  16180. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16181. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16182. }
  16183. else {
  16184. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16185. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16186. }
  16187. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16188. }
  16189. texture._comparisonFunction = comparisonFunction;
  16190. };
  16191. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16192. var width = size.width || size;
  16193. var height = size.height || size;
  16194. internalTexture.baseWidth = width;
  16195. internalTexture.baseHeight = height;
  16196. internalTexture.width = width;
  16197. internalTexture.height = height;
  16198. internalTexture.isReady = true;
  16199. internalTexture.samples = 1;
  16200. internalTexture.generateMipMaps = false;
  16201. internalTexture._generateDepthBuffer = true;
  16202. internalTexture._generateStencilBuffer = generateStencil;
  16203. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16204. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16205. internalTexture._comparisonFunction = comparisonFunction;
  16206. var gl = this._gl;
  16207. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16208. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16209. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16210. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16211. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16212. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16213. if (comparisonFunction === 0) {
  16214. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16215. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16216. }
  16217. else {
  16218. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16219. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16220. }
  16221. };
  16222. /**
  16223. * Creates a depth stencil texture.
  16224. * This is only available in WebGL 2 or with the depth texture extension available.
  16225. * @param size The size of face edge in the texture.
  16226. * @param options The options defining the texture.
  16227. * @returns The texture
  16228. */
  16229. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16230. if (options.isCube) {
  16231. var width = size.width || size;
  16232. return this._createDepthStencilCubeTexture(width, options);
  16233. }
  16234. else {
  16235. return this._createDepthStencilTexture(size, options);
  16236. }
  16237. };
  16238. /**
  16239. * Creates a depth stencil texture.
  16240. * This is only available in WebGL 2 or with the depth texture extension available.
  16241. * @param size The size of face edge in the texture.
  16242. * @param options The options defining the texture.
  16243. * @returns The texture
  16244. */
  16245. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16246. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16247. if (!this._caps.depthTextureExtension) {
  16248. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16249. return internalTexture;
  16250. }
  16251. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16252. var gl = this._gl;
  16253. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16254. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16255. if (this.webGLVersion > 1) {
  16256. if (internalOptions.generateStencil) {
  16257. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16258. }
  16259. else {
  16260. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16261. }
  16262. }
  16263. else {
  16264. if (internalOptions.generateStencil) {
  16265. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16266. }
  16267. else {
  16268. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16269. }
  16270. }
  16271. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16272. return internalTexture;
  16273. };
  16274. /**
  16275. * Creates a depth stencil cube texture.
  16276. * This is only available in WebGL 2.
  16277. * @param size The size of face edge in the cube texture.
  16278. * @param options The options defining the cube texture.
  16279. * @returns The cube texture
  16280. */
  16281. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16282. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16283. internalTexture.isCube = true;
  16284. if (this.webGLVersion === 1) {
  16285. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16286. return internalTexture;
  16287. }
  16288. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16289. var gl = this._gl;
  16290. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16291. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16292. // Create the depth/stencil buffer
  16293. for (var face = 0; face < 6; face++) {
  16294. if (internalOptions.generateStencil) {
  16295. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16296. }
  16297. else {
  16298. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16299. }
  16300. }
  16301. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16302. return internalTexture;
  16303. };
  16304. /**
  16305. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16306. * @param renderTarget The render target to set the frame buffer for
  16307. */
  16308. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16309. // Create the framebuffer
  16310. var internalTexture = renderTarget.getInternalTexture();
  16311. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16312. return;
  16313. }
  16314. var gl = this._gl;
  16315. var depthStencilTexture = renderTarget.depthStencilTexture;
  16316. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16317. if (depthStencilTexture.isCube) {
  16318. if (depthStencilTexture._generateStencilBuffer) {
  16319. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16320. }
  16321. else {
  16322. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16323. }
  16324. }
  16325. else {
  16326. if (depthStencilTexture._generateStencilBuffer) {
  16327. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16328. }
  16329. else {
  16330. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16331. }
  16332. }
  16333. this.bindUnboundFramebuffer(null);
  16334. };
  16335. /**
  16336. * Creates a new render target texture
  16337. * @param size defines the size of the texture
  16338. * @param options defines the options used to create the texture
  16339. * @returns a new render target texture stored in an InternalTexture
  16340. */
  16341. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16342. var fullOptions = new RenderTargetCreationOptions();
  16343. if (options !== undefined && typeof options === "object") {
  16344. fullOptions.generateMipMaps = options.generateMipMaps;
  16345. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16346. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16347. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16348. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16349. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16350. }
  16351. else {
  16352. fullOptions.generateMipMaps = options;
  16353. fullOptions.generateDepthBuffer = true;
  16354. fullOptions.generateStencilBuffer = false;
  16355. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16356. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16357. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16358. }
  16359. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16360. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16361. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16362. }
  16363. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16364. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16365. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16366. }
  16367. var gl = this._gl;
  16368. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16369. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16370. var width = size.width || size;
  16371. var height = size.height || size;
  16372. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16373. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16374. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16375. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16376. }
  16377. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16378. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16379. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16380. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16381. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16382. // Create the framebuffer
  16383. var currentFrameBuffer = this._currentFramebuffer;
  16384. var framebuffer = gl.createFramebuffer();
  16385. this.bindUnboundFramebuffer(framebuffer);
  16386. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16387. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16388. if (fullOptions.generateMipMaps) {
  16389. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16390. }
  16391. // Unbind
  16392. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16393. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16394. this.bindUnboundFramebuffer(currentFrameBuffer);
  16395. texture._framebuffer = framebuffer;
  16396. texture.baseWidth = width;
  16397. texture.baseHeight = height;
  16398. texture.width = width;
  16399. texture.height = height;
  16400. texture.isReady = true;
  16401. texture.samples = 1;
  16402. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16403. texture.samplingMode = fullOptions.samplingMode;
  16404. texture.type = fullOptions.type;
  16405. texture.format = fullOptions.format;
  16406. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16407. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16408. // this.resetTextureCache();
  16409. this._internalTexturesCache.push(texture);
  16410. return texture;
  16411. };
  16412. /**
  16413. * Create a multi render target texture
  16414. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16415. * @param size defines the size of the texture
  16416. * @param options defines the creation options
  16417. * @returns the cube texture as an InternalTexture
  16418. */
  16419. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16420. var generateMipMaps = false;
  16421. var generateDepthBuffer = true;
  16422. var generateStencilBuffer = false;
  16423. var generateDepthTexture = false;
  16424. var textureCount = 1;
  16425. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16426. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16427. var types = new Array();
  16428. var samplingModes = new Array();
  16429. if (options !== undefined) {
  16430. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16431. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16432. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16433. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16434. textureCount = options.textureCount || 1;
  16435. if (options.types) {
  16436. types = options.types;
  16437. }
  16438. if (options.samplingModes) {
  16439. samplingModes = options.samplingModes;
  16440. }
  16441. }
  16442. var gl = this._gl;
  16443. // Create the framebuffer
  16444. var framebuffer = gl.createFramebuffer();
  16445. this.bindUnboundFramebuffer(framebuffer);
  16446. var width = size.width || size;
  16447. var height = size.height || size;
  16448. var textures = [];
  16449. var attachments = [];
  16450. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16451. for (var i = 0; i < textureCount; i++) {
  16452. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16453. var type = types[i] || defaultType;
  16454. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16455. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16456. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16457. }
  16458. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16459. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16460. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16461. }
  16462. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16463. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16464. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16465. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16466. }
  16467. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16468. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16469. textures.push(texture);
  16470. attachments.push(attachment);
  16471. gl.activeTexture(gl["TEXTURE" + i]);
  16472. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16473. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16474. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16475. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16476. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16477. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16478. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16479. if (generateMipMaps) {
  16480. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16481. }
  16482. // Unbind
  16483. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16484. texture._framebuffer = framebuffer;
  16485. texture._depthStencilBuffer = depthStencilBuffer;
  16486. texture.baseWidth = width;
  16487. texture.baseHeight = height;
  16488. texture.width = width;
  16489. texture.height = height;
  16490. texture.isReady = true;
  16491. texture.samples = 1;
  16492. texture.generateMipMaps = generateMipMaps;
  16493. texture.samplingMode = samplingMode;
  16494. texture.type = type;
  16495. texture._generateDepthBuffer = generateDepthBuffer;
  16496. texture._generateStencilBuffer = generateStencilBuffer;
  16497. texture._attachments = attachments;
  16498. this._internalTexturesCache.push(texture);
  16499. }
  16500. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16501. // Depth texture
  16502. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16503. gl.activeTexture(gl.TEXTURE0);
  16504. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16505. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16506. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16507. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16508. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16509. gl.texImage2D(gl.TEXTURE_2D, 0, this.webGLVersion < 2 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
  16510. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16511. depthTexture._framebuffer = framebuffer;
  16512. depthTexture.baseWidth = width;
  16513. depthTexture.baseHeight = height;
  16514. depthTexture.width = width;
  16515. depthTexture.height = height;
  16516. depthTexture.isReady = true;
  16517. depthTexture.samples = 1;
  16518. depthTexture.generateMipMaps = generateMipMaps;
  16519. depthTexture.samplingMode = gl.NEAREST;
  16520. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16521. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16522. textures.push(depthTexture);
  16523. this._internalTexturesCache.push(depthTexture);
  16524. }
  16525. gl.drawBuffers(attachments);
  16526. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16527. this.bindUnboundFramebuffer(null);
  16528. this.resetTextureCache();
  16529. return textures;
  16530. };
  16531. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16532. if (samples === void 0) { samples = 1; }
  16533. var depthStencilBuffer = null;
  16534. var gl = this._gl;
  16535. // Create the depth/stencil buffer
  16536. if (generateStencilBuffer) {
  16537. depthStencilBuffer = gl.createRenderbuffer();
  16538. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16539. if (samples > 1) {
  16540. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16541. }
  16542. else {
  16543. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16544. }
  16545. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16546. }
  16547. else if (generateDepthBuffer) {
  16548. depthStencilBuffer = gl.createRenderbuffer();
  16549. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16550. if (samples > 1) {
  16551. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16552. }
  16553. else {
  16554. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16555. }
  16556. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16557. }
  16558. return depthStencilBuffer;
  16559. };
  16560. /**
  16561. * Updates the sample count of a render target texture
  16562. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16563. * @param texture defines the texture to update
  16564. * @param samples defines the sample count to set
  16565. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16566. */
  16567. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16568. if (this.webGLVersion < 2 || !texture) {
  16569. return 1;
  16570. }
  16571. if (texture.samples === samples) {
  16572. return samples;
  16573. }
  16574. var gl = this._gl;
  16575. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16576. // Dispose previous render buffers
  16577. if (texture._depthStencilBuffer) {
  16578. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16579. texture._depthStencilBuffer = null;
  16580. }
  16581. if (texture._MSAAFramebuffer) {
  16582. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16583. texture._MSAAFramebuffer = null;
  16584. }
  16585. if (texture._MSAARenderBuffer) {
  16586. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16587. texture._MSAARenderBuffer = null;
  16588. }
  16589. if (samples > 1) {
  16590. var framebuffer = gl.createFramebuffer();
  16591. if (!framebuffer) {
  16592. throw new Error("Unable to create multi sampled framebuffer");
  16593. }
  16594. texture._MSAAFramebuffer = framebuffer;
  16595. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16596. var colorRenderbuffer = gl.createRenderbuffer();
  16597. if (!colorRenderbuffer) {
  16598. throw new Error("Unable to create multi sampled framebuffer");
  16599. }
  16600. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16601. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16602. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16603. texture._MSAARenderBuffer = colorRenderbuffer;
  16604. }
  16605. else {
  16606. this.bindUnboundFramebuffer(texture._framebuffer);
  16607. }
  16608. texture.samples = samples;
  16609. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16610. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16611. this.bindUnboundFramebuffer(null);
  16612. return samples;
  16613. };
  16614. /**
  16615. * Update the sample count for a given multiple render target texture
  16616. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16617. * @param textures defines the textures to update
  16618. * @param samples defines the sample count to set
  16619. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16620. */
  16621. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16622. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16623. return 1;
  16624. }
  16625. if (textures[0].samples === samples) {
  16626. return samples;
  16627. }
  16628. var gl = this._gl;
  16629. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16630. // Dispose previous render buffers
  16631. if (textures[0]._depthStencilBuffer) {
  16632. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16633. textures[0]._depthStencilBuffer = null;
  16634. }
  16635. if (textures[0]._MSAAFramebuffer) {
  16636. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16637. textures[0]._MSAAFramebuffer = null;
  16638. }
  16639. for (var i = 0; i < textures.length; i++) {
  16640. if (textures[i]._MSAARenderBuffer) {
  16641. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16642. textures[i]._MSAARenderBuffer = null;
  16643. }
  16644. }
  16645. if (samples > 1) {
  16646. var framebuffer = gl.createFramebuffer();
  16647. if (!framebuffer) {
  16648. throw new Error("Unable to create multi sampled framebuffer");
  16649. }
  16650. this.bindUnboundFramebuffer(framebuffer);
  16651. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16652. var attachments = [];
  16653. for (var i = 0; i < textures.length; i++) {
  16654. var texture = textures[i];
  16655. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16656. var colorRenderbuffer = gl.createRenderbuffer();
  16657. if (!colorRenderbuffer) {
  16658. throw new Error("Unable to create multi sampled framebuffer");
  16659. }
  16660. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16661. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16662. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16663. texture._MSAAFramebuffer = framebuffer;
  16664. texture._MSAARenderBuffer = colorRenderbuffer;
  16665. texture.samples = samples;
  16666. texture._depthStencilBuffer = depthStencilBuffer;
  16667. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16668. attachments.push(attachment);
  16669. }
  16670. gl.drawBuffers(attachments);
  16671. }
  16672. else {
  16673. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16674. }
  16675. this.bindUnboundFramebuffer(null);
  16676. return samples;
  16677. };
  16678. /** @hidden */
  16679. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16680. if (faceIndex === void 0) { faceIndex = 0; }
  16681. if (lod === void 0) { lod = 0; }
  16682. var gl = this._gl;
  16683. var target = gl.TEXTURE_2D;
  16684. if (texture.isCube) {
  16685. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16686. }
  16687. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16688. };
  16689. /** @hidden */
  16690. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16691. if (faceIndex === void 0) { faceIndex = 0; }
  16692. if (lod === void 0) { lod = 0; }
  16693. var gl = this._gl;
  16694. var textureType = this._getWebGLTextureType(texture.type);
  16695. var format = this._getInternalFormat(texture.format);
  16696. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16697. this._unpackFlipY(texture.invertY);
  16698. var target = gl.TEXTURE_2D;
  16699. if (texture.isCube) {
  16700. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16701. }
  16702. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16703. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16704. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16705. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16706. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16707. };
  16708. /** @hidden */
  16709. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16710. if (faceIndex === void 0) { faceIndex = 0; }
  16711. if (lod === void 0) { lod = 0; }
  16712. var gl = this._gl;
  16713. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16714. this._bindTextureDirectly(bindTarget, texture, true);
  16715. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16716. this._bindTextureDirectly(bindTarget, null, true);
  16717. };
  16718. /** @hidden */
  16719. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16720. if (faceIndex === void 0) { faceIndex = 0; }
  16721. if (lod === void 0) { lod = 0; }
  16722. var gl = this._gl;
  16723. var textureType = this._getWebGLTextureType(texture.type);
  16724. var format = this._getInternalFormat(texture.format);
  16725. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16726. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16727. this._bindTextureDirectly(bindTarget, texture, true);
  16728. this._unpackFlipY(texture.invertY);
  16729. var target = gl.TEXTURE_2D;
  16730. if (texture.isCube) {
  16731. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16732. }
  16733. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16734. this._bindTextureDirectly(bindTarget, null, true);
  16735. };
  16736. /**
  16737. * Creates a new render target cube texture
  16738. * @param size defines the size of the texture
  16739. * @param options defines the options used to create the texture
  16740. * @returns a new render target cube texture stored in an InternalTexture
  16741. */
  16742. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16743. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16744. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16745. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16746. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16747. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16748. }
  16749. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16750. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16751. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16752. }
  16753. var gl = this._gl;
  16754. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16755. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16756. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16757. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16758. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16759. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16760. }
  16761. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16762. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16763. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16764. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16765. for (var face = 0; face < 6; face++) {
  16766. gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), size, size, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16767. }
  16768. // Create the framebuffer
  16769. var framebuffer = gl.createFramebuffer();
  16770. this.bindUnboundFramebuffer(framebuffer);
  16771. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16772. // MipMaps
  16773. if (fullOptions.generateMipMaps) {
  16774. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16775. }
  16776. // Unbind
  16777. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16778. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16779. this.bindUnboundFramebuffer(null);
  16780. texture._framebuffer = framebuffer;
  16781. texture.width = size;
  16782. texture.height = size;
  16783. texture.isReady = true;
  16784. texture.isCube = true;
  16785. texture.samples = 1;
  16786. texture.generateMipMaps = fullOptions.generateMipMaps;
  16787. texture.samplingMode = fullOptions.samplingMode;
  16788. texture.type = fullOptions.type;
  16789. texture.format = fullOptions.format;
  16790. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16791. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16792. this._internalTexturesCache.push(texture);
  16793. return texture;
  16794. };
  16795. /**
  16796. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16797. * @param rootUrl defines the url where the file to load is located
  16798. * @param scene defines the current scene
  16799. * @param lodScale defines scale to apply to the mip map selection
  16800. * @param lodOffset defines offset to apply to the mip map selection
  16801. * @param onLoad defines an optional callback raised when the texture is loaded
  16802. * @param onError defines an optional callback raised if there is an issue to load the texture
  16803. * @param format defines the format of the data
  16804. * @param forcedExtension defines the extension to use to pick the right loader
  16805. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16806. * @returns the cube texture as an InternalTexture
  16807. */
  16808. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16809. var _this = this;
  16810. if (onLoad === void 0) { onLoad = null; }
  16811. if (onError === void 0) { onError = null; }
  16812. if (forcedExtension === void 0) { forcedExtension = null; }
  16813. if (createPolynomials === void 0) { createPolynomials = true; }
  16814. var callback = function (loadData) {
  16815. if (!loadData) {
  16816. if (onLoad) {
  16817. onLoad(null);
  16818. }
  16819. return;
  16820. }
  16821. var texture = loadData.texture;
  16822. if (!createPolynomials) {
  16823. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16824. }
  16825. else if (loadData.info.sphericalPolynomial) {
  16826. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16827. }
  16828. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16829. if (_this._caps.textureLOD) {
  16830. // Do not add extra process if texture lod is supported.
  16831. if (onLoad) {
  16832. onLoad(texture);
  16833. }
  16834. return;
  16835. }
  16836. var mipSlices = 3;
  16837. var gl = _this._gl;
  16838. var width = loadData.width;
  16839. if (!width) {
  16840. return;
  16841. }
  16842. var textures = [];
  16843. for (var i = 0; i < mipSlices; i++) {
  16844. //compute LOD from even spacing in smoothness (matching shader calculation)
  16845. var smoothness = i / (mipSlices - 1);
  16846. var roughness = 1 - smoothness;
  16847. var minLODIndex = lodOffset; // roughness = 0
  16848. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16849. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16850. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16851. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16852. glTextureFromLod.type = texture.type;
  16853. glTextureFromLod.format = texture.format;
  16854. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16855. glTextureFromLod.height = glTextureFromLod.width;
  16856. glTextureFromLod.isCube = true;
  16857. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16858. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16859. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16860. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16861. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16862. if (loadData.isDDS) {
  16863. var info = loadData.info;
  16864. var data = loadData.data;
  16865. _this._unpackFlipY(info.isCompressed);
  16866. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16867. }
  16868. else {
  16869. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16870. }
  16871. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16872. // Wrap in a base texture for easy binding.
  16873. var lodTexture = new BABYLON.BaseTexture(scene);
  16874. lodTexture.isCube = true;
  16875. lodTexture._texture = glTextureFromLod;
  16876. glTextureFromLod.isReady = true;
  16877. textures.push(lodTexture);
  16878. }
  16879. texture._lodTextureHigh = textures[2];
  16880. texture._lodTextureMid = textures[1];
  16881. texture._lodTextureLow = textures[0];
  16882. if (onLoad) {
  16883. onLoad(texture);
  16884. }
  16885. };
  16886. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16887. };
  16888. /**
  16889. * Creates a cube texture
  16890. * @param rootUrl defines the url where the files to load is located
  16891. * @param scene defines the current scene
  16892. * @param files defines the list of files to load (1 per face)
  16893. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16894. * @param onLoad defines an optional callback raised when the texture is loaded
  16895. * @param onError defines an optional callback raised if there is an issue to load the texture
  16896. * @param format defines the format of the data
  16897. * @param forcedExtension defines the extension to use to pick the right loader
  16898. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16899. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16900. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16901. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16902. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16903. * @returns the cube texture as an InternalTexture
  16904. */
  16905. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16906. var _this = this;
  16907. if (onLoad === void 0) { onLoad = null; }
  16908. if (onError === void 0) { onError = null; }
  16909. if (forcedExtension === void 0) { forcedExtension = null; }
  16910. if (createPolynomials === void 0) { createPolynomials = false; }
  16911. if (lodScale === void 0) { lodScale = 0; }
  16912. if (lodOffset === void 0) { lodOffset = 0; }
  16913. if (fallback === void 0) { fallback = null; }
  16914. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16915. var gl = this._gl;
  16916. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16917. texture.isCube = true;
  16918. texture.url = rootUrl;
  16919. texture.generateMipMaps = !noMipmap;
  16920. texture._lodGenerationScale = lodScale;
  16921. texture._lodGenerationOffset = lodOffset;
  16922. if (!this._doNotHandleContextLost) {
  16923. texture._extension = forcedExtension;
  16924. texture._files = files;
  16925. }
  16926. var lastDot = rootUrl.lastIndexOf('.');
  16927. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16928. var loader = null;
  16929. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16930. var availableLoader = _a[_i];
  16931. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16932. loader = availableLoader;
  16933. break;
  16934. }
  16935. }
  16936. var onInternalError = function (request, exception) {
  16937. if (loader) {
  16938. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16939. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16940. if (fallbackUrl) {
  16941. excludeLoaders.push(loader);
  16942. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16943. return;
  16944. }
  16945. }
  16946. if (onError && request) {
  16947. onError(request.status + " " + request.statusText, exception);
  16948. }
  16949. };
  16950. if (loader) {
  16951. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16952. var onloaddata = function (data) {
  16953. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16954. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16955. };
  16956. if (files && files.length === 6) {
  16957. if (loader.supportCascades) {
  16958. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16959. }
  16960. else if (onError) {
  16961. onError("Textures type does not support cascades.");
  16962. }
  16963. }
  16964. else {
  16965. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16966. }
  16967. }
  16968. else {
  16969. if (!files) {
  16970. throw new Error("Cannot load cubemap because files were not defined");
  16971. }
  16972. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16973. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16974. var height = width;
  16975. _this._prepareWorkingCanvas();
  16976. if (!_this._workingCanvas || !_this._workingContext) {
  16977. return;
  16978. }
  16979. _this._workingCanvas.width = width;
  16980. _this._workingCanvas.height = height;
  16981. var faces = [
  16982. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16983. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16984. ];
  16985. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16986. _this._unpackFlipY(false);
  16987. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16988. for (var index = 0; index < faces.length; index++) {
  16989. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16990. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16991. }
  16992. if (!noMipmap) {
  16993. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16994. }
  16995. _this._setCubeMapTextureParams(!noMipmap);
  16996. texture.width = width;
  16997. texture.height = height;
  16998. texture.isReady = true;
  16999. if (format) {
  17000. texture.format = format;
  17001. }
  17002. texture.onLoadedObservable.notifyObservers(texture);
  17003. texture.onLoadedObservable.clear();
  17004. if (onLoad) {
  17005. onLoad();
  17006. }
  17007. }, files, onError);
  17008. }
  17009. this._internalTexturesCache.push(texture);
  17010. return texture;
  17011. };
  17012. /**
  17013. * @hidden
  17014. */
  17015. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  17016. var gl = this._gl;
  17017. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  17018. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  17019. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17020. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17021. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17022. // this.resetTextureCache();
  17023. };
  17024. /**
  17025. * Update a raw cube texture
  17026. * @param texture defines the texture to udpdate
  17027. * @param data defines the data to store
  17028. * @param format defines the data format
  17029. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  17030. * @param invertY defines if data must be stored with Y axis inverted
  17031. * @param compression defines the compression used (null by default)
  17032. * @param level defines which level of the texture to update
  17033. */
  17034. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17035. if (compression === void 0) { compression = null; }
  17036. if (level === void 0) { level = 0; }
  17037. texture._bufferViewArray = data;
  17038. texture.format = format;
  17039. texture.type = type;
  17040. texture.invertY = invertY;
  17041. texture._compression = compression;
  17042. var gl = this._gl;
  17043. var textureType = this._getWebGLTextureType(type);
  17044. var internalFormat = this._getInternalFormat(format);
  17045. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17046. var needConversion = false;
  17047. if (internalFormat === gl.RGB) {
  17048. internalFormat = gl.RGBA;
  17049. needConversion = true;
  17050. }
  17051. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17052. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17053. if (texture.width % 4 !== 0) {
  17054. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17055. }
  17056. // Data are known to be in +X +Y +Z -X -Y -Z
  17057. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17058. var faceData = data[faceIndex];
  17059. if (compression) {
  17060. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17061. }
  17062. else {
  17063. if (needConversion) {
  17064. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17065. }
  17066. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17067. }
  17068. }
  17069. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17070. if (isPot && texture.generateMipMaps && level === 0) {
  17071. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17072. }
  17073. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17074. // this.resetTextureCache();
  17075. texture.isReady = true;
  17076. };
  17077. /**
  17078. * Creates a new raw cube texture
  17079. * @param data defines the array of data to use to create each face
  17080. * @param size defines the size of the textures
  17081. * @param format defines the format of the data
  17082. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17083. * @param generateMipMaps defines if the engine should generate the mip levels
  17084. * @param invertY defines if data must be stored with Y axis inverted
  17085. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17086. * @param compression defines the compression used (null by default)
  17087. * @returns the cube texture as an InternalTexture
  17088. */
  17089. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17090. if (compression === void 0) { compression = null; }
  17091. var gl = this._gl;
  17092. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17093. texture.isCube = true;
  17094. texture.format = format;
  17095. texture.type = type;
  17096. if (!this._doNotHandleContextLost) {
  17097. texture._bufferViewArray = data;
  17098. }
  17099. var textureType = this._getWebGLTextureType(type);
  17100. var internalFormat = this._getInternalFormat(format);
  17101. if (internalFormat === gl.RGB) {
  17102. internalFormat = gl.RGBA;
  17103. }
  17104. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17105. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17106. generateMipMaps = false;
  17107. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17108. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17109. }
  17110. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17111. generateMipMaps = false;
  17112. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17113. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17114. }
  17115. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17116. generateMipMaps = false;
  17117. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17118. }
  17119. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17120. generateMipMaps = false;
  17121. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17122. }
  17123. var width = size;
  17124. var height = width;
  17125. texture.width = width;
  17126. texture.height = height;
  17127. // Double check on POT to generate Mips.
  17128. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17129. if (!isPot) {
  17130. generateMipMaps = false;
  17131. }
  17132. // Upload data if needed. The texture won't be ready until then.
  17133. if (data) {
  17134. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17135. }
  17136. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17137. // Filters
  17138. if (data && generateMipMaps) {
  17139. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17140. }
  17141. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17142. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17143. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17144. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17145. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17146. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17147. texture.generateMipMaps = generateMipMaps;
  17148. return texture;
  17149. };
  17150. /**
  17151. * Creates a new raw cube texture from a specified url
  17152. * @param url defines the url where the data is located
  17153. * @param scene defines the current scene
  17154. * @param size defines the size of the textures
  17155. * @param format defines the format of the data
  17156. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17157. * @param noMipmap defines if the engine should avoid generating the mip levels
  17158. * @param callback defines a callback used to extract texture data from loaded data
  17159. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17160. * @param onLoad defines a callback called when texture is loaded
  17161. * @param onError defines a callback called if there is an error
  17162. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17163. * @param invertY defines if data must be stored with Y axis inverted
  17164. * @returns the cube texture as an InternalTexture
  17165. */
  17166. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17167. var _this = this;
  17168. if (onLoad === void 0) { onLoad = null; }
  17169. if (onError === void 0) { onError = null; }
  17170. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17171. if (invertY === void 0) { invertY = false; }
  17172. var gl = this._gl;
  17173. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17174. scene._addPendingData(texture);
  17175. texture.url = url;
  17176. this._internalTexturesCache.push(texture);
  17177. var onerror = function (request, exception) {
  17178. scene._removePendingData(texture);
  17179. if (onError && request) {
  17180. onError(request.status + " " + request.statusText, exception);
  17181. }
  17182. };
  17183. var internalCallback = function (data) {
  17184. var width = texture.width;
  17185. var faceDataArrays = callback(data);
  17186. if (!faceDataArrays) {
  17187. return;
  17188. }
  17189. if (mipmapGenerator) {
  17190. var textureType = _this._getWebGLTextureType(type);
  17191. var internalFormat = _this._getInternalFormat(format);
  17192. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17193. var needConversion = false;
  17194. if (internalFormat === gl.RGB) {
  17195. internalFormat = gl.RGBA;
  17196. needConversion = true;
  17197. }
  17198. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17199. _this._unpackFlipY(false);
  17200. var mipData = mipmapGenerator(faceDataArrays);
  17201. for (var level = 0; level < mipData.length; level++) {
  17202. var mipSize = width >> level;
  17203. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17204. var mipFaceData = mipData[level][faceIndex];
  17205. if (needConversion) {
  17206. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17207. }
  17208. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17209. }
  17210. }
  17211. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17212. }
  17213. else {
  17214. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17215. }
  17216. texture.isReady = true;
  17217. // this.resetTextureCache();
  17218. scene._removePendingData(texture);
  17219. if (onLoad) {
  17220. onLoad();
  17221. }
  17222. };
  17223. this._loadFile(url, function (data) {
  17224. internalCallback(data);
  17225. }, undefined, scene.offlineProvider, true, onerror);
  17226. return texture;
  17227. };
  17228. /**
  17229. * Update a raw 3D texture
  17230. * @param texture defines the texture to update
  17231. * @param data defines the data to store
  17232. * @param format defines the data format
  17233. * @param invertY defines if data must be stored with Y axis inverted
  17234. * @param compression defines the used compression (can be null)
  17235. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17236. */
  17237. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17238. if (compression === void 0) { compression = null; }
  17239. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17240. var internalType = this._getWebGLTextureType(textureType);
  17241. var internalFormat = this._getInternalFormat(format);
  17242. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17243. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17244. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17245. if (!this._doNotHandleContextLost) {
  17246. texture._bufferView = data;
  17247. texture.format = format;
  17248. texture.invertY = invertY;
  17249. texture._compression = compression;
  17250. }
  17251. if (texture.width % 4 !== 0) {
  17252. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17253. }
  17254. if (compression && data) {
  17255. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17256. }
  17257. else {
  17258. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17259. }
  17260. if (texture.generateMipMaps) {
  17261. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17262. }
  17263. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17264. // this.resetTextureCache();
  17265. texture.isReady = true;
  17266. };
  17267. /**
  17268. * Creates a new raw 3D texture
  17269. * @param data defines the data used to create the texture
  17270. * @param width defines the width of the texture
  17271. * @param height defines the height of the texture
  17272. * @param depth defines the depth of the texture
  17273. * @param format defines the format of the texture
  17274. * @param generateMipMaps defines if the engine must generate mip levels
  17275. * @param invertY defines if data must be stored with Y axis inverted
  17276. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17277. * @param compression defines the compressed used (can be null)
  17278. * @param textureType defines the compressed used (can be null)
  17279. * @returns a new raw 3D texture (stored in an InternalTexture)
  17280. */
  17281. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17282. if (compression === void 0) { compression = null; }
  17283. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17284. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17285. texture.baseWidth = width;
  17286. texture.baseHeight = height;
  17287. texture.baseDepth = depth;
  17288. texture.width = width;
  17289. texture.height = height;
  17290. texture.depth = depth;
  17291. texture.format = format;
  17292. texture.type = textureType;
  17293. texture.generateMipMaps = generateMipMaps;
  17294. texture.samplingMode = samplingMode;
  17295. texture.is3D = true;
  17296. if (!this._doNotHandleContextLost) {
  17297. texture._bufferView = data;
  17298. }
  17299. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17300. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17301. // Filters
  17302. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17303. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17304. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17305. if (generateMipMaps) {
  17306. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17307. }
  17308. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17309. this._internalTexturesCache.push(texture);
  17310. return texture;
  17311. };
  17312. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17313. var gl = this._gl;
  17314. if (!gl) {
  17315. return;
  17316. }
  17317. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17318. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17319. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17320. if (!noMipmap && !isCompressed) {
  17321. gl.generateMipmap(gl.TEXTURE_2D);
  17322. }
  17323. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17324. // this.resetTextureCache();
  17325. if (scene) {
  17326. scene._removePendingData(texture);
  17327. }
  17328. texture.onLoadedObservable.notifyObservers(texture);
  17329. texture.onLoadedObservable.clear();
  17330. };
  17331. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17332. var _this = this;
  17333. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17334. var maxTextureSize = this.getCaps().maxTextureSize;
  17335. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17336. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17337. var gl = this._gl;
  17338. if (!gl) {
  17339. return;
  17340. }
  17341. if (!texture._webGLTexture) {
  17342. // this.resetTextureCache();
  17343. if (scene) {
  17344. scene._removePendingData(texture);
  17345. }
  17346. return;
  17347. }
  17348. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17349. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17350. texture.baseWidth = width;
  17351. texture.baseHeight = height;
  17352. texture.width = potWidth;
  17353. texture.height = potHeight;
  17354. texture.isReady = true;
  17355. if (processFunction(potWidth, potHeight, function () {
  17356. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17357. })) {
  17358. // Returning as texture needs extra async steps
  17359. return;
  17360. }
  17361. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17362. };
  17363. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17364. // Create new RGBA data container.
  17365. var rgbaData;
  17366. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17367. rgbaData = new Float32Array(width * height * 4);
  17368. }
  17369. else {
  17370. rgbaData = new Uint32Array(width * height * 4);
  17371. }
  17372. // Convert each pixel.
  17373. for (var x = 0; x < width; x++) {
  17374. for (var y = 0; y < height; y++) {
  17375. var index = (y * width + x) * 3;
  17376. var newIndex = (y * width + x) * 4;
  17377. // Map Old Value to new value.
  17378. rgbaData[newIndex + 0] = rgbData[index + 0];
  17379. rgbaData[newIndex + 1] = rgbData[index + 1];
  17380. rgbaData[newIndex + 2] = rgbData[index + 2];
  17381. // Add fully opaque alpha channel.
  17382. rgbaData[newIndex + 3] = 1;
  17383. }
  17384. }
  17385. return rgbaData;
  17386. };
  17387. /** @hidden */
  17388. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17389. var gl = this._gl;
  17390. if (texture._framebuffer) {
  17391. gl.deleteFramebuffer(texture._framebuffer);
  17392. texture._framebuffer = null;
  17393. }
  17394. if (texture._depthStencilBuffer) {
  17395. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17396. texture._depthStencilBuffer = null;
  17397. }
  17398. if (texture._MSAAFramebuffer) {
  17399. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17400. texture._MSAAFramebuffer = null;
  17401. }
  17402. if (texture._MSAARenderBuffer) {
  17403. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17404. texture._MSAARenderBuffer = null;
  17405. }
  17406. };
  17407. /** @hidden */
  17408. Engine.prototype._releaseTexture = function (texture) {
  17409. var gl = this._gl;
  17410. this._releaseFramebufferObjects(texture);
  17411. gl.deleteTexture(texture._webGLTexture);
  17412. // Unbind channels
  17413. this.unbindAllTextures();
  17414. var index = this._internalTexturesCache.indexOf(texture);
  17415. if (index !== -1) {
  17416. this._internalTexturesCache.splice(index, 1);
  17417. }
  17418. // Integrated fixed lod samplers.
  17419. if (texture._lodTextureHigh) {
  17420. texture._lodTextureHigh.dispose();
  17421. }
  17422. if (texture._lodTextureMid) {
  17423. texture._lodTextureMid.dispose();
  17424. }
  17425. if (texture._lodTextureLow) {
  17426. texture._lodTextureLow.dispose();
  17427. }
  17428. // Set output texture of post process to null if the texture has been released/disposed
  17429. this.scenes.forEach(function (scene) {
  17430. scene.postProcesses.forEach(function (postProcess) {
  17431. if (postProcess._outputTexture == texture) {
  17432. postProcess._outputTexture = null;
  17433. }
  17434. });
  17435. scene.cameras.forEach(function (camera) {
  17436. camera._postProcesses.forEach(function (postProcess) {
  17437. if (postProcess) {
  17438. if (postProcess._outputTexture == texture) {
  17439. postProcess._outputTexture = null;
  17440. }
  17441. }
  17442. });
  17443. });
  17444. });
  17445. };
  17446. Engine.prototype.setProgram = function (program) {
  17447. if (this._currentProgram !== program) {
  17448. this._gl.useProgram(program);
  17449. this._currentProgram = program;
  17450. }
  17451. };
  17452. /**
  17453. * Binds an effect to the webGL context
  17454. * @param effect defines the effect to bind
  17455. */
  17456. Engine.prototype.bindSamplers = function (effect) {
  17457. this.setProgram(effect.getProgram());
  17458. var samplers = effect.getSamplers();
  17459. for (var index = 0; index < samplers.length; index++) {
  17460. var uniform = effect.getUniform(samplers[index]);
  17461. if (uniform) {
  17462. this._boundUniforms[index] = uniform;
  17463. }
  17464. }
  17465. this._currentEffect = null;
  17466. };
  17467. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17468. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17469. return;
  17470. }
  17471. // Remove
  17472. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17473. // Bind last to it
  17474. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17475. // Bind to dummy
  17476. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17477. };
  17478. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17479. if (!internalTexture) {
  17480. return -1;
  17481. }
  17482. internalTexture._initialSlot = channel;
  17483. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17484. if (channel !== internalTexture._designatedSlot) {
  17485. this._textureCollisions.addCount(1, false);
  17486. }
  17487. }
  17488. else {
  17489. if (channel !== internalTexture._designatedSlot) {
  17490. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17491. return internalTexture._designatedSlot;
  17492. }
  17493. else {
  17494. // No slot for this texture, let's pick a new one (if we find a free slot)
  17495. if (this._nextFreeTextureSlots.length) {
  17496. return this._nextFreeTextureSlots[0];
  17497. }
  17498. // We need to recycle the oldest bound texture, sorry.
  17499. this._textureCollisions.addCount(1, false);
  17500. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17501. }
  17502. }
  17503. }
  17504. return channel;
  17505. };
  17506. Engine.prototype._linkTrackers = function (previous, next) {
  17507. previous.next = next;
  17508. next.previous = previous;
  17509. };
  17510. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17511. var currentSlot = internalTexture._designatedSlot;
  17512. if (currentSlot === -1) {
  17513. return -1;
  17514. }
  17515. internalTexture._designatedSlot = -1;
  17516. if (this.disableTextureBindingOptimization) {
  17517. return -1;
  17518. }
  17519. // Remove from bound list
  17520. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17521. // Free the slot
  17522. this._boundTexturesCache[currentSlot] = null;
  17523. this._nextFreeTextureSlots.push(currentSlot);
  17524. return currentSlot;
  17525. };
  17526. Engine.prototype._activateCurrentTexture = function () {
  17527. if (this._currentTextureChannel !== this._activeChannel) {
  17528. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17529. this._currentTextureChannel = this._activeChannel;
  17530. }
  17531. };
  17532. /** @hidden */
  17533. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17534. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17535. if (force === void 0) { force = false; }
  17536. var wasPreviouslyBound = false;
  17537. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17538. this._activeChannel = texture._designatedSlot;
  17539. }
  17540. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17541. var isTextureForRendering = texture && texture._initialSlot > -1;
  17542. if (currentTextureBound !== texture || force) {
  17543. if (currentTextureBound) {
  17544. this._removeDesignatedSlot(currentTextureBound);
  17545. }
  17546. this._activateCurrentTexture();
  17547. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17548. this._boundTexturesCache[this._activeChannel] = texture;
  17549. if (texture) {
  17550. if (!this.disableTextureBindingOptimization) {
  17551. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17552. if (slotIndex > -1) {
  17553. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17554. }
  17555. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17556. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17557. }
  17558. texture._designatedSlot = this._activeChannel;
  17559. }
  17560. }
  17561. else if (forTextureDataUpdate) {
  17562. wasPreviouslyBound = true;
  17563. this._activateCurrentTexture();
  17564. }
  17565. if (isTextureForRendering && !forTextureDataUpdate) {
  17566. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17567. }
  17568. return wasPreviouslyBound;
  17569. };
  17570. /** @hidden */
  17571. Engine.prototype._bindTexture = function (channel, texture) {
  17572. if (channel < 0) {
  17573. return;
  17574. }
  17575. if (texture) {
  17576. channel = this._getCorrectTextureChannel(channel, texture);
  17577. }
  17578. this._activeChannel = channel;
  17579. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17580. };
  17581. /**
  17582. * Sets a texture to the webGL context from a postprocess
  17583. * @param channel defines the channel to use
  17584. * @param postProcess defines the source postprocess
  17585. */
  17586. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17587. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17588. };
  17589. /**
  17590. * Binds the output of the passed in post process to the texture channel specified
  17591. * @param channel The channel the texture should be bound to
  17592. * @param postProcess The post process which's output should be bound
  17593. */
  17594. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17595. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17596. };
  17597. /**
  17598. * Unbind all textures from the webGL context
  17599. */
  17600. Engine.prototype.unbindAllTextures = function () {
  17601. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17602. this._activeChannel = channel;
  17603. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17604. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17605. if (this.webGLVersion > 1) {
  17606. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17607. }
  17608. }
  17609. };
  17610. /**
  17611. * Sets a texture to the according uniform.
  17612. * @param channel The texture channel
  17613. * @param uniform The uniform to set
  17614. * @param texture The texture to apply
  17615. */
  17616. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17617. if (channel < 0) {
  17618. return;
  17619. }
  17620. if (uniform) {
  17621. this._boundUniforms[channel] = uniform;
  17622. }
  17623. this._setTexture(channel, texture);
  17624. };
  17625. /**
  17626. * Sets a depth stencil texture from a render target to the according uniform.
  17627. * @param channel The texture channel
  17628. * @param uniform The uniform to set
  17629. * @param texture The render target texture containing the depth stencil texture to apply
  17630. */
  17631. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17632. if (channel < 0) {
  17633. return;
  17634. }
  17635. if (uniform) {
  17636. this._boundUniforms[channel] = uniform;
  17637. }
  17638. if (!texture || !texture.depthStencilTexture) {
  17639. this._setTexture(channel, null);
  17640. }
  17641. else {
  17642. this._setTexture(channel, texture, false, true);
  17643. }
  17644. };
  17645. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17646. var uniform = this._boundUniforms[sourceSlot];
  17647. if (uniform._currentState === destination) {
  17648. return;
  17649. }
  17650. this._gl.uniform1i(uniform, destination);
  17651. uniform._currentState = destination;
  17652. };
  17653. Engine.prototype._getTextureWrapMode = function (mode) {
  17654. switch (mode) {
  17655. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17656. return this._gl.REPEAT;
  17657. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17658. return this._gl.CLAMP_TO_EDGE;
  17659. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17660. return this._gl.MIRRORED_REPEAT;
  17661. }
  17662. return this._gl.REPEAT;
  17663. };
  17664. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17665. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17666. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17667. // Not ready?
  17668. if (!texture) {
  17669. if (this._boundTexturesCache[channel] != null) {
  17670. this._activeChannel = channel;
  17671. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17672. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17673. if (this.webGLVersion > 1) {
  17674. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17675. }
  17676. }
  17677. return false;
  17678. }
  17679. // Video
  17680. if (texture.video) {
  17681. this._activeChannel = channel;
  17682. texture.update();
  17683. }
  17684. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17685. texture.delayLoad();
  17686. return false;
  17687. }
  17688. var internalTexture;
  17689. if (depthStencilTexture) {
  17690. internalTexture = texture.depthStencilTexture;
  17691. }
  17692. else if (texture.isReady()) {
  17693. internalTexture = texture.getInternalTexture();
  17694. }
  17695. else if (texture.isCube) {
  17696. internalTexture = this.emptyCubeTexture;
  17697. }
  17698. else if (texture.is3D) {
  17699. internalTexture = this.emptyTexture3D;
  17700. }
  17701. else {
  17702. internalTexture = this.emptyTexture;
  17703. }
  17704. if (!isPartOfTextureArray) {
  17705. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17706. }
  17707. var needToBind = true;
  17708. if (this._boundTexturesCache[channel] === internalTexture) {
  17709. this._moveBoundTextureOnTop(internalTexture);
  17710. if (!isPartOfTextureArray) {
  17711. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17712. }
  17713. needToBind = false;
  17714. }
  17715. this._activeChannel = channel;
  17716. if (internalTexture && internalTexture.is3D) {
  17717. if (needToBind) {
  17718. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17719. }
  17720. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17721. internalTexture._cachedWrapU = texture.wrapU;
  17722. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17723. }
  17724. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17725. internalTexture._cachedWrapV = texture.wrapV;
  17726. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17727. }
  17728. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17729. internalTexture._cachedWrapR = texture.wrapR;
  17730. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17731. }
  17732. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17733. }
  17734. else if (internalTexture && internalTexture.isCube) {
  17735. if (needToBind) {
  17736. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17737. }
  17738. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17739. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17740. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17741. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17742. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17743. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17744. }
  17745. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17746. }
  17747. else {
  17748. if (needToBind) {
  17749. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17750. }
  17751. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17752. internalTexture._cachedWrapU = texture.wrapU;
  17753. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17754. }
  17755. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17756. internalTexture._cachedWrapV = texture.wrapV;
  17757. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17758. }
  17759. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17760. }
  17761. return true;
  17762. };
  17763. /**
  17764. * Sets an array of texture to the webGL context
  17765. * @param channel defines the channel where the texture array must be set
  17766. * @param uniform defines the associated uniform location
  17767. * @param textures defines the array of textures to bind
  17768. */
  17769. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17770. if (channel < 0 || !uniform) {
  17771. return;
  17772. }
  17773. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17774. this._textureUnits = new Int32Array(textures.length);
  17775. }
  17776. for (var i = 0; i < textures.length; i++) {
  17777. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17778. }
  17779. this._gl.uniform1iv(uniform, this._textureUnits);
  17780. for (var index = 0; index < textures.length; index++) {
  17781. this._setTexture(this._textureUnits[index], textures[index], true);
  17782. }
  17783. };
  17784. /** @hidden */
  17785. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17786. var internalTexture = texture.getInternalTexture();
  17787. if (!internalTexture) {
  17788. return;
  17789. }
  17790. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17791. var value = texture.anisotropicFilteringLevel;
  17792. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17793. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17794. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17795. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17796. }
  17797. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17798. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17799. internalTexture._cachedAnisotropicFilteringLevel = value;
  17800. }
  17801. };
  17802. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17803. this._bindTextureDirectly(target, texture, true, true);
  17804. this._gl.texParameterf(target, parameter, value);
  17805. };
  17806. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17807. if (texture) {
  17808. this._bindTextureDirectly(target, texture, true, true);
  17809. }
  17810. this._gl.texParameteri(target, parameter, value);
  17811. };
  17812. /**
  17813. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17814. * @param x defines the x coordinate of the rectangle where pixels must be read
  17815. * @param y defines the y coordinate of the rectangle where pixels must be read
  17816. * @param width defines the width of the rectangle where pixels must be read
  17817. * @param height defines the height of the rectangle where pixels must be read
  17818. * @returns a Uint8Array containing RGBA colors
  17819. */
  17820. Engine.prototype.readPixels = function (x, y, width, height) {
  17821. var data = new Uint8Array(height * width * 4);
  17822. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17823. return data;
  17824. };
  17825. /**
  17826. * Add an externaly attached data from its key.
  17827. * This method call will fail and return false, if such key already exists.
  17828. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17829. * @param key the unique key that identifies the data
  17830. * @param data the data object to associate to the key for this Engine instance
  17831. * @return true if no such key were already present and the data was added successfully, false otherwise
  17832. */
  17833. Engine.prototype.addExternalData = function (key, data) {
  17834. if (!this._externalData) {
  17835. this._externalData = new BABYLON.StringDictionary();
  17836. }
  17837. return this._externalData.add(key, data);
  17838. };
  17839. /**
  17840. * Get an externaly attached data from its key
  17841. * @param key the unique key that identifies the data
  17842. * @return the associated data, if present (can be null), or undefined if not present
  17843. */
  17844. Engine.prototype.getExternalData = function (key) {
  17845. if (!this._externalData) {
  17846. this._externalData = new BABYLON.StringDictionary();
  17847. }
  17848. return this._externalData.get(key);
  17849. };
  17850. /**
  17851. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17852. * @param key the unique key that identifies the data
  17853. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17854. * @return the associated data, can be null if the factory returned null.
  17855. */
  17856. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17857. if (!this._externalData) {
  17858. this._externalData = new BABYLON.StringDictionary();
  17859. }
  17860. return this._externalData.getOrAddWithFactory(key, factory);
  17861. };
  17862. /**
  17863. * Remove an externaly attached data from the Engine instance
  17864. * @param key the unique key that identifies the data
  17865. * @return true if the data was successfully removed, false if it doesn't exist
  17866. */
  17867. Engine.prototype.removeExternalData = function (key) {
  17868. if (!this._externalData) {
  17869. this._externalData = new BABYLON.StringDictionary();
  17870. }
  17871. return this._externalData.remove(key);
  17872. };
  17873. /**
  17874. * Unbind all vertex attributes from the webGL context
  17875. */
  17876. Engine.prototype.unbindAllAttributes = function () {
  17877. if (this._mustWipeVertexAttributes) {
  17878. this._mustWipeVertexAttributes = false;
  17879. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17880. this._gl.disableVertexAttribArray(i);
  17881. this._vertexAttribArraysEnabled[i] = false;
  17882. this._currentBufferPointers[i].active = false;
  17883. }
  17884. return;
  17885. }
  17886. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17887. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17888. continue;
  17889. }
  17890. this._gl.disableVertexAttribArray(i);
  17891. this._vertexAttribArraysEnabled[i] = false;
  17892. this._currentBufferPointers[i].active = false;
  17893. }
  17894. };
  17895. /**
  17896. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  17897. */
  17898. Engine.prototype.releaseEffects = function () {
  17899. for (var name in this._compiledEffects) {
  17900. this._deleteProgram(this._compiledEffects[name]._program);
  17901. }
  17902. this._compiledEffects = {};
  17903. };
  17904. /**
  17905. * Dispose and release all associated resources
  17906. */
  17907. Engine.prototype.dispose = function () {
  17908. this.hideLoadingUI();
  17909. this.stopRenderLoop();
  17910. this.onNewSceneAddedObservable.clear();
  17911. // Release postProcesses
  17912. while (this.postProcesses.length) {
  17913. this.postProcesses[0].dispose();
  17914. }
  17915. // Empty texture
  17916. if (this._emptyTexture) {
  17917. this._releaseTexture(this._emptyTexture);
  17918. this._emptyTexture = null;
  17919. }
  17920. if (this._emptyCubeTexture) {
  17921. this._releaseTexture(this._emptyCubeTexture);
  17922. this._emptyCubeTexture = null;
  17923. }
  17924. // Rescale PP
  17925. if (this._rescalePostProcess) {
  17926. this._rescalePostProcess.dispose();
  17927. }
  17928. // Release scenes
  17929. while (this.scenes.length) {
  17930. this.scenes[0].dispose();
  17931. }
  17932. // Release audio engine
  17933. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17934. Engine.audioEngine.dispose();
  17935. }
  17936. // Release effects
  17937. this.releaseEffects();
  17938. // Unbind
  17939. this.unbindAllAttributes();
  17940. this._boundUniforms = [];
  17941. if (this._dummyFramebuffer) {
  17942. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17943. }
  17944. //WebVR
  17945. this.disableVR();
  17946. // Events
  17947. if (BABYLON.Tools.IsWindowObjectExist()) {
  17948. window.removeEventListener("blur", this._onBlur);
  17949. window.removeEventListener("focus", this._onFocus);
  17950. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17951. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17952. if (this._renderingCanvas) {
  17953. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17954. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17955. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17956. if (!this._doNotHandleContextLost) {
  17957. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17958. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17959. }
  17960. }
  17961. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17962. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17963. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17964. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17965. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17966. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17967. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17968. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17969. if (this._onVrDisplayConnect) {
  17970. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17971. if (this._onVrDisplayDisconnect) {
  17972. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17973. }
  17974. if (this._onVrDisplayPresentChange) {
  17975. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17976. }
  17977. this._onVrDisplayConnect = null;
  17978. this._onVrDisplayDisconnect = null;
  17979. }
  17980. }
  17981. // Remove from Instances
  17982. var index = Engine.Instances.indexOf(this);
  17983. if (index >= 0) {
  17984. Engine.Instances.splice(index, 1);
  17985. }
  17986. this._workingCanvas = null;
  17987. this._workingContext = null;
  17988. this._currentBufferPointers = [];
  17989. this._renderingCanvas = null;
  17990. this._currentProgram = null;
  17991. this._bindedRenderFunction = null;
  17992. this.onResizeObservable.clear();
  17993. this.onCanvasBlurObservable.clear();
  17994. this.onCanvasFocusObservable.clear();
  17995. this.onCanvasPointerOutObservable.clear();
  17996. this.onBeginFrameObservable.clear();
  17997. this.onEndFrameObservable.clear();
  17998. BABYLON.Effect.ResetCache();
  17999. // Abort active requests
  18000. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  18001. var request = _a[_i];
  18002. request.abort();
  18003. }
  18004. };
  18005. // Loading screen
  18006. /**
  18007. * Display the loading screen
  18008. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18009. */
  18010. Engine.prototype.displayLoadingUI = function () {
  18011. if (!BABYLON.Tools.IsWindowObjectExist()) {
  18012. return;
  18013. }
  18014. var loadingScreen = this.loadingScreen;
  18015. if (loadingScreen) {
  18016. loadingScreen.displayLoadingUI();
  18017. }
  18018. };
  18019. /**
  18020. * Hide the loading screen
  18021. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18022. */
  18023. Engine.prototype.hideLoadingUI = function () {
  18024. if (!BABYLON.Tools.IsWindowObjectExist()) {
  18025. return;
  18026. }
  18027. var loadingScreen = this.loadingScreen;
  18028. if (loadingScreen) {
  18029. loadingScreen.hideLoadingUI();
  18030. }
  18031. };
  18032. Object.defineProperty(Engine.prototype, "loadingScreen", {
  18033. /**
  18034. * Gets the current loading screen object
  18035. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18036. */
  18037. get: function () {
  18038. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18039. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18040. }
  18041. return this._loadingScreen;
  18042. },
  18043. /**
  18044. * Sets the current loading screen object
  18045. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18046. */
  18047. set: function (loadingScreen) {
  18048. this._loadingScreen = loadingScreen;
  18049. },
  18050. enumerable: true,
  18051. configurable: true
  18052. });
  18053. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18054. /**
  18055. * Sets the current loading screen text
  18056. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18057. */
  18058. set: function (text) {
  18059. this.loadingScreen.loadingUIText = text;
  18060. },
  18061. enumerable: true,
  18062. configurable: true
  18063. });
  18064. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18065. /**
  18066. * Sets the current loading screen background color
  18067. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18068. */
  18069. set: function (color) {
  18070. this.loadingScreen.loadingUIBackgroundColor = color;
  18071. },
  18072. enumerable: true,
  18073. configurable: true
  18074. });
  18075. /**
  18076. * Attach a new callback raised when context lost event is fired
  18077. * @param callback defines the callback to call
  18078. */
  18079. Engine.prototype.attachContextLostEvent = function (callback) {
  18080. if (this._renderingCanvas) {
  18081. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18082. }
  18083. };
  18084. /**
  18085. * Attach a new callback raised when context restored event is fired
  18086. * @param callback defines the callback to call
  18087. */
  18088. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18089. if (this._renderingCanvas) {
  18090. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18091. }
  18092. };
  18093. /**
  18094. * Gets the source code of the vertex shader associated with a specific webGL program
  18095. * @param program defines the program to use
  18096. * @returns a string containing the source code of the vertex shader associated with the program
  18097. */
  18098. Engine.prototype.getVertexShaderSource = function (program) {
  18099. var shaders = this._gl.getAttachedShaders(program);
  18100. if (!shaders) {
  18101. return null;
  18102. }
  18103. return this._gl.getShaderSource(shaders[0]);
  18104. };
  18105. /**
  18106. * Gets the source code of the fragment shader associated with a specific webGL program
  18107. * @param program defines the program to use
  18108. * @returns a string containing the source code of the fragment shader associated with the program
  18109. */
  18110. Engine.prototype.getFragmentShaderSource = function (program) {
  18111. var shaders = this._gl.getAttachedShaders(program);
  18112. if (!shaders) {
  18113. return null;
  18114. }
  18115. return this._gl.getShaderSource(shaders[1]);
  18116. };
  18117. /**
  18118. * Get the current error code of the webGL context
  18119. * @returns the error code
  18120. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18121. */
  18122. Engine.prototype.getError = function () {
  18123. return this._gl.getError();
  18124. };
  18125. // FPS
  18126. /**
  18127. * Gets the current framerate
  18128. * @returns a number representing the framerate
  18129. */
  18130. Engine.prototype.getFps = function () {
  18131. return this._fps;
  18132. };
  18133. /**
  18134. * Gets the time spent between current and previous frame
  18135. * @returns a number representing the delta time in ms
  18136. */
  18137. Engine.prototype.getDeltaTime = function () {
  18138. return this._deltaTime;
  18139. };
  18140. Engine.prototype._measureFps = function () {
  18141. this._performanceMonitor.sampleFrame();
  18142. this._fps = this._performanceMonitor.averageFPS;
  18143. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18144. };
  18145. /** @hidden */
  18146. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18147. if (faceIndex === void 0) { faceIndex = -1; }
  18148. if (level === void 0) { level = 0; }
  18149. if (buffer === void 0) { buffer = null; }
  18150. var gl = this._gl;
  18151. if (!this._dummyFramebuffer) {
  18152. var dummy = gl.createFramebuffer();
  18153. if (!dummy) {
  18154. throw new Error("Unable to create dummy framebuffer");
  18155. }
  18156. this._dummyFramebuffer = dummy;
  18157. }
  18158. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18159. if (faceIndex > -1) {
  18160. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18161. }
  18162. else {
  18163. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18164. }
  18165. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18166. switch (readType) {
  18167. case gl.UNSIGNED_BYTE:
  18168. if (!buffer) {
  18169. buffer = new Uint8Array(4 * width * height);
  18170. }
  18171. readType = gl.UNSIGNED_BYTE;
  18172. break;
  18173. default:
  18174. if (!buffer) {
  18175. buffer = new Float32Array(4 * width * height);
  18176. }
  18177. readType = gl.FLOAT;
  18178. break;
  18179. }
  18180. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18181. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18182. return buffer;
  18183. };
  18184. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18185. if (this._webGLVersion > 1) {
  18186. return this._caps.colorBufferFloat;
  18187. }
  18188. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18189. };
  18190. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18191. if (this._webGLVersion > 1) {
  18192. return this._caps.colorBufferFloat;
  18193. }
  18194. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18195. };
  18196. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18197. Engine.prototype._canRenderToFramebuffer = function (type) {
  18198. var gl = this._gl;
  18199. //clear existing errors
  18200. while (gl.getError() !== gl.NO_ERROR) { }
  18201. var successful = true;
  18202. var texture = gl.createTexture();
  18203. gl.bindTexture(gl.TEXTURE_2D, texture);
  18204. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18205. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18206. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18207. var fb = gl.createFramebuffer();
  18208. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18209. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18210. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18211. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18212. successful = successful && (gl.getError() === gl.NO_ERROR);
  18213. //try render by clearing frame buffer's color buffer
  18214. if (successful) {
  18215. gl.clear(gl.COLOR_BUFFER_BIT);
  18216. successful = successful && (gl.getError() === gl.NO_ERROR);
  18217. }
  18218. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18219. if (successful) {
  18220. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18221. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18222. var readFormat = gl.RGBA;
  18223. var readType = gl.UNSIGNED_BYTE;
  18224. var buffer = new Uint8Array(4);
  18225. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18226. successful = successful && (gl.getError() === gl.NO_ERROR);
  18227. }
  18228. //clean up
  18229. gl.deleteTexture(texture);
  18230. gl.deleteFramebuffer(fb);
  18231. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18232. //clear accumulated errors
  18233. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18234. return successful;
  18235. };
  18236. /** @hidden */
  18237. Engine.prototype._getWebGLTextureType = function (type) {
  18238. if (this._webGLVersion === 1) {
  18239. switch (type) {
  18240. case Engine.TEXTURETYPE_FLOAT:
  18241. return this._gl.FLOAT;
  18242. case Engine.TEXTURETYPE_HALF_FLOAT:
  18243. return this._gl.HALF_FLOAT_OES;
  18244. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18245. return this._gl.UNSIGNED_BYTE;
  18246. }
  18247. return this._gl.UNSIGNED_BYTE;
  18248. }
  18249. switch (type) {
  18250. case Engine.TEXTURETYPE_BYTE:
  18251. return this._gl.BYTE;
  18252. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18253. return this._gl.UNSIGNED_BYTE;
  18254. case Engine.TEXTURETYPE_SHORT:
  18255. return this._gl.SHORT;
  18256. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18257. return this._gl.UNSIGNED_SHORT;
  18258. case Engine.TEXTURETYPE_INT:
  18259. return this._gl.INT;
  18260. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18261. return this._gl.UNSIGNED_INT;
  18262. case Engine.TEXTURETYPE_FLOAT:
  18263. return this._gl.FLOAT;
  18264. case Engine.TEXTURETYPE_HALF_FLOAT:
  18265. return this._gl.HALF_FLOAT;
  18266. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18267. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18268. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18269. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18270. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18271. return this._gl.UNSIGNED_SHORT_5_6_5;
  18272. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18273. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18274. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18275. return this._gl.UNSIGNED_INT_24_8;
  18276. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18277. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18278. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18279. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18280. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18281. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18282. }
  18283. return this._gl.UNSIGNED_BYTE;
  18284. };
  18285. Engine.prototype._getInternalFormat = function (format) {
  18286. var internalFormat = this._gl.RGBA;
  18287. switch (format) {
  18288. case Engine.TEXTUREFORMAT_ALPHA:
  18289. internalFormat = this._gl.ALPHA;
  18290. break;
  18291. case Engine.TEXTUREFORMAT_LUMINANCE:
  18292. internalFormat = this._gl.LUMINANCE;
  18293. break;
  18294. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18295. internalFormat = this._gl.LUMINANCE_ALPHA;
  18296. break;
  18297. case Engine.TEXTUREFORMAT_RED:
  18298. internalFormat = this._gl.RED;
  18299. break;
  18300. case Engine.TEXTUREFORMAT_RG:
  18301. internalFormat = this._gl.RG;
  18302. break;
  18303. case Engine.TEXTUREFORMAT_RGB:
  18304. internalFormat = this._gl.RGB;
  18305. break;
  18306. case Engine.TEXTUREFORMAT_RGBA:
  18307. internalFormat = this._gl.RGBA;
  18308. break;
  18309. }
  18310. if (this._webGLVersion > 1) {
  18311. switch (format) {
  18312. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18313. internalFormat = this._gl.RED_INTEGER;
  18314. break;
  18315. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18316. internalFormat = this._gl.RG_INTEGER;
  18317. break;
  18318. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18319. internalFormat = this._gl.RGB_INTEGER;
  18320. break;
  18321. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18322. internalFormat = this._gl.RGBA_INTEGER;
  18323. break;
  18324. }
  18325. }
  18326. return internalFormat;
  18327. };
  18328. /** @hidden */
  18329. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18330. if (this._webGLVersion === 1) {
  18331. if (format !== undefined) {
  18332. switch (format) {
  18333. case Engine.TEXTUREFORMAT_ALPHA:
  18334. return this._gl.ALPHA;
  18335. case Engine.TEXTUREFORMAT_LUMINANCE:
  18336. return this._gl.LUMINANCE;
  18337. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18338. return this._gl.LUMINANCE_ALPHA;
  18339. }
  18340. }
  18341. return this._gl.RGBA;
  18342. }
  18343. switch (type) {
  18344. case Engine.TEXTURETYPE_BYTE:
  18345. switch (format) {
  18346. case Engine.TEXTUREFORMAT_RED:
  18347. return this._gl.R8_SNORM;
  18348. case Engine.TEXTUREFORMAT_RG:
  18349. return this._gl.RG8_SNORM;
  18350. case Engine.TEXTUREFORMAT_RGB:
  18351. return this._gl.RGB8_SNORM;
  18352. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18353. return this._gl.R8I;
  18354. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18355. return this._gl.RG8I;
  18356. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18357. return this._gl.RGB8I;
  18358. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18359. return this._gl.RGBA8I;
  18360. default:
  18361. return this._gl.RGBA8_SNORM;
  18362. }
  18363. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18364. switch (format) {
  18365. case Engine.TEXTUREFORMAT_RED:
  18366. return this._gl.R8;
  18367. case Engine.TEXTUREFORMAT_RG:
  18368. return this._gl.RG8;
  18369. case Engine.TEXTUREFORMAT_RGB:
  18370. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18371. case Engine.TEXTUREFORMAT_RGBA:
  18372. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18373. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18374. return this._gl.R8UI;
  18375. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18376. return this._gl.RG8UI;
  18377. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18378. return this._gl.RGB8UI;
  18379. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18380. return this._gl.RGBA8UI;
  18381. default:
  18382. return this._gl.RGBA8;
  18383. }
  18384. case Engine.TEXTURETYPE_SHORT:
  18385. switch (format) {
  18386. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18387. return this._gl.R16I;
  18388. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18389. return this._gl.RG16I;
  18390. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18391. return this._gl.RGB16I;
  18392. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18393. return this._gl.RGBA16I;
  18394. default:
  18395. return this._gl.RGBA16I;
  18396. }
  18397. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18398. switch (format) {
  18399. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18400. return this._gl.R16UI;
  18401. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18402. return this._gl.RG16UI;
  18403. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18404. return this._gl.RGB16UI;
  18405. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18406. return this._gl.RGBA16UI;
  18407. default:
  18408. return this._gl.RGBA16UI;
  18409. }
  18410. case Engine.TEXTURETYPE_INT:
  18411. switch (format) {
  18412. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18413. return this._gl.R32I;
  18414. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18415. return this._gl.RG32I;
  18416. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18417. return this._gl.RGB32I;
  18418. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18419. return this._gl.RGBA32I;
  18420. default:
  18421. return this._gl.RGBA32I;
  18422. }
  18423. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18424. switch (format) {
  18425. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18426. return this._gl.R32UI;
  18427. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18428. return this._gl.RG32UI;
  18429. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18430. return this._gl.RGB32UI;
  18431. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18432. return this._gl.RGBA32UI;
  18433. default:
  18434. return this._gl.RGBA32UI;
  18435. }
  18436. case Engine.TEXTURETYPE_FLOAT:
  18437. switch (format) {
  18438. case Engine.TEXTUREFORMAT_RED:
  18439. return this._gl.R32F; // By default. Other possibility is R16F.
  18440. case Engine.TEXTUREFORMAT_RG:
  18441. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18442. case Engine.TEXTUREFORMAT_RGB:
  18443. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18444. case Engine.TEXTUREFORMAT_RGBA:
  18445. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18446. default:
  18447. return this._gl.RGBA32F;
  18448. }
  18449. case Engine.TEXTURETYPE_HALF_FLOAT:
  18450. switch (format) {
  18451. case Engine.TEXTUREFORMAT_RED:
  18452. return this._gl.R16F;
  18453. case Engine.TEXTUREFORMAT_RG:
  18454. return this._gl.RG16F;
  18455. case Engine.TEXTUREFORMAT_RGB:
  18456. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18457. case Engine.TEXTUREFORMAT_RGBA:
  18458. return this._gl.RGBA16F;
  18459. default:
  18460. return this._gl.RGBA16F;
  18461. }
  18462. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18463. return this._gl.RGB565;
  18464. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18465. return this._gl.R11F_G11F_B10F;
  18466. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18467. return this._gl.RGB9_E5;
  18468. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18469. return this._gl.RGBA4;
  18470. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18471. return this._gl.RGB5_A1;
  18472. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18473. switch (format) {
  18474. case Engine.TEXTUREFORMAT_RGBA:
  18475. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18476. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18477. return this._gl.RGB10_A2UI;
  18478. default:
  18479. return this._gl.RGB10_A2;
  18480. }
  18481. }
  18482. return this._gl.RGBA8;
  18483. };
  18484. /** @hidden */
  18485. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18486. if (type === Engine.TEXTURETYPE_FLOAT) {
  18487. return this._gl.RGBA32F;
  18488. }
  18489. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18490. return this._gl.RGBA16F;
  18491. }
  18492. return this._gl.RGBA8;
  18493. };
  18494. /** @hidden */
  18495. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18496. var _this = this;
  18497. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18498. this._activeRequests.push(request);
  18499. request.onCompleteObservable.add(function (request) {
  18500. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18501. });
  18502. return request;
  18503. };
  18504. /** @hidden */
  18505. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18506. var _this = this;
  18507. return new Promise(function (resolve, reject) {
  18508. _this._loadFile(url, function (data) {
  18509. resolve(data);
  18510. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18511. reject(exception);
  18512. });
  18513. });
  18514. };
  18515. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18516. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18517. var onload = function (data) {
  18518. loadedFiles[index] = data;
  18519. loadedFiles._internalCount++;
  18520. if (loadedFiles._internalCount === 6) {
  18521. onfinish(loadedFiles);
  18522. }
  18523. };
  18524. var onerror = function (request, exception) {
  18525. if (onErrorCallBack && request) {
  18526. onErrorCallBack(request.status + " " + request.statusText, exception);
  18527. }
  18528. };
  18529. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18530. };
  18531. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18532. if (onError === void 0) { onError = null; }
  18533. var loadedFiles = [];
  18534. loadedFiles._internalCount = 0;
  18535. for (var index = 0; index < 6; index++) {
  18536. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18537. }
  18538. };
  18539. // Statics
  18540. /**
  18541. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18542. * @returns true if the engine can be created
  18543. * @ignorenaming
  18544. */
  18545. Engine.isSupported = function () {
  18546. try {
  18547. var tempcanvas = document.createElement("canvas");
  18548. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18549. return gl != null && !!window.WebGLRenderingContext;
  18550. }
  18551. catch (e) {
  18552. return false;
  18553. }
  18554. };
  18555. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18556. Engine.ExceptionList = [
  18557. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18558. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18559. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18560. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18561. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18562. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18563. ];
  18564. /** Gets the list of created engines */
  18565. Engine.Instances = new Array();
  18566. /**
  18567. * Hidden
  18568. */
  18569. Engine._TextureLoaders = [];
  18570. // Const statics
  18571. /** Defines that alpha blending is disabled */
  18572. Engine.ALPHA_DISABLE = 0;
  18573. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18574. Engine.ALPHA_ADD = 1;
  18575. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18576. Engine.ALPHA_COMBINE = 2;
  18577. /** Defines that alpha blending to DEST - SRC * DEST */
  18578. Engine.ALPHA_SUBTRACT = 3;
  18579. /** Defines that alpha blending to SRC * DEST */
  18580. Engine.ALPHA_MULTIPLY = 4;
  18581. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18582. Engine.ALPHA_MAXIMIZED = 5;
  18583. /** Defines that alpha blending to SRC + DEST */
  18584. Engine.ALPHA_ONEONE = 6;
  18585. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18586. Engine.ALPHA_PREMULTIPLIED = 7;
  18587. /**
  18588. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18589. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18590. */
  18591. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18592. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18593. Engine.ALPHA_INTERPOLATE = 9;
  18594. /**
  18595. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18596. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18597. */
  18598. Engine.ALPHA_SCREENMODE = 10;
  18599. /** Defines that the ressource is not delayed*/
  18600. Engine.DELAYLOADSTATE_NONE = 0;
  18601. /** Defines that the ressource was successfully delay loaded */
  18602. Engine.DELAYLOADSTATE_LOADED = 1;
  18603. /** Defines that the ressource is currently delay loading */
  18604. Engine.DELAYLOADSTATE_LOADING = 2;
  18605. /** Defines that the ressource is delayed and has not started loading */
  18606. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18607. // Depht or Stencil test Constants.
  18608. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18609. Engine.NEVER = 0x0200;
  18610. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  18611. Engine.ALWAYS = 0x0207;
  18612. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18613. Engine.LESS = 0x0201;
  18614. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18615. Engine.EQUAL = 0x0202;
  18616. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  18617. Engine.LEQUAL = 0x0203;
  18618. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18619. Engine.GREATER = 0x0204;
  18620. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  18621. Engine.GEQUAL = 0x0206;
  18622. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  18623. Engine.NOTEQUAL = 0x0205;
  18624. // Stencil Actions Constants.
  18625. /** Passed to stencilOperation to specify that stencil value must be kept */
  18626. Engine.KEEP = 0x1E00;
  18627. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18628. Engine.REPLACE = 0x1E01;
  18629. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18630. Engine.INCR = 0x1E02;
  18631. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18632. Engine.DECR = 0x1E03;
  18633. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18634. Engine.INVERT = 0x150A;
  18635. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18636. Engine.INCR_WRAP = 0x8507;
  18637. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18638. Engine.DECR_WRAP = 0x8508;
  18639. /** Texture is not repeating outside of 0..1 UVs */
  18640. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18641. /** Texture is repeating outside of 0..1 UVs */
  18642. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18643. /** Texture is repeating and mirrored */
  18644. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18645. /** ALPHA */
  18646. Engine.TEXTUREFORMAT_ALPHA = 0;
  18647. /** LUMINANCE */
  18648. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18649. /** LUMINANCE_ALPHA */
  18650. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18651. /** RGB */
  18652. Engine.TEXTUREFORMAT_RGB = 4;
  18653. /** RGBA */
  18654. Engine.TEXTUREFORMAT_RGBA = 5;
  18655. /** RED */
  18656. Engine.TEXTUREFORMAT_RED = 6;
  18657. /** RED (2nd reference) */
  18658. Engine.TEXTUREFORMAT_R = 6;
  18659. /** RG */
  18660. Engine.TEXTUREFORMAT_RG = 7;
  18661. /** RED_INTEGER */
  18662. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18663. /** RED_INTEGER (2nd reference) */
  18664. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18665. /** RG_INTEGER */
  18666. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18667. /** RGB_INTEGER */
  18668. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18669. /** RGBA_INTEGER */
  18670. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18671. /** UNSIGNED_BYTE */
  18672. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18673. /** UNSIGNED_BYTE (2nd reference) */
  18674. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18675. /** FLOAT */
  18676. Engine.TEXTURETYPE_FLOAT = 1;
  18677. /** HALF_FLOAT */
  18678. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18679. /** BYTE */
  18680. Engine.TEXTURETYPE_BYTE = 3;
  18681. /** SHORT */
  18682. Engine.TEXTURETYPE_SHORT = 4;
  18683. /** UNSIGNED_SHORT */
  18684. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18685. /** INT */
  18686. Engine.TEXTURETYPE_INT = 6;
  18687. /** UNSIGNED_INT */
  18688. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18689. /** UNSIGNED_SHORT_4_4_4_4 */
  18690. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18691. /** UNSIGNED_SHORT_5_5_5_1 */
  18692. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18693. /** UNSIGNED_SHORT_5_6_5 */
  18694. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18695. /** UNSIGNED_INT_2_10_10_10_REV */
  18696. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18697. /** UNSIGNED_INT_24_8 */
  18698. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18699. /** UNSIGNED_INT_10F_11F_11F_REV */
  18700. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18701. /** UNSIGNED_INT_5_9_9_9_REV */
  18702. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18703. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18704. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18705. /** nearest is mag = nearest and min = nearest and mip = linear */
  18706. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18707. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18708. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18709. /** Trilinear is mag = linear and min = linear and mip = linear */
  18710. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18711. /** nearest is mag = nearest and min = nearest and mip = linear */
  18712. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18713. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18714. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18715. /** Trilinear is mag = linear and min = linear and mip = linear */
  18716. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18717. /** mag = nearest and min = nearest and mip = nearest */
  18718. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18719. /** mag = nearest and min = linear and mip = nearest */
  18720. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18721. /** mag = nearest and min = linear and mip = linear */
  18722. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18723. /** mag = nearest and min = linear and mip = none */
  18724. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18725. /** mag = nearest and min = nearest and mip = none */
  18726. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18727. /** mag = linear and min = nearest and mip = nearest */
  18728. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18729. /** mag = linear and min = nearest and mip = linear */
  18730. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18731. /** mag = linear and min = linear and mip = none */
  18732. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18733. /** mag = linear and min = nearest and mip = none */
  18734. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18735. /** Explicit coordinates mode */
  18736. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18737. /** Spherical coordinates mode */
  18738. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18739. /** Planar coordinates mode */
  18740. Engine.TEXTURE_PLANAR_MODE = 2;
  18741. /** Cubic coordinates mode */
  18742. Engine.TEXTURE_CUBIC_MODE = 3;
  18743. /** Projection coordinates mode */
  18744. Engine.TEXTURE_PROJECTION_MODE = 4;
  18745. /** Skybox coordinates mode */
  18746. Engine.TEXTURE_SKYBOX_MODE = 5;
  18747. /** Inverse Cubic coordinates mode */
  18748. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18749. /** Equirectangular coordinates mode */
  18750. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18751. /** Equirectangular Fixed coordinates mode */
  18752. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18753. /** Equirectangular Fixed Mirrored coordinates mode */
  18754. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18755. // Texture rescaling mode
  18756. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18757. Engine.SCALEMODE_FLOOR = 1;
  18758. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18759. Engine.SCALEMODE_NEAREST = 2;
  18760. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18761. Engine.SCALEMODE_CEILING = 3;
  18762. // Updatable statics so stick with vars here
  18763. /**
  18764. * Gets or sets the epsilon value used by collision engine
  18765. */
  18766. Engine.CollisionsEpsilon = 0.001;
  18767. /**
  18768. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18769. */
  18770. Engine.CodeRepository = "src/";
  18771. /**
  18772. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18773. */
  18774. Engine.ShadersRepository = "src/Shaders/";
  18775. return Engine;
  18776. }());
  18777. BABYLON.Engine = Engine;
  18778. })(BABYLON || (BABYLON = {}));
  18779. //# sourceMappingURL=babylon.engine.js.map
  18780. var BABYLON;
  18781. (function (BABYLON) {
  18782. /**
  18783. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18784. */
  18785. var Node = /** @class */ (function () {
  18786. /**
  18787. * Creates a new Node
  18788. * @param name the name and id to be given to this node
  18789. * @param scene the scene this node will be added to
  18790. * @param addToRootNodes the node will be added to scene.rootNodes
  18791. */
  18792. function Node(name, scene, addToRootNodes) {
  18793. if (scene === void 0) { scene = null; }
  18794. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18795. /**
  18796. * Gets or sets a string used to store user defined state for the node
  18797. */
  18798. this.state = "";
  18799. /**
  18800. * Gets or sets an object used to store user defined information for the node
  18801. */
  18802. this.metadata = null;
  18803. /**
  18804. * For internal use only. Please do not use.
  18805. */
  18806. this.reservedDataStore = null;
  18807. /**
  18808. * Gets or sets a boolean used to define if the node must be serialized
  18809. */
  18810. this.doNotSerialize = false;
  18811. /** @hidden */
  18812. this._isDisposed = false;
  18813. /**
  18814. * Gets a list of Animations associated with the node
  18815. */
  18816. this.animations = new Array();
  18817. this._ranges = {};
  18818. this._isEnabled = true;
  18819. this._isParentEnabled = true;
  18820. this._isReady = true;
  18821. /** @hidden */
  18822. this._currentRenderId = -1;
  18823. this._parentRenderId = -1;
  18824. this._childRenderId = -1;
  18825. /** @hidden */
  18826. this._worldMatrix = BABYLON.Matrix.Identity();
  18827. /** @hidden */
  18828. this._worldMatrixDeterminant = 0;
  18829. /** @hidden */
  18830. this._sceneRootNodesIndex = -1;
  18831. this._animationPropertiesOverride = null;
  18832. /**
  18833. * An event triggered when the mesh is disposed
  18834. */
  18835. this.onDisposeObservable = new BABYLON.Observable();
  18836. // Behaviors
  18837. this._behaviors = new Array();
  18838. this.name = name;
  18839. this.id = name;
  18840. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18841. this.uniqueId = this._scene.getUniqueId();
  18842. this._initCache();
  18843. if (addToRootNodes) {
  18844. this.addToSceneRootNodes();
  18845. }
  18846. }
  18847. /**
  18848. * Add a new node constructor
  18849. * @param type defines the type name of the node to construct
  18850. * @param constructorFunc defines the constructor function
  18851. */
  18852. Node.AddNodeConstructor = function (type, constructorFunc) {
  18853. this._NodeConstructors[type] = constructorFunc;
  18854. };
  18855. /**
  18856. * Returns a node constructor based on type name
  18857. * @param type defines the type name
  18858. * @param name defines the new node name
  18859. * @param scene defines the hosting scene
  18860. * @param options defines optional options to transmit to constructors
  18861. * @returns the new constructor or null
  18862. */
  18863. Node.Construct = function (type, name, scene, options) {
  18864. var constructorFunc = this._NodeConstructors[type];
  18865. if (!constructorFunc) {
  18866. return null;
  18867. }
  18868. return constructorFunc(name, scene, options);
  18869. };
  18870. /**
  18871. * Gets a boolean indicating if the node has been disposed
  18872. * @returns true if the node was disposed
  18873. */
  18874. Node.prototype.isDisposed = function () {
  18875. return this._isDisposed;
  18876. };
  18877. Object.defineProperty(Node.prototype, "parent", {
  18878. get: function () {
  18879. return this._parentNode;
  18880. },
  18881. /**
  18882. * Gets or sets the parent of the node
  18883. */
  18884. set: function (parent) {
  18885. if (this._parentNode === parent) {
  18886. return;
  18887. }
  18888. var previousParentNode = this._parentNode;
  18889. // Remove self from list of children of parent
  18890. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18891. var index = this._parentNode._children.indexOf(this);
  18892. if (index !== -1) {
  18893. this._parentNode._children.splice(index, 1);
  18894. }
  18895. if (!parent && !this._isDisposed) {
  18896. this.addToSceneRootNodes();
  18897. }
  18898. }
  18899. // Store new parent
  18900. this._parentNode = parent;
  18901. // Add as child to new parent
  18902. if (this._parentNode) {
  18903. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18904. this._parentNode._children = new Array();
  18905. }
  18906. this._parentNode._children.push(this);
  18907. if (!previousParentNode) {
  18908. this.removeFromSceneRootNodes();
  18909. }
  18910. }
  18911. // Enabled state
  18912. this._syncParentEnabledState();
  18913. },
  18914. enumerable: true,
  18915. configurable: true
  18916. });
  18917. Node.prototype.addToSceneRootNodes = function () {
  18918. if (this._sceneRootNodesIndex === -1) {
  18919. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18920. this._scene.rootNodes.push(this);
  18921. }
  18922. };
  18923. Node.prototype.removeFromSceneRootNodes = function () {
  18924. if (this._sceneRootNodesIndex !== -1) {
  18925. var rootNodes = this._scene.rootNodes;
  18926. var lastIdx = rootNodes.length - 1;
  18927. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18928. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18929. this._scene.rootNodes.pop();
  18930. this._sceneRootNodesIndex = -1;
  18931. }
  18932. };
  18933. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18934. /**
  18935. * Gets or sets the animation properties override
  18936. */
  18937. get: function () {
  18938. if (!this._animationPropertiesOverride) {
  18939. return this._scene.animationPropertiesOverride;
  18940. }
  18941. return this._animationPropertiesOverride;
  18942. },
  18943. set: function (value) {
  18944. this._animationPropertiesOverride = value;
  18945. },
  18946. enumerable: true,
  18947. configurable: true
  18948. });
  18949. /**
  18950. * Gets a string idenfifying the name of the class
  18951. * @returns "Node" string
  18952. */
  18953. Node.prototype.getClassName = function () {
  18954. return "Node";
  18955. };
  18956. Object.defineProperty(Node.prototype, "onDispose", {
  18957. /**
  18958. * Sets a callback that will be raised when the node will be disposed
  18959. */
  18960. set: function (callback) {
  18961. if (this._onDisposeObserver) {
  18962. this.onDisposeObservable.remove(this._onDisposeObserver);
  18963. }
  18964. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18965. },
  18966. enumerable: true,
  18967. configurable: true
  18968. });
  18969. /**
  18970. * Gets the scene of the node
  18971. * @returns a scene
  18972. */
  18973. Node.prototype.getScene = function () {
  18974. return this._scene;
  18975. };
  18976. /**
  18977. * Gets the engine of the node
  18978. * @returns a Engine
  18979. */
  18980. Node.prototype.getEngine = function () {
  18981. return this._scene.getEngine();
  18982. };
  18983. /**
  18984. * Attach a behavior to the node
  18985. * @see http://doc.babylonjs.com/features/behaviour
  18986. * @param behavior defines the behavior to attach
  18987. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18988. * @returns the current Node
  18989. */
  18990. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18991. var _this = this;
  18992. if (attachImmediately === void 0) { attachImmediately = false; }
  18993. var index = this._behaviors.indexOf(behavior);
  18994. if (index !== -1) {
  18995. return this;
  18996. }
  18997. behavior.init();
  18998. if (this._scene.isLoading && !attachImmediately) {
  18999. // We defer the attach when the scene will be loaded
  19000. this._scene.onDataLoadedObservable.addOnce(function () {
  19001. behavior.attach(_this);
  19002. });
  19003. }
  19004. else {
  19005. behavior.attach(this);
  19006. }
  19007. this._behaviors.push(behavior);
  19008. return this;
  19009. };
  19010. /**
  19011. * Remove an attached behavior
  19012. * @see http://doc.babylonjs.com/features/behaviour
  19013. * @param behavior defines the behavior to attach
  19014. * @returns the current Node
  19015. */
  19016. Node.prototype.removeBehavior = function (behavior) {
  19017. var index = this._behaviors.indexOf(behavior);
  19018. if (index === -1) {
  19019. return this;
  19020. }
  19021. this._behaviors[index].detach();
  19022. this._behaviors.splice(index, 1);
  19023. return this;
  19024. };
  19025. Object.defineProperty(Node.prototype, "behaviors", {
  19026. /**
  19027. * Gets the list of attached behaviors
  19028. * @see http://doc.babylonjs.com/features/behaviour
  19029. */
  19030. get: function () {
  19031. return this._behaviors;
  19032. },
  19033. enumerable: true,
  19034. configurable: true
  19035. });
  19036. /**
  19037. * Gets an attached behavior by name
  19038. * @param name defines the name of the behavior to look for
  19039. * @see http://doc.babylonjs.com/features/behaviour
  19040. * @returns null if behavior was not found else the requested behavior
  19041. */
  19042. Node.prototype.getBehaviorByName = function (name) {
  19043. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19044. var behavior = _a[_i];
  19045. if (behavior.name === name) {
  19046. return behavior;
  19047. }
  19048. }
  19049. return null;
  19050. };
  19051. /**
  19052. * Returns the latest update of the World matrix
  19053. * @returns a Matrix
  19054. */
  19055. Node.prototype.getWorldMatrix = function () {
  19056. if (this._currentRenderId !== this._scene.getRenderId()) {
  19057. this.computeWorldMatrix();
  19058. }
  19059. return this._worldMatrix;
  19060. };
  19061. /** @hidden */
  19062. Node.prototype._getWorldMatrixDeterminant = function () {
  19063. return this._worldMatrixDeterminant;
  19064. };
  19065. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19066. /**
  19067. * Returns directly the latest state of the mesh World matrix.
  19068. * A Matrix is returned.
  19069. */
  19070. get: function () {
  19071. return this._worldMatrix;
  19072. },
  19073. enumerable: true,
  19074. configurable: true
  19075. });
  19076. // override it in derived class if you add new variables to the cache
  19077. // and call the parent class method
  19078. /** @hidden */
  19079. Node.prototype._initCache = function () {
  19080. this._cache = {};
  19081. this._cache.parent = undefined;
  19082. };
  19083. /** @hidden */
  19084. Node.prototype.updateCache = function (force) {
  19085. if (!force && this.isSynchronized()) {
  19086. return;
  19087. }
  19088. this._cache.parent = this.parent;
  19089. this._updateCache();
  19090. };
  19091. // override it in derived class if you add new variables to the cache
  19092. // and call the parent class method if !ignoreParentClass
  19093. /** @hidden */
  19094. Node.prototype._updateCache = function (ignoreParentClass) {
  19095. };
  19096. // override it in derived class if you add new variables to the cache
  19097. /** @hidden */
  19098. Node.prototype._isSynchronized = function () {
  19099. return true;
  19100. };
  19101. /** @hidden */
  19102. Node.prototype._markSyncedWithParent = function () {
  19103. if (this._parentNode) {
  19104. this._parentRenderId = this._parentNode._childRenderId;
  19105. }
  19106. };
  19107. /** @hidden */
  19108. Node.prototype.isSynchronizedWithParent = function () {
  19109. if (!this._parentNode) {
  19110. return true;
  19111. }
  19112. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19113. return false;
  19114. }
  19115. return this._parentNode.isSynchronized();
  19116. };
  19117. /** @hidden */
  19118. Node.prototype.isSynchronized = function () {
  19119. if (this._cache.parent != this._parentNode) {
  19120. this._cache.parent = this._parentNode;
  19121. return false;
  19122. }
  19123. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19124. return false;
  19125. }
  19126. return this._isSynchronized();
  19127. };
  19128. /**
  19129. * Is this node ready to be used/rendered
  19130. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19131. * @return true if the node is ready
  19132. */
  19133. Node.prototype.isReady = function (completeCheck) {
  19134. if (completeCheck === void 0) { completeCheck = false; }
  19135. return this._isReady;
  19136. };
  19137. /**
  19138. * Is this node enabled?
  19139. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  19140. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  19141. * @return whether this node (and its parent) is enabled
  19142. */
  19143. Node.prototype.isEnabled = function (checkAncestors) {
  19144. if (checkAncestors === void 0) { checkAncestors = true; }
  19145. if (checkAncestors === false) {
  19146. return this._isEnabled;
  19147. }
  19148. if (!this._isEnabled) {
  19149. return false;
  19150. }
  19151. return this._isParentEnabled;
  19152. };
  19153. /** @hidden */
  19154. Node.prototype._syncParentEnabledState = function () {
  19155. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19156. if (this._children) {
  19157. this._children.forEach(function (c) {
  19158. c._syncParentEnabledState(); // Force children to update accordingly
  19159. });
  19160. }
  19161. };
  19162. /**
  19163. * Set the enabled state of this node
  19164. * @param value defines the new enabled state
  19165. */
  19166. Node.prototype.setEnabled = function (value) {
  19167. this._isEnabled = value;
  19168. this._syncParentEnabledState();
  19169. };
  19170. /**
  19171. * Is this node a descendant of the given node?
  19172. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19173. * @param ancestor defines the parent node to inspect
  19174. * @returns a boolean indicating if this node is a descendant of the given node
  19175. */
  19176. Node.prototype.isDescendantOf = function (ancestor) {
  19177. if (this.parent) {
  19178. if (this.parent === ancestor) {
  19179. return true;
  19180. }
  19181. return this.parent.isDescendantOf(ancestor);
  19182. }
  19183. return false;
  19184. };
  19185. /** @hidden */
  19186. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19187. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19188. if (!this._children) {
  19189. return;
  19190. }
  19191. for (var index = 0; index < this._children.length; index++) {
  19192. var item = this._children[index];
  19193. if (!predicate || predicate(item)) {
  19194. results.push(item);
  19195. }
  19196. if (!directDescendantsOnly) {
  19197. item._getDescendants(results, false, predicate);
  19198. }
  19199. }
  19200. };
  19201. /**
  19202. * Will return all nodes that have this node as ascendant
  19203. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19204. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19205. * @return all children nodes of all types
  19206. */
  19207. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19208. var results = new Array();
  19209. this._getDescendants(results, directDescendantsOnly, predicate);
  19210. return results;
  19211. };
  19212. /**
  19213. * Get all child-meshes of this node
  19214. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19215. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19216. * @returns an array of AbstractMesh
  19217. */
  19218. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19219. var results = [];
  19220. this._getDescendants(results, directDescendantsOnly, function (node) {
  19221. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19222. });
  19223. return results;
  19224. };
  19225. /**
  19226. * Get all child-transformNodes of this node
  19227. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19228. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19229. * @returns an array of TransformNode
  19230. */
  19231. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19232. var results = [];
  19233. this._getDescendants(results, directDescendantsOnly, function (node) {
  19234. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19235. });
  19236. return results;
  19237. };
  19238. /**
  19239. * Get all direct children of this node
  19240. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19241. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19242. * @returns an array of Node
  19243. */
  19244. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19245. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19246. return this.getDescendants(directDescendantsOnly, predicate);
  19247. };
  19248. /** @hidden */
  19249. Node.prototype._setReady = function (state) {
  19250. if (state === this._isReady) {
  19251. return;
  19252. }
  19253. if (!state) {
  19254. this._isReady = false;
  19255. return;
  19256. }
  19257. if (this.onReady) {
  19258. this.onReady(this);
  19259. }
  19260. this._isReady = true;
  19261. };
  19262. /**
  19263. * Get an animation by name
  19264. * @param name defines the name of the animation to look for
  19265. * @returns null if not found else the requested animation
  19266. */
  19267. Node.prototype.getAnimationByName = function (name) {
  19268. for (var i = 0; i < this.animations.length; i++) {
  19269. var animation = this.animations[i];
  19270. if (animation.name === name) {
  19271. return animation;
  19272. }
  19273. }
  19274. return null;
  19275. };
  19276. /**
  19277. * Creates an animation range for this node
  19278. * @param name defines the name of the range
  19279. * @param from defines the starting key
  19280. * @param to defines the end key
  19281. */
  19282. Node.prototype.createAnimationRange = function (name, from, to) {
  19283. // check name not already in use
  19284. if (!this._ranges[name]) {
  19285. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19286. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19287. if (this.animations[i]) {
  19288. this.animations[i].createRange(name, from, to);
  19289. }
  19290. }
  19291. }
  19292. };
  19293. /**
  19294. * Delete a specific animation range
  19295. * @param name defines the name of the range to delete
  19296. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19297. */
  19298. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19299. if (deleteFrames === void 0) { deleteFrames = true; }
  19300. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19301. if (this.animations[i]) {
  19302. this.animations[i].deleteRange(name, deleteFrames);
  19303. }
  19304. }
  19305. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19306. };
  19307. /**
  19308. * Get an animation range by name
  19309. * @param name defines the name of the animation range to look for
  19310. * @returns null if not found else the requested animation range
  19311. */
  19312. Node.prototype.getAnimationRange = function (name) {
  19313. return this._ranges[name];
  19314. };
  19315. /**
  19316. * Will start the animation sequence
  19317. * @param name defines the range frames for animation sequence
  19318. * @param loop defines if the animation should loop (false by default)
  19319. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19320. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19321. * @returns the object created for this animation. If range does not exist, it will return null
  19322. */
  19323. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19324. var range = this.getAnimationRange(name);
  19325. if (!range) {
  19326. return null;
  19327. }
  19328. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19329. };
  19330. /**
  19331. * Serialize animation ranges into a JSON compatible object
  19332. * @returns serialization object
  19333. */
  19334. Node.prototype.serializeAnimationRanges = function () {
  19335. var serializationRanges = [];
  19336. for (var name in this._ranges) {
  19337. var localRange = this._ranges[name];
  19338. if (!localRange) {
  19339. continue;
  19340. }
  19341. var range = {};
  19342. range.name = name;
  19343. range.from = localRange.from;
  19344. range.to = localRange.to;
  19345. serializationRanges.push(range);
  19346. }
  19347. return serializationRanges;
  19348. };
  19349. /**
  19350. * Computes the world matrix of the node
  19351. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19352. * @returns the world matrix
  19353. */
  19354. Node.prototype.computeWorldMatrix = function (force) {
  19355. if (!this._worldMatrix) {
  19356. this._worldMatrix = BABYLON.Matrix.Identity();
  19357. }
  19358. return this._worldMatrix;
  19359. };
  19360. /**
  19361. * Releases resources associated with this node.
  19362. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19363. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19364. */
  19365. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19366. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19367. this._isDisposed = true;
  19368. if (!doNotRecurse) {
  19369. var nodes = this.getDescendants(true);
  19370. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19371. var node = nodes_1[_i];
  19372. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19373. }
  19374. }
  19375. else {
  19376. var transformNodes = this.getChildTransformNodes(true);
  19377. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19378. var transformNode = transformNodes_1[_a];
  19379. transformNode.parent = null;
  19380. transformNode.computeWorldMatrix(true);
  19381. }
  19382. }
  19383. if (!this.parent) {
  19384. this.removeFromSceneRootNodes();
  19385. }
  19386. else {
  19387. this.parent = null;
  19388. }
  19389. // Callback
  19390. this.onDisposeObservable.notifyObservers(this);
  19391. this.onDisposeObservable.clear();
  19392. // Behaviors
  19393. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19394. var behavior = _c[_b];
  19395. behavior.detach();
  19396. }
  19397. this._behaviors = [];
  19398. };
  19399. /**
  19400. * Parse animation range data from a serialization object and store them into a given node
  19401. * @param node defines where to store the animation ranges
  19402. * @param parsedNode defines the serialization object to read data from
  19403. * @param scene defines the hosting scene
  19404. */
  19405. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19406. if (parsedNode.ranges) {
  19407. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19408. var data = parsedNode.ranges[index];
  19409. node.createAnimationRange(data.name, data.from, data.to);
  19410. }
  19411. }
  19412. };
  19413. Node._NodeConstructors = {};
  19414. __decorate([
  19415. BABYLON.serialize()
  19416. ], Node.prototype, "name", void 0);
  19417. __decorate([
  19418. BABYLON.serialize()
  19419. ], Node.prototype, "id", void 0);
  19420. __decorate([
  19421. BABYLON.serialize()
  19422. ], Node.prototype, "uniqueId", void 0);
  19423. __decorate([
  19424. BABYLON.serialize()
  19425. ], Node.prototype, "state", void 0);
  19426. __decorate([
  19427. BABYLON.serialize()
  19428. ], Node.prototype, "metadata", void 0);
  19429. return Node;
  19430. }());
  19431. BABYLON.Node = Node;
  19432. })(BABYLON || (BABYLON = {}));
  19433. //# sourceMappingURL=babylon.node.js.map
  19434. var BABYLON;
  19435. (function (BABYLON) {
  19436. /**
  19437. * Class used to store bounding sphere information
  19438. */
  19439. var BoundingSphere = /** @class */ (function () {
  19440. /**
  19441. * Creates a new bounding sphere
  19442. * @param min defines the minimum vector (in local space)
  19443. * @param max defines the maximum vector (in local space)
  19444. * @param worldMatrix defines the new world matrix
  19445. */
  19446. function BoundingSphere(min, max, worldMatrix) {
  19447. /**
  19448. * Gets the center of the bounding sphere in local space
  19449. */
  19450. this.center = BABYLON.Vector3.Zero();
  19451. /**
  19452. * Gets the center of the bounding sphere in world space
  19453. */
  19454. this.centerWorld = BABYLON.Vector3.Zero();
  19455. /**
  19456. * Gets the minimum vector in local space
  19457. */
  19458. this.minimum = BABYLON.Vector3.Zero();
  19459. /**
  19460. * Gets the maximum vector in local space
  19461. */
  19462. this.maximum = BABYLON.Vector3.Zero();
  19463. this.reConstruct(min, max, worldMatrix);
  19464. }
  19465. /**
  19466. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19467. * @param min defines the new minimum vector (in local space)
  19468. * @param max defines the new maximum vector (in local space)
  19469. * @param worldMatrix defines the new world matrix
  19470. */
  19471. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19472. this.minimum.copyFrom(min);
  19473. this.maximum.copyFrom(max);
  19474. var distance = BABYLON.Vector3.Distance(min, max);
  19475. max.addToRef(min, this.center).scaleInPlace(0.5);
  19476. this.radius = distance * 0.5;
  19477. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19478. };
  19479. /**
  19480. * Scale the current bounding sphere by applying a scale factor
  19481. * @param factor defines the scale factor to apply
  19482. * @returns the current bounding box
  19483. */
  19484. BoundingSphere.prototype.scale = function (factor) {
  19485. var newRadius = this.radius * factor;
  19486. var tmpVectors = BoundingSphere.TmpVector3;
  19487. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19488. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19489. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19490. this.reConstruct(min, max, this._worldMatrix);
  19491. return this;
  19492. };
  19493. /**
  19494. * Gets the world matrix of the bounding box
  19495. * @returns a matrix
  19496. */
  19497. BoundingSphere.prototype.getWorldMatrix = function () {
  19498. return this._worldMatrix;
  19499. };
  19500. // Methods
  19501. /** @hidden */
  19502. BoundingSphere.prototype._update = function (worldMatrix) {
  19503. if (!worldMatrix.isIdentity()) {
  19504. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19505. var tempVector = BoundingSphere.TmpVector3[0];
  19506. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19507. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19508. }
  19509. else {
  19510. this.centerWorld.copyFrom(this.center);
  19511. this.radiusWorld = this.radius;
  19512. }
  19513. };
  19514. /**
  19515. * Tests if the bounding sphere is intersecting the frustum planes
  19516. * @param frustumPlanes defines the frustum planes to test
  19517. * @returns true if there is an intersection
  19518. */
  19519. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19520. for (var i = 0; i < 6; i++) {
  19521. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19522. return false;
  19523. }
  19524. }
  19525. return true;
  19526. };
  19527. /**
  19528. * Tests if a point is inside the bounding sphere
  19529. * @param point defines the point to test
  19530. * @returns true if the point is inside the bounding sphere
  19531. */
  19532. BoundingSphere.prototype.intersectsPoint = function (point) {
  19533. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19534. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19535. return false;
  19536. }
  19537. return true;
  19538. };
  19539. // Statics
  19540. /**
  19541. * Checks if two sphere intersct
  19542. * @param sphere0 sphere 0
  19543. * @param sphere1 sphere 1
  19544. * @returns true if the speres intersect
  19545. */
  19546. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19547. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19548. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19549. if (radiusSum * radiusSum < squareDistance) {
  19550. return false;
  19551. }
  19552. return true;
  19553. };
  19554. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19555. return BoundingSphere;
  19556. }());
  19557. BABYLON.BoundingSphere = BoundingSphere;
  19558. })(BABYLON || (BABYLON = {}));
  19559. //# sourceMappingURL=babylon.boundingSphere.js.map
  19560. var BABYLON;
  19561. (function (BABYLON) {
  19562. /**
  19563. * Class used to store bounding box information
  19564. */
  19565. var BoundingBox = /** @class */ (function () {
  19566. /**
  19567. * Creates a new bounding box
  19568. * @param min defines the minimum vector (in local space)
  19569. * @param max defines the maximum vector (in local space)
  19570. * @param worldMatrix defines the new world matrix
  19571. */
  19572. function BoundingBox(min, max, worldMatrix) {
  19573. /**
  19574. * Gets the 8 vectors representing the bounding box in local space
  19575. */
  19576. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19577. /**
  19578. * Gets the center of the bounding box in local space
  19579. */
  19580. this.center = BABYLON.Vector3.Zero();
  19581. /**
  19582. * Gets the center of the bounding box in world space
  19583. */
  19584. this.centerWorld = BABYLON.Vector3.Zero();
  19585. /**
  19586. * Gets the extend size in local space
  19587. */
  19588. this.extendSize = BABYLON.Vector3.Zero();
  19589. /**
  19590. * Gets the extend size in world space
  19591. */
  19592. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19593. /**
  19594. * Gets the OBB (object bounding box) directions
  19595. */
  19596. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19597. /**
  19598. * Gets the 8 vectors representing the bounding box in world space
  19599. */
  19600. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19601. /**
  19602. * Gets the minimum vector in world space
  19603. */
  19604. this.minimumWorld = BABYLON.Vector3.Zero();
  19605. /**
  19606. * Gets the maximum vector in world space
  19607. */
  19608. this.maximumWorld = BABYLON.Vector3.Zero();
  19609. /**
  19610. * Gets the minimum vector in local space
  19611. */
  19612. this.minimum = BABYLON.Vector3.Zero();
  19613. /**
  19614. * Gets the maximum vector in local space
  19615. */
  19616. this.maximum = BABYLON.Vector3.Zero();
  19617. this.reConstruct(min, max, worldMatrix);
  19618. }
  19619. // Methods
  19620. /**
  19621. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19622. * @param min defines the new minimum vector (in local space)
  19623. * @param max defines the new maximum vector (in local space)
  19624. * @param worldMatrix defines the new world matrix
  19625. */
  19626. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19627. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19628. var vectors = this.vectors;
  19629. this.minimum.copyFromFloats(minX, minY, minZ);
  19630. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19631. vectors[0].copyFromFloats(minX, minY, minZ);
  19632. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19633. vectors[2].copyFromFloats(maxX, minY, minZ);
  19634. vectors[3].copyFromFloats(minX, maxY, minZ);
  19635. vectors[4].copyFromFloats(minX, minY, maxZ);
  19636. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19637. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19638. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19639. // OBB
  19640. max.addToRef(min, this.center).scaleInPlace(0.5);
  19641. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19642. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19643. };
  19644. /**
  19645. * Scale the current bounding box by applying a scale factor
  19646. * @param factor defines the scale factor to apply
  19647. * @returns the current bounding box
  19648. */
  19649. BoundingBox.prototype.scale = function (factor) {
  19650. var tmpVectors = BoundingBox.TmpVector3;
  19651. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19652. var len = diff.length();
  19653. diff.normalizeFromLength(len);
  19654. var distance = len * factor;
  19655. var newRadius = diff.scaleInPlace(distance * 0.5);
  19656. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19657. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19658. this.reConstruct(min, max, this._worldMatrix);
  19659. return this;
  19660. };
  19661. /**
  19662. * Gets the world matrix of the bounding box
  19663. * @returns a matrix
  19664. */
  19665. BoundingBox.prototype.getWorldMatrix = function () {
  19666. return this._worldMatrix;
  19667. };
  19668. /** @hidden */
  19669. BoundingBox.prototype._update = function (world) {
  19670. var minWorld = this.minimumWorld;
  19671. var maxWorld = this.maximumWorld;
  19672. var directions = this.directions;
  19673. var vectorsWorld = this.vectorsWorld;
  19674. var vectors = this.vectors;
  19675. if (!world.isIdentity()) {
  19676. minWorld.setAll(Number.MAX_VALUE);
  19677. maxWorld.setAll(-Number.MAX_VALUE);
  19678. for (var index = 0; index < 8; ++index) {
  19679. var v = vectorsWorld[index];
  19680. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19681. minWorld.minimizeInPlace(v);
  19682. maxWorld.maximizeInPlace(v);
  19683. }
  19684. // Extend
  19685. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19686. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19687. }
  19688. else {
  19689. minWorld.copyFrom(this.minimum);
  19690. maxWorld.copyFrom(this.maximum);
  19691. for (var index = 0; index < 8; ++index) {
  19692. vectorsWorld[index].copyFrom(vectors[index]);
  19693. }
  19694. // Extend
  19695. this.extendSizeWorld.copyFrom(this.extendSize);
  19696. this.centerWorld.copyFrom(this.center);
  19697. }
  19698. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19699. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19700. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19701. this._worldMatrix = world;
  19702. };
  19703. /**
  19704. * Tests if the bounding box is intersecting the frustum planes
  19705. * @param frustumPlanes defines the frustum planes to test
  19706. * @returns true if there is an intersection
  19707. */
  19708. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19709. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19710. };
  19711. /**
  19712. * Tests if the bounding box is entirely inside the frustum planes
  19713. * @param frustumPlanes defines the frustum planes to test
  19714. * @returns true if there is an inclusion
  19715. */
  19716. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19717. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19718. };
  19719. /**
  19720. * Tests if a point is inside the bounding box
  19721. * @param point defines the point to test
  19722. * @returns true if the point is inside the bounding box
  19723. */
  19724. BoundingBox.prototype.intersectsPoint = function (point) {
  19725. var min = this.minimumWorld;
  19726. var max = this.maximumWorld;
  19727. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19728. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19729. var delta = -BABYLON.Epsilon;
  19730. if (maxX - pointX < delta || delta > pointX - minX) {
  19731. return false;
  19732. }
  19733. if (maxY - pointY < delta || delta > pointY - minY) {
  19734. return false;
  19735. }
  19736. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19737. return false;
  19738. }
  19739. return true;
  19740. };
  19741. /**
  19742. * Tests if the bounding box intersects with a bounding sphere
  19743. * @param sphere defines the sphere to test
  19744. * @returns true if there is an intersection
  19745. */
  19746. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19747. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19748. };
  19749. /**
  19750. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19751. * @param min defines the min vector to use
  19752. * @param max defines the max vector to use
  19753. * @returns true if there is an intersection
  19754. */
  19755. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19756. var myMin = this.minimumWorld;
  19757. var myMax = this.maximumWorld;
  19758. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19759. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19760. if (myMaxX < minX || myMinX > maxX) {
  19761. return false;
  19762. }
  19763. if (myMaxY < minY || myMinY > maxY) {
  19764. return false;
  19765. }
  19766. if (myMaxZ < minZ || myMinZ > maxZ) {
  19767. return false;
  19768. }
  19769. return true;
  19770. };
  19771. // Statics
  19772. /**
  19773. * Tests if two bounding boxes are intersections
  19774. * @param box0 defines the first box to test
  19775. * @param box1 defines the second box to test
  19776. * @returns true if there is an intersection
  19777. */
  19778. BoundingBox.Intersects = function (box0, box1) {
  19779. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19780. };
  19781. /**
  19782. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19783. * @param minPoint defines the minimum vector of the bounding box
  19784. * @param maxPoint defines the maximum vector of the bounding box
  19785. * @param sphereCenter defines the sphere center
  19786. * @param sphereRadius defines the sphere radius
  19787. * @returns true if there is an intersection
  19788. */
  19789. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19790. var vector = BoundingBox.TmpVector3[0];
  19791. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19792. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19793. return (num <= (sphereRadius * sphereRadius));
  19794. };
  19795. /**
  19796. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19797. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19798. * @param frustumPlanes defines the frustum planes to test
  19799. * @return true if there is an inclusion
  19800. */
  19801. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19802. for (var p = 0; p < 6; ++p) {
  19803. var frustumPlane = frustumPlanes[p];
  19804. for (var i = 0; i < 8; ++i) {
  19805. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19806. return false;
  19807. }
  19808. }
  19809. }
  19810. return true;
  19811. };
  19812. /**
  19813. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19814. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19815. * @param frustumPlanes defines the frustum planes to test
  19816. * @return true if there is an intersection
  19817. */
  19818. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19819. for (var p = 0; p < 6; ++p) {
  19820. var canReturnFalse = true;
  19821. var frustumPlane = frustumPlanes[p];
  19822. for (var i = 0; i < 8; ++i) {
  19823. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19824. canReturnFalse = false;
  19825. break;
  19826. }
  19827. }
  19828. if (canReturnFalse) {
  19829. return false;
  19830. }
  19831. }
  19832. return true;
  19833. };
  19834. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19835. return BoundingBox;
  19836. }());
  19837. BABYLON.BoundingBox = BoundingBox;
  19838. })(BABYLON || (BABYLON = {}));
  19839. //# sourceMappingURL=babylon.boundingBox.js.map
  19840. var BABYLON;
  19841. (function (BABYLON) {
  19842. var _result0 = { min: 0, max: 0 };
  19843. var _result1 = { min: 0, max: 0 };
  19844. var computeBoxExtents = function (axis, box, result) {
  19845. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19846. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19847. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19848. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19849. var r = r0 + r1 + r2;
  19850. result.min = p - r;
  19851. result.max = p + r;
  19852. };
  19853. var axisOverlap = function (axis, box0, box1) {
  19854. computeBoxExtents(axis, box0, _result0);
  19855. computeBoxExtents(axis, box1, _result1);
  19856. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19857. };
  19858. /**
  19859. * Info for a bounding data of a mesh
  19860. */
  19861. var BoundingInfo = /** @class */ (function () {
  19862. /**
  19863. * Constructs bounding info
  19864. * @param minimum min vector of the bounding box/sphere
  19865. * @param maximum max vector of the bounding box/sphere
  19866. * @param worldMatrix defines the new world matrix
  19867. */
  19868. function BoundingInfo(minimum, maximum, worldMatrix) {
  19869. this._isLocked = false;
  19870. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19871. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19872. }
  19873. /**
  19874. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19875. * @param min defines the new minimum vector (in local space)
  19876. * @param max defines the new maximum vector (in local space)
  19877. * @param worldMatrix defines the new world matrix
  19878. */
  19879. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19880. this.boundingBox.reConstruct(min, max, worldMatrix);
  19881. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19882. };
  19883. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19884. /**
  19885. * min vector of the bounding box/sphere
  19886. */
  19887. get: function () {
  19888. return this.boundingBox.minimum;
  19889. },
  19890. enumerable: true,
  19891. configurable: true
  19892. });
  19893. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19894. /**
  19895. * max vector of the bounding box/sphere
  19896. */
  19897. get: function () {
  19898. return this.boundingBox.maximum;
  19899. },
  19900. enumerable: true,
  19901. configurable: true
  19902. });
  19903. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19904. /**
  19905. * If the info is locked and won't be updated to avoid perf overhead
  19906. */
  19907. get: function () {
  19908. return this._isLocked;
  19909. },
  19910. set: function (value) {
  19911. this._isLocked = value;
  19912. },
  19913. enumerable: true,
  19914. configurable: true
  19915. });
  19916. // Methods
  19917. /**
  19918. * Updates the bounding sphere and box
  19919. * @param world world matrix to be used to update
  19920. */
  19921. BoundingInfo.prototype.update = function (world) {
  19922. if (this._isLocked) {
  19923. return;
  19924. }
  19925. this.boundingBox._update(world);
  19926. this.boundingSphere._update(world);
  19927. };
  19928. /**
  19929. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19930. * @param center New center of the bounding info
  19931. * @param extend New extend of the bounding info
  19932. * @returns the current bounding info
  19933. */
  19934. BoundingInfo.prototype.centerOn = function (center, extend) {
  19935. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19936. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19937. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19938. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19939. return this;
  19940. };
  19941. /**
  19942. * Scale the current bounding info by applying a scale factor
  19943. * @param factor defines the scale factor to apply
  19944. * @returns the current bounding info
  19945. */
  19946. BoundingInfo.prototype.scale = function (factor) {
  19947. this.boundingBox.scale(factor);
  19948. this.boundingSphere.scale(factor);
  19949. return this;
  19950. };
  19951. /**
  19952. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19953. * @param frustumPlanes defines the frustum to test
  19954. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19955. * @returns true if the bounding info is in the frustum planes
  19956. */
  19957. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19958. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19959. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19960. return false;
  19961. }
  19962. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19963. return true;
  19964. }
  19965. return this.boundingBox.isInFrustum(frustumPlanes);
  19966. };
  19967. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19968. /**
  19969. * Gets the world distance between the min and max points of the bounding box
  19970. */
  19971. get: function () {
  19972. var boundingBox = this.boundingBox;
  19973. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19974. return diag.length();
  19975. },
  19976. enumerable: true,
  19977. configurable: true
  19978. });
  19979. /**
  19980. * Checks if a cullable object (mesh...) is in the camera frustum
  19981. * Unlike isInFrustum this cheks the full bounding box
  19982. * @param frustumPlanes Camera near/planes
  19983. * @returns true if the object is in frustum otherwise false
  19984. */
  19985. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19986. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19987. };
  19988. /** @hidden */
  19989. BoundingInfo.prototype._checkCollision = function (collider) {
  19990. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19991. };
  19992. /**
  19993. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19994. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19995. * @param point the point to check intersection with
  19996. * @returns if the point intersects
  19997. */
  19998. BoundingInfo.prototype.intersectsPoint = function (point) {
  19999. if (!this.boundingSphere.centerWorld) {
  20000. return false;
  20001. }
  20002. if (!this.boundingSphere.intersectsPoint(point)) {
  20003. return false;
  20004. }
  20005. if (!this.boundingBox.intersectsPoint(point)) {
  20006. return false;
  20007. }
  20008. return true;
  20009. };
  20010. /**
  20011. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  20012. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  20013. * @param boundingInfo the bounding info to check intersection with
  20014. * @param precise if the intersection should be done using OBB
  20015. * @returns if the bounding info intersects
  20016. */
  20017. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  20018. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  20019. return false;
  20020. }
  20021. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  20022. return false;
  20023. }
  20024. if (!precise) {
  20025. return true;
  20026. }
  20027. var box0 = this.boundingBox;
  20028. var box1 = boundingInfo.boundingBox;
  20029. if (!axisOverlap(box0.directions[0], box0, box1)) {
  20030. return false;
  20031. }
  20032. if (!axisOverlap(box0.directions[1], box0, box1)) {
  20033. return false;
  20034. }
  20035. if (!axisOverlap(box0.directions[2], box0, box1)) {
  20036. return false;
  20037. }
  20038. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20039. return false;
  20040. }
  20041. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20042. return false;
  20043. }
  20044. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20045. return false;
  20046. }
  20047. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20048. return false;
  20049. }
  20050. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20051. return false;
  20052. }
  20053. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20054. return false;
  20055. }
  20056. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20057. return false;
  20058. }
  20059. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20060. return false;
  20061. }
  20062. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20063. return false;
  20064. }
  20065. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20066. return false;
  20067. }
  20068. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20069. return false;
  20070. }
  20071. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20072. return false;
  20073. }
  20074. return true;
  20075. };
  20076. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20077. return BoundingInfo;
  20078. }());
  20079. BABYLON.BoundingInfo = BoundingInfo;
  20080. })(BABYLON || (BABYLON = {}));
  20081. //# sourceMappingURL=babylon.boundingInfo.js.map
  20082. var BABYLON;
  20083. (function (BABYLON) {
  20084. /**
  20085. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  20086. * @see https://doc.babylonjs.com/how_to/transformnode
  20087. */
  20088. var TransformNode = /** @class */ (function (_super) {
  20089. __extends(TransformNode, _super);
  20090. function TransformNode(name, scene, isPure) {
  20091. if (scene === void 0) { scene = null; }
  20092. if (isPure === void 0) { isPure = true; }
  20093. var _this = _super.call(this, name, scene) || this;
  20094. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20095. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20096. _this._up = new BABYLON.Vector3(0, 1, 0);
  20097. _this._right = new BABYLON.Vector3(1, 0, 0);
  20098. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20099. // Properties
  20100. _this._position = BABYLON.Vector3.Zero();
  20101. _this._rotation = BABYLON.Vector3.Zero();
  20102. _this._scaling = BABYLON.Vector3.One();
  20103. _this._isDirty = false;
  20104. /**
  20105. * Set the billboard mode. Default is 0.
  20106. *
  20107. * | Value | Type | Description |
  20108. * | --- | --- | --- |
  20109. * | 0 | BILLBOARDMODE_NONE | |
  20110. * | 1 | BILLBOARDMODE_X | |
  20111. * | 2 | BILLBOARDMODE_Y | |
  20112. * | 4 | BILLBOARDMODE_Z | |
  20113. * | 7 | BILLBOARDMODE_ALL | |
  20114. *
  20115. */
  20116. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20117. /**
  20118. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  20119. */
  20120. _this.scalingDeterminant = 1;
  20121. /**
  20122. * Sets the distance of the object to max, often used by skybox
  20123. */
  20124. _this.infiniteDistance = false;
  20125. /**
  20126. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20127. * By default the system will update normals to compensate
  20128. */
  20129. _this.ignoreNonUniformScaling = false;
  20130. /** @hidden */
  20131. _this._localMatrix = BABYLON.Matrix.Zero();
  20132. _this._absolutePosition = BABYLON.Vector3.Zero();
  20133. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20134. _this._postMultiplyPivotMatrix = false;
  20135. _this._isWorldMatrixFrozen = false;
  20136. /** @hidden */
  20137. _this._indexInSceneTransformNodesArray = -1;
  20138. /**
  20139. * An event triggered after the world matrix is updated
  20140. */
  20141. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20142. _this._nonUniformScaling = false;
  20143. if (isPure) {
  20144. _this.getScene().addTransformNode(_this);
  20145. }
  20146. return _this;
  20147. }
  20148. /**
  20149. * Gets a string identifying the name of the class
  20150. * @returns "TransformNode" string
  20151. */
  20152. TransformNode.prototype.getClassName = function () {
  20153. return "TransformNode";
  20154. };
  20155. Object.defineProperty(TransformNode.prototype, "position", {
  20156. /**
  20157. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20158. */
  20159. get: function () {
  20160. return this._position;
  20161. },
  20162. set: function (newPosition) {
  20163. this._position = newPosition;
  20164. this._isDirty = true;
  20165. },
  20166. enumerable: true,
  20167. configurable: true
  20168. });
  20169. Object.defineProperty(TransformNode.prototype, "rotation", {
  20170. /**
  20171. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  20172. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20173. */
  20174. get: function () {
  20175. return this._rotation;
  20176. },
  20177. set: function (newRotation) {
  20178. this._rotation = newRotation;
  20179. this._isDirty = true;
  20180. },
  20181. enumerable: true,
  20182. configurable: true
  20183. });
  20184. Object.defineProperty(TransformNode.prototype, "scaling", {
  20185. /**
  20186. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  20187. */
  20188. get: function () {
  20189. return this._scaling;
  20190. },
  20191. set: function (newScaling) {
  20192. this._scaling = newScaling;
  20193. this._isDirty = true;
  20194. },
  20195. enumerable: true,
  20196. configurable: true
  20197. });
  20198. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20199. /**
  20200. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20201. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20202. */
  20203. get: function () {
  20204. return this._rotationQuaternion;
  20205. },
  20206. set: function (quaternion) {
  20207. this._rotationQuaternion = quaternion;
  20208. //reset the rotation vector.
  20209. if (quaternion) {
  20210. this.rotation.setAll(0.0);
  20211. }
  20212. },
  20213. enumerable: true,
  20214. configurable: true
  20215. });
  20216. Object.defineProperty(TransformNode.prototype, "forward", {
  20217. /**
  20218. * The forward direction of that transform in world space.
  20219. */
  20220. get: function () {
  20221. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20222. },
  20223. enumerable: true,
  20224. configurable: true
  20225. });
  20226. Object.defineProperty(TransformNode.prototype, "up", {
  20227. /**
  20228. * The up direction of that transform in world space.
  20229. */
  20230. get: function () {
  20231. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20232. },
  20233. enumerable: true,
  20234. configurable: true
  20235. });
  20236. Object.defineProperty(TransformNode.prototype, "right", {
  20237. /**
  20238. * The right direction of that transform in world space.
  20239. */
  20240. get: function () {
  20241. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20242. },
  20243. enumerable: true,
  20244. configurable: true
  20245. });
  20246. /**
  20247. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20248. * @param matrix the matrix to copy the pose from
  20249. * @returns this TransformNode.
  20250. */
  20251. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20252. this._poseMatrix.copyFrom(matrix);
  20253. return this;
  20254. };
  20255. /**
  20256. * Returns the mesh Pose matrix.
  20257. * @returns the pose matrix
  20258. */
  20259. TransformNode.prototype.getPoseMatrix = function () {
  20260. return this._poseMatrix;
  20261. };
  20262. /** @hidden */
  20263. TransformNode.prototype._isSynchronized = function () {
  20264. if (this._isDirty) {
  20265. return false;
  20266. }
  20267. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20268. return false;
  20269. }
  20270. if (this._cache.pivotMatrixUpdated) {
  20271. return false;
  20272. }
  20273. if (this.infiniteDistance) {
  20274. return false;
  20275. }
  20276. if (!this._cache.position.equals(this._position)) {
  20277. return false;
  20278. }
  20279. if (this._rotationQuaternion) {
  20280. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20281. return false;
  20282. }
  20283. }
  20284. if (!this._cache.rotation.equals(this._rotation)) {
  20285. return false;
  20286. }
  20287. if (!this._cache.scaling.equals(this._scaling)) {
  20288. return false;
  20289. }
  20290. return true;
  20291. };
  20292. /** @hidden */
  20293. TransformNode.prototype._initCache = function () {
  20294. _super.prototype._initCache.call(this);
  20295. this._cache.localMatrixUpdated = false;
  20296. this._cache.position = BABYLON.Vector3.Zero();
  20297. this._cache.scaling = BABYLON.Vector3.Zero();
  20298. this._cache.rotation = BABYLON.Vector3.Zero();
  20299. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20300. this._cache.billboardMode = -1;
  20301. this._cache.infiniteDistance = false;
  20302. };
  20303. /**
  20304. * Flag the transform node as dirty (Forcing it to update everything)
  20305. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20306. * @returns this transform node
  20307. */
  20308. TransformNode.prototype.markAsDirty = function (property) {
  20309. if (property === "rotation") {
  20310. this.rotationQuaternion = null;
  20311. }
  20312. this._currentRenderId = Number.MAX_VALUE;
  20313. this._isDirty = true;
  20314. return this;
  20315. };
  20316. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20317. /**
  20318. * Returns the current mesh absolute position.
  20319. * Returns a Vector3.
  20320. */
  20321. get: function () {
  20322. return this._absolutePosition;
  20323. },
  20324. enumerable: true,
  20325. configurable: true
  20326. });
  20327. /**
  20328. * Sets a new matrix to apply before all other transformation
  20329. * @param matrix defines the transform matrix
  20330. * @returns the current TransformNode
  20331. */
  20332. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20333. return this.setPivotMatrix(matrix, false);
  20334. };
  20335. /**
  20336. * Sets a new pivot matrix to the current node
  20337. * @param matrix defines the new pivot matrix to use
  20338. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  20339. * @returns the current TransformNode
  20340. */
  20341. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20342. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20343. this._pivotMatrix.copyFrom(matrix);
  20344. this._cache.pivotMatrixUpdated = true;
  20345. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20346. if (this._postMultiplyPivotMatrix) {
  20347. if (!this._pivotMatrixInverse) {
  20348. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20349. }
  20350. else {
  20351. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20352. }
  20353. }
  20354. return this;
  20355. };
  20356. /**
  20357. * Returns the mesh pivot matrix.
  20358. * Default : Identity.
  20359. * @returns the matrix
  20360. */
  20361. TransformNode.prototype.getPivotMatrix = function () {
  20362. return this._pivotMatrix;
  20363. };
  20364. /**
  20365. * Prevents the World matrix to be computed any longer.
  20366. * @returns the TransformNode.
  20367. */
  20368. TransformNode.prototype.freezeWorldMatrix = function () {
  20369. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20370. this.computeWorldMatrix(true);
  20371. this._isWorldMatrixFrozen = true;
  20372. return this;
  20373. };
  20374. /**
  20375. * Allows back the World matrix computation.
  20376. * @returns the TransformNode.
  20377. */
  20378. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20379. this._isWorldMatrixFrozen = false;
  20380. this.computeWorldMatrix(true);
  20381. return this;
  20382. };
  20383. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20384. /**
  20385. * True if the World matrix has been frozen.
  20386. */
  20387. get: function () {
  20388. return this._isWorldMatrixFrozen;
  20389. },
  20390. enumerable: true,
  20391. configurable: true
  20392. });
  20393. /**
  20394. * Retuns the mesh absolute position in the World.
  20395. * @returns a Vector3.
  20396. */
  20397. TransformNode.prototype.getAbsolutePosition = function () {
  20398. this.computeWorldMatrix();
  20399. return this._absolutePosition;
  20400. };
  20401. /**
  20402. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20403. * @param absolutePosition the absolute position to set
  20404. * @returns the TransformNode.
  20405. */
  20406. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20407. if (!absolutePosition) {
  20408. return this;
  20409. }
  20410. var absolutePositionX;
  20411. var absolutePositionY;
  20412. var absolutePositionZ;
  20413. if (absolutePosition.x === undefined) {
  20414. if (arguments.length < 3) {
  20415. return this;
  20416. }
  20417. absolutePositionX = arguments[0];
  20418. absolutePositionY = arguments[1];
  20419. absolutePositionZ = arguments[2];
  20420. }
  20421. else {
  20422. absolutePositionX = absolutePosition.x;
  20423. absolutePositionY = absolutePosition.y;
  20424. absolutePositionZ = absolutePosition.z;
  20425. }
  20426. if (this.parent) {
  20427. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20428. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20429. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20430. }
  20431. else {
  20432. this.position.x = absolutePositionX;
  20433. this.position.y = absolutePositionY;
  20434. this.position.z = absolutePositionZ;
  20435. }
  20436. return this;
  20437. };
  20438. /**
  20439. * Sets the mesh position in its local space.
  20440. * @param vector3 the position to set in localspace
  20441. * @returns the TransformNode.
  20442. */
  20443. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20444. this.computeWorldMatrix();
  20445. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localMatrix);
  20446. return this;
  20447. };
  20448. /**
  20449. * Returns the mesh position in the local space from the current World matrix values.
  20450. * @returns a new Vector3.
  20451. */
  20452. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20453. this.computeWorldMatrix();
  20454. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20455. this._localMatrix.invertToRef(invLocalWorldMatrix);
  20456. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20457. };
  20458. /**
  20459. * Translates the mesh along the passed Vector3 in its local space.
  20460. * @param vector3 the distance to translate in localspace
  20461. * @returns the TransformNode.
  20462. */
  20463. TransformNode.prototype.locallyTranslate = function (vector3) {
  20464. this.computeWorldMatrix(true);
  20465. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localMatrix);
  20466. return this;
  20467. };
  20468. /**
  20469. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20470. * @param targetPoint the position (must be in same space as current mesh) to look at
  20471. * @param yawCor optional yaw (y-axis) correction in radians
  20472. * @param pitchCor optional pitch (x-axis) correction in radians
  20473. * @param rollCor optional roll (z-axis) correction in radians
  20474. * @param space the choosen space of the target
  20475. * @returns the TransformNode.
  20476. */
  20477. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20478. if (yawCor === void 0) { yawCor = 0; }
  20479. if (pitchCor === void 0) { pitchCor = 0; }
  20480. if (rollCor === void 0) { rollCor = 0; }
  20481. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20482. var dv = TransformNode._lookAtVectorCache;
  20483. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20484. targetPoint.subtractToRef(pos, dv);
  20485. this.setDirection(dv, yawCor, pitchCor, rollCor);
  20486. // Correct for parent's rotation offset
  20487. if (space === BABYLON.Space.WORLD && this.parent) {
  20488. if (this.rotationQuaternion) {
  20489. // Get local rotation matrix of the looking object
  20490. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20491. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20492. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20493. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20494. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20495. parentRotationMatrix.invert();
  20496. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20497. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20498. }
  20499. else {
  20500. // Get local rotation matrix of the looking object
  20501. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20502. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20503. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20504. quaternionRotation.toRotationMatrix(rotationMatrix);
  20505. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20506. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20507. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20508. parentRotationMatrix.invert();
  20509. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20510. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20511. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20512. }
  20513. }
  20514. return this;
  20515. };
  20516. /**
  20517. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20518. * This Vector3 is expressed in the World space.
  20519. * @param localAxis axis to rotate
  20520. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20521. */
  20522. TransformNode.prototype.getDirection = function (localAxis) {
  20523. var result = BABYLON.Vector3.Zero();
  20524. this.getDirectionToRef(localAxis, result);
  20525. return result;
  20526. };
  20527. /**
  20528. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20529. * localAxis is expressed in the mesh local space.
  20530. * result is computed in the Wordl space from the mesh World matrix.
  20531. * @param localAxis axis to rotate
  20532. * @param result the resulting transformnode
  20533. * @returns this TransformNode.
  20534. */
  20535. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20536. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20537. return this;
  20538. };
  20539. /**
  20540. * Sets this transform node rotation to the given local axis.
  20541. * @param localAxis the axis in local space
  20542. * @param yawCor optional yaw (y-axis) correction in radians
  20543. * @param pitchCor optional pitch (x-axis) correction in radians
  20544. * @param rollCor optional roll (z-axis) correction in radians
  20545. * @returns this TransformNode
  20546. */
  20547. TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {
  20548. if (yawCor === void 0) { yawCor = 0; }
  20549. if (pitchCor === void 0) { pitchCor = 0; }
  20550. if (rollCor === void 0) { rollCor = 0; }
  20551. var yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;
  20552. var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
  20553. var pitch = -Math.atan2(localAxis.y, len);
  20554. if (this.rotationQuaternion) {
  20555. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20556. }
  20557. else {
  20558. this.rotation.x = pitch + pitchCor;
  20559. this.rotation.y = yaw + yawCor;
  20560. this.rotation.z = rollCor;
  20561. }
  20562. return this;
  20563. };
  20564. /**
  20565. * Sets a new pivot point to the current node
  20566. * @param point defines the new pivot point to use
  20567. * @param space defines if the point is in world or local space (local by default)
  20568. * @returns the current TransformNode
  20569. */
  20570. TransformNode.prototype.setPivotPoint = function (point, space) {
  20571. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20572. if (this.getScene().getRenderId() == 0) {
  20573. this.computeWorldMatrix(true);
  20574. }
  20575. var wm = this.getWorldMatrix();
  20576. if (space == BABYLON.Space.WORLD) {
  20577. var tmat = BABYLON.Tmp.Matrix[0];
  20578. wm.invertToRef(tmat);
  20579. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20580. }
  20581. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20582. };
  20583. /**
  20584. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20585. * @returns the pivot point
  20586. */
  20587. TransformNode.prototype.getPivotPoint = function () {
  20588. var point = BABYLON.Vector3.Zero();
  20589. this.getPivotPointToRef(point);
  20590. return point;
  20591. };
  20592. /**
  20593. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20594. * @param result the vector3 to store the result
  20595. * @returns this TransformNode.
  20596. */
  20597. TransformNode.prototype.getPivotPointToRef = function (result) {
  20598. result.x = -this._pivotMatrix.m[12];
  20599. result.y = -this._pivotMatrix.m[13];
  20600. result.z = -this._pivotMatrix.m[14];
  20601. return this;
  20602. };
  20603. /**
  20604. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20605. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20606. */
  20607. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20608. var point = BABYLON.Vector3.Zero();
  20609. this.getAbsolutePivotPointToRef(point);
  20610. return point;
  20611. };
  20612. /**
  20613. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20614. * @param result vector3 to store the result
  20615. * @returns this TransformNode.
  20616. */
  20617. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20618. result.x = this._pivotMatrix.m[12];
  20619. result.y = this._pivotMatrix.m[13];
  20620. result.z = this._pivotMatrix.m[14];
  20621. this.getPivotPointToRef(result);
  20622. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20623. return this;
  20624. };
  20625. /**
  20626. * Defines the passed node as the parent of the current node.
  20627. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20628. * @param node the node ot set as the parent
  20629. * @returns this TransformNode.
  20630. */
  20631. TransformNode.prototype.setParent = function (node) {
  20632. if (!node && !this.parent) {
  20633. return this;
  20634. }
  20635. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20636. var position = BABYLON.Tmp.Vector3[0];
  20637. var scale = BABYLON.Tmp.Vector3[1];
  20638. if (!node) {
  20639. if (this.parent && this.parent.computeWorldMatrix) {
  20640. this.parent.computeWorldMatrix(true);
  20641. }
  20642. this.computeWorldMatrix(true);
  20643. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20644. }
  20645. else {
  20646. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20647. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20648. this.computeWorldMatrix(true);
  20649. node.computeWorldMatrix(true);
  20650. node.getWorldMatrix().invertToRef(invParentMatrix);
  20651. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20652. diffMatrix.decompose(scale, quatRotation, position);
  20653. }
  20654. if (this.rotationQuaternion) {
  20655. this.rotationQuaternion.copyFrom(quatRotation);
  20656. }
  20657. else {
  20658. quatRotation.toEulerAnglesToRef(this.rotation);
  20659. }
  20660. this.scaling.copyFrom(scale);
  20661. this.position.copyFrom(position);
  20662. this.parent = node;
  20663. return this;
  20664. };
  20665. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20666. /**
  20667. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20668. */
  20669. get: function () {
  20670. return this._nonUniformScaling;
  20671. },
  20672. enumerable: true,
  20673. configurable: true
  20674. });
  20675. /** @hidden */
  20676. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20677. if (this._nonUniformScaling === value) {
  20678. return false;
  20679. }
  20680. this._nonUniformScaling = value;
  20681. return true;
  20682. };
  20683. /**
  20684. * Attach the current TransformNode to another TransformNode associated with a bone
  20685. * @param bone Bone affecting the TransformNode
  20686. * @param affectedTransformNode TransformNode associated with the bone
  20687. * @returns this object
  20688. */
  20689. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20690. this._transformToBoneReferal = affectedTransformNode;
  20691. this.parent = bone;
  20692. if (bone.getWorldMatrix().determinant() < 0) {
  20693. this.scalingDeterminant *= -1;
  20694. }
  20695. return this;
  20696. };
  20697. /**
  20698. * Detach the transform node if its associated with a bone
  20699. * @returns this object
  20700. */
  20701. TransformNode.prototype.detachFromBone = function () {
  20702. if (!this.parent) {
  20703. return this;
  20704. }
  20705. if (this.parent.getWorldMatrix().determinant() < 0) {
  20706. this.scalingDeterminant *= -1;
  20707. }
  20708. this._transformToBoneReferal = null;
  20709. this.parent = null;
  20710. return this;
  20711. };
  20712. /**
  20713. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20714. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20715. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20716. * The passed axis is also normalized.
  20717. * @param axis the axis to rotate around
  20718. * @param amount the amount to rotate in radians
  20719. * @param space Space to rotate in (Default: local)
  20720. * @returns the TransformNode.
  20721. */
  20722. TransformNode.prototype.rotate = function (axis, amount, space) {
  20723. axis.normalize();
  20724. if (!this.rotationQuaternion) {
  20725. this.rotationQuaternion = this.rotation.toQuaternion();
  20726. this.rotation.setAll(0);
  20727. }
  20728. var rotationQuaternion;
  20729. if (!space || space === BABYLON.Space.LOCAL) {
  20730. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20731. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20732. }
  20733. else {
  20734. if (this.parent) {
  20735. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20736. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20737. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20738. }
  20739. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20740. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20741. }
  20742. return this;
  20743. };
  20744. /**
  20745. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20746. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20747. * The passed axis is also normalized. .
  20748. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20749. * @param point the point to rotate around
  20750. * @param axis the axis to rotate around
  20751. * @param amount the amount to rotate in radians
  20752. * @returns the TransformNode
  20753. */
  20754. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20755. axis.normalize();
  20756. if (!this.rotationQuaternion) {
  20757. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20758. this.rotation.setAll(0);
  20759. }
  20760. var tmpVector = BABYLON.Tmp.Vector3[0];
  20761. var finalScale = BABYLON.Tmp.Vector3[1];
  20762. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20763. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20764. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20765. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20766. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20767. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20768. point.subtractToRef(this.position, tmpVector);
  20769. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20770. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20771. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20772. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20773. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20774. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20775. this.position.addInPlace(finalTranslation);
  20776. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20777. return this;
  20778. };
  20779. /**
  20780. * Translates the mesh along the axis vector for the passed distance in the given space.
  20781. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20782. * @param axis the axis to translate in
  20783. * @param distance the distance to translate
  20784. * @param space Space to rotate in (Default: local)
  20785. * @returns the TransformNode.
  20786. */
  20787. TransformNode.prototype.translate = function (axis, distance, space) {
  20788. var displacementVector = axis.scale(distance);
  20789. if (!space || space === BABYLON.Space.LOCAL) {
  20790. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20791. this.setPositionWithLocalVector(tempV3);
  20792. }
  20793. else {
  20794. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20795. }
  20796. return this;
  20797. };
  20798. /**
  20799. * Adds a rotation step to the mesh current rotation.
  20800. * x, y, z are Euler angles expressed in radians.
  20801. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20802. * This means this rotation is made in the mesh local space only.
  20803. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20804. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20805. * ```javascript
  20806. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20807. * ```
  20808. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20809. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  20810. * @param x Rotation to add
  20811. * @param y Rotation to add
  20812. * @param z Rotation to add
  20813. * @returns the TransformNode.
  20814. */
  20815. TransformNode.prototype.addRotation = function (x, y, z) {
  20816. var rotationQuaternion;
  20817. if (this.rotationQuaternion) {
  20818. rotationQuaternion = this.rotationQuaternion;
  20819. }
  20820. else {
  20821. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20822. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20823. }
  20824. var accumulation = BABYLON.Tmp.Quaternion[0];
  20825. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20826. rotationQuaternion.multiplyInPlace(accumulation);
  20827. if (!this.rotationQuaternion) {
  20828. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20829. }
  20830. return this;
  20831. };
  20832. /**
  20833. * Computes the world matrix of the node
  20834. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20835. * @returns the world matrix
  20836. */
  20837. TransformNode.prototype.computeWorldMatrix = function (force) {
  20838. if (this._isWorldMatrixFrozen) {
  20839. return this._worldMatrix;
  20840. }
  20841. if (!force && this.isSynchronized()) {
  20842. this._currentRenderId = this.getScene().getRenderId();
  20843. return this._worldMatrix;
  20844. }
  20845. this._updateCache();
  20846. this._cache.position.copyFrom(this.position);
  20847. this._cache.scaling.copyFrom(this.scaling);
  20848. this._cache.pivotMatrixUpdated = false;
  20849. this._cache.billboardMode = this.billboardMode;
  20850. this._cache.infiniteDistance = this.infiniteDistance;
  20851. this._currentRenderId = this.getScene().getRenderId();
  20852. this._childRenderId = this.getScene().getRenderId();
  20853. this._isDirty = false;
  20854. // Scaling
  20855. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20856. // Rotation
  20857. //rotate, if quaternion is set and rotation was used
  20858. if (this.rotationQuaternion) {
  20859. var len = this.rotation.length();
  20860. if (len) {
  20861. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20862. this.rotation.copyFromFloats(0, 0, 0);
  20863. }
  20864. }
  20865. if (this.rotationQuaternion) {
  20866. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20867. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20868. }
  20869. else {
  20870. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20871. this._cache.rotation.copyFrom(this.rotation);
  20872. }
  20873. // Translation
  20874. var camera = this.getScene().activeCamera;
  20875. if (this.infiniteDistance && !this.parent && camera) {
  20876. var cameraWorldMatrix = camera.getWorldMatrix();
  20877. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20878. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20879. }
  20880. else {
  20881. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20882. }
  20883. // Composing transformations
  20884. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20885. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20886. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20887. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20888. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20889. // Need to decompose each rotation here
  20890. var currentPosition = BABYLON.Tmp.Vector3[3];
  20891. if (this.parent && this.parent.getWorldMatrix) {
  20892. if (this._transformToBoneReferal) {
  20893. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20894. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20895. }
  20896. else {
  20897. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20898. }
  20899. }
  20900. else {
  20901. currentPosition.copyFrom(this.position);
  20902. }
  20903. currentPosition.subtractInPlace(camera.globalPosition);
  20904. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20905. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20906. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20907. }
  20908. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20909. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20910. }
  20911. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20912. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20913. }
  20914. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20915. }
  20916. else {
  20917. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20918. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20919. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20920. }
  20921. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20922. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20923. }
  20924. // Post multiply inverse of pivotMatrix
  20925. if (this._postMultiplyPivotMatrix) {
  20926. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20927. }
  20928. // Local world
  20929. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localMatrix);
  20930. // Parent
  20931. if (this.parent && this.parent.getWorldMatrix) {
  20932. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20933. if (this._transformToBoneReferal) {
  20934. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20935. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20936. }
  20937. else {
  20938. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20939. }
  20940. this._localMatrix.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20941. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20942. this._worldMatrix.copyFrom(this._localMatrix);
  20943. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20944. }
  20945. else {
  20946. if (this._transformToBoneReferal) {
  20947. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20948. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20949. }
  20950. else {
  20951. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20952. }
  20953. }
  20954. this._markSyncedWithParent();
  20955. }
  20956. else {
  20957. this._worldMatrix.copyFrom(this._localMatrix);
  20958. }
  20959. // Normal matrix
  20960. if (!this.ignoreNonUniformScaling) {
  20961. if (this.scaling.isNonUniform) {
  20962. this._updateNonUniformScalingState(true);
  20963. }
  20964. else if (this.parent && this.parent._nonUniformScaling) {
  20965. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20966. }
  20967. else {
  20968. this._updateNonUniformScalingState(false);
  20969. }
  20970. }
  20971. else {
  20972. this._updateNonUniformScalingState(false);
  20973. }
  20974. this._afterComputeWorldMatrix();
  20975. // Absolute position
  20976. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20977. // Callbacks
  20978. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20979. if (!this._poseMatrix) {
  20980. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20981. }
  20982. // Cache the determinant
  20983. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20984. return this._worldMatrix;
  20985. };
  20986. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20987. };
  20988. /**
  20989. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20990. * @param func callback function to add
  20991. *
  20992. * @returns the TransformNode.
  20993. */
  20994. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20995. this.onAfterWorldMatrixUpdateObservable.add(func);
  20996. return this;
  20997. };
  20998. /**
  20999. * Removes a registered callback function.
  21000. * @param func callback function to remove
  21001. * @returns the TransformNode.
  21002. */
  21003. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  21004. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  21005. return this;
  21006. };
  21007. /**
  21008. * Gets the position of the current mesh in camera space
  21009. * @param camera defines the camera to use
  21010. * @returns a position
  21011. */
  21012. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  21013. if (camera === void 0) { camera = null; }
  21014. if (!camera) {
  21015. camera = this.getScene().activeCamera;
  21016. }
  21017. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21018. };
  21019. /**
  21020. * Returns the distance from the mesh to the active camera
  21021. * @param camera defines the camera to use
  21022. * @returns the distance
  21023. */
  21024. TransformNode.prototype.getDistanceToCamera = function (camera) {
  21025. if (camera === void 0) { camera = null; }
  21026. if (!camera) {
  21027. camera = this.getScene().activeCamera;
  21028. }
  21029. return this.absolutePosition.subtract(camera.position).length();
  21030. };
  21031. /**
  21032. * Clone the current transform node
  21033. * @param name Name of the new clone
  21034. * @param newParent New parent for the clone
  21035. * @param doNotCloneChildren Do not clone children hierarchy
  21036. * @returns the new transform node
  21037. */
  21038. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21039. var _this = this;
  21040. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  21041. result.name = name;
  21042. result.id = name;
  21043. if (newParent) {
  21044. result.parent = newParent;
  21045. }
  21046. if (!doNotCloneChildren) {
  21047. // Children
  21048. var directDescendants = this.getDescendants(true);
  21049. for (var index = 0; index < directDescendants.length; index++) {
  21050. var child = directDescendants[index];
  21051. if (child.clone) {
  21052. child.clone(name + "." + child.name, result);
  21053. }
  21054. }
  21055. }
  21056. return result;
  21057. };
  21058. /**
  21059. * Serializes the objects information.
  21060. * @param currentSerializationObject defines the object to serialize in
  21061. * @returns the serialized object
  21062. */
  21063. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21064. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21065. serializationObject.type = this.getClassName();
  21066. // Parent
  21067. if (this.parent) {
  21068. serializationObject.parentId = this.parent.id;
  21069. }
  21070. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21071. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21072. }
  21073. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21074. serializationObject.isEnabled = this.isEnabled();
  21075. // Parent
  21076. if (this.parent) {
  21077. serializationObject.parentId = this.parent.id;
  21078. }
  21079. return serializationObject;
  21080. };
  21081. // Statics
  21082. /**
  21083. * Returns a new TransformNode object parsed from the source provided.
  21084. * @param parsedTransformNode is the source.
  21085. * @param scene the scne the object belongs to
  21086. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21087. * @returns a new TransformNode object parsed from the source provided.
  21088. */
  21089. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21090. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21091. if (BABYLON.Tags) {
  21092. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21093. }
  21094. if (parsedTransformNode.localMatrix) {
  21095. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21096. }
  21097. else if (parsedTransformNode.pivotMatrix) {
  21098. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21099. }
  21100. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21101. // Parent
  21102. if (parsedTransformNode.parentId) {
  21103. transformNode._waitingParentId = parsedTransformNode.parentId;
  21104. }
  21105. return transformNode;
  21106. };
  21107. /**
  21108. * Releases resources associated with this transform node.
  21109. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21110. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21111. */
  21112. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21113. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21114. // Animations
  21115. this.getScene().stopAnimation(this);
  21116. // Remove from scene
  21117. this.getScene().removeTransformNode(this);
  21118. this.onAfterWorldMatrixUpdateObservable.clear();
  21119. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21120. };
  21121. // Statics
  21122. /**
  21123. * Object will not rotate to face the camera
  21124. */
  21125. TransformNode.BILLBOARDMODE_NONE = 0;
  21126. /**
  21127. * Object will rotate to face the camera but only on the x axis
  21128. */
  21129. TransformNode.BILLBOARDMODE_X = 1;
  21130. /**
  21131. * Object will rotate to face the camera but only on the y axis
  21132. */
  21133. TransformNode.BILLBOARDMODE_Y = 2;
  21134. /**
  21135. * Object will rotate to face the camera but only on the z axis
  21136. */
  21137. TransformNode.BILLBOARDMODE_Z = 4;
  21138. /**
  21139. * Object will rotate to face the camera
  21140. */
  21141. TransformNode.BILLBOARDMODE_ALL = 7;
  21142. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21143. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21144. __decorate([
  21145. BABYLON.serializeAsVector3("position")
  21146. ], TransformNode.prototype, "_position", void 0);
  21147. __decorate([
  21148. BABYLON.serializeAsVector3("rotation")
  21149. ], TransformNode.prototype, "_rotation", void 0);
  21150. __decorate([
  21151. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21152. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21153. __decorate([
  21154. BABYLON.serializeAsVector3("scaling")
  21155. ], TransformNode.prototype, "_scaling", void 0);
  21156. __decorate([
  21157. BABYLON.serialize()
  21158. ], TransformNode.prototype, "billboardMode", void 0);
  21159. __decorate([
  21160. BABYLON.serialize()
  21161. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21162. __decorate([
  21163. BABYLON.serialize()
  21164. ], TransformNode.prototype, "infiniteDistance", void 0);
  21165. __decorate([
  21166. BABYLON.serialize()
  21167. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21168. return TransformNode;
  21169. }(BABYLON.Node));
  21170. BABYLON.TransformNode = TransformNode;
  21171. })(BABYLON || (BABYLON = {}));
  21172. //# sourceMappingURL=babylon.transformNode.js.map
  21173. var BABYLON;
  21174. (function (BABYLON) {
  21175. /** @hidden */
  21176. var _FacetDataStorage = /** @class */ (function () {
  21177. function _FacetDataStorage() {
  21178. this.facetNb = 0; // facet number
  21179. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21180. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21181. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21182. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21183. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21184. this.subDiv = {
  21185. max: 1,
  21186. X: 1,
  21187. Y: 1,
  21188. Z: 1
  21189. };
  21190. this.facetDepthSort = false; // is the facet depth sort to be computed
  21191. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21192. }
  21193. return _FacetDataStorage;
  21194. }());
  21195. /**
  21196. * Class used to store all common mesh properties
  21197. */
  21198. var AbstractMesh = /** @class */ (function (_super) {
  21199. __extends(AbstractMesh, _super);
  21200. // Constructor
  21201. /**
  21202. * Creates a new AbstractMesh
  21203. * @param name defines the name of the mesh
  21204. * @param scene defines the hosting scene
  21205. */
  21206. function AbstractMesh(name, scene) {
  21207. if (scene === void 0) { scene = null; }
  21208. var _this = _super.call(this, name, scene, false) || this;
  21209. _this._facetData = new _FacetDataStorage();
  21210. /** Gets ot sets the culling strategy to use to find visible meshes */
  21211. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21212. // Events
  21213. /**
  21214. * An event triggered when this mesh collides with another one
  21215. */
  21216. _this.onCollideObservable = new BABYLON.Observable();
  21217. /**
  21218. * An event triggered when the collision's position changes
  21219. */
  21220. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21221. /**
  21222. * An event triggered when material is changed
  21223. */
  21224. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21225. // Properties
  21226. /**
  21227. * Gets or sets the orientation for POV movement & rotation
  21228. */
  21229. _this.definedFacingForward = true;
  21230. _this._visibility = 1.0;
  21231. /** Gets or sets the alpha index used to sort transparent meshes
  21232. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21233. */
  21234. _this.alphaIndex = Number.MAX_VALUE;
  21235. /**
  21236. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21237. */
  21238. _this.isVisible = true;
  21239. /**
  21240. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21241. */
  21242. _this.isPickable = true;
  21243. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21244. _this.showSubMeshesBoundingBox = false;
  21245. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21246. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21247. */
  21248. _this.isBlocker = false;
  21249. /**
  21250. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21251. */
  21252. _this.enablePointerMoveEvents = false;
  21253. /**
  21254. * Specifies the rendering group id for this mesh (0 by default)
  21255. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21256. */
  21257. _this.renderingGroupId = 0;
  21258. _this._receiveShadows = false;
  21259. /** Defines color to use when rendering outline */
  21260. _this.outlineColor = BABYLON.Color3.Red();
  21261. /** Define width to use when rendering outline */
  21262. _this.outlineWidth = 0.02;
  21263. /** Defines color to use when rendering overlay */
  21264. _this.overlayColor = BABYLON.Color3.Red();
  21265. /** Defines alpha to use when rendering overlay */
  21266. _this.overlayAlpha = 0.5;
  21267. _this._hasVertexAlpha = false;
  21268. _this._useVertexColors = true;
  21269. _this._computeBonesUsingShaders = true;
  21270. _this._numBoneInfluencers = 4;
  21271. _this._applyFog = true;
  21272. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21273. _this.useOctreeForRenderingSelection = true;
  21274. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21275. _this.useOctreeForPicking = true;
  21276. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21277. _this.useOctreeForCollisions = true;
  21278. _this._layerMask = 0x0FFFFFFF;
  21279. /**
  21280. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21281. */
  21282. _this.alwaysSelectAsActiveMesh = false;
  21283. /**
  21284. * Gets or sets the current action manager
  21285. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21286. */
  21287. _this.actionManager = null;
  21288. // Collisions
  21289. _this._checkCollisions = false;
  21290. _this._collisionMask = -1;
  21291. _this._collisionGroup = -1;
  21292. /**
  21293. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21294. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21295. */
  21296. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21297. /**
  21298. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21299. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21300. */
  21301. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21302. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21303. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21304. // Edges
  21305. /**
  21306. * Defines edge width used when edgesRenderer is enabled
  21307. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21308. */
  21309. _this.edgesWidth = 1;
  21310. /**
  21311. * Defines edge color used when edgesRenderer is enabled
  21312. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21313. */
  21314. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21315. /** @hidden */
  21316. _this._renderId = 0;
  21317. /** @hidden */
  21318. _this._intersectionsInProgress = new Array();
  21319. /** @hidden */
  21320. _this._unIndexed = false;
  21321. /** @hidden */
  21322. _this._lightSources = new Array();
  21323. /**
  21324. * An event triggered when the mesh is rebuilt.
  21325. */
  21326. _this.onRebuildObservable = new BABYLON.Observable();
  21327. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21328. if (collidedMesh === void 0) { collidedMesh = null; }
  21329. //TODO move this to the collision coordinator!
  21330. if (_this.getScene().workerCollisions) {
  21331. newPosition.multiplyInPlace(_this._collider._radius);
  21332. }
  21333. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21334. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21335. _this.position.addInPlace(_this._diffPositionForCollisions);
  21336. }
  21337. if (collidedMesh) {
  21338. _this.onCollideObservable.notifyObservers(collidedMesh);
  21339. }
  21340. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21341. };
  21342. _this.getScene().addMesh(_this);
  21343. _this._resyncLightSources();
  21344. return _this;
  21345. }
  21346. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21347. /**
  21348. * No billboard
  21349. */
  21350. get: function () {
  21351. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21352. },
  21353. enumerable: true,
  21354. configurable: true
  21355. });
  21356. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21357. /** Billboard on X axis */
  21358. get: function () {
  21359. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21360. },
  21361. enumerable: true,
  21362. configurable: true
  21363. });
  21364. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21365. /** Billboard on Y axis */
  21366. get: function () {
  21367. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21368. },
  21369. enumerable: true,
  21370. configurable: true
  21371. });
  21372. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21373. /** Billboard on Z axis */
  21374. get: function () {
  21375. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21376. },
  21377. enumerable: true,
  21378. configurable: true
  21379. });
  21380. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21381. /** Billboard on all axes */
  21382. get: function () {
  21383. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21384. },
  21385. enumerable: true,
  21386. configurable: true
  21387. });
  21388. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21389. /**
  21390. * Gets the number of facets in the mesh
  21391. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21392. */
  21393. get: function () {
  21394. return this._facetData.facetNb;
  21395. },
  21396. enumerable: true,
  21397. configurable: true
  21398. });
  21399. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21400. /**
  21401. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21402. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21403. */
  21404. get: function () {
  21405. return this._facetData.partitioningSubdivisions;
  21406. },
  21407. set: function (nb) {
  21408. this._facetData.partitioningSubdivisions = nb;
  21409. },
  21410. enumerable: true,
  21411. configurable: true
  21412. });
  21413. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21414. /**
  21415. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21416. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21417. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21418. */
  21419. get: function () {
  21420. return this._facetData.partitioningBBoxRatio;
  21421. },
  21422. set: function (ratio) {
  21423. this._facetData.partitioningBBoxRatio = ratio;
  21424. },
  21425. enumerable: true,
  21426. configurable: true
  21427. });
  21428. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21429. /**
  21430. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21431. * Works only for updatable meshes.
  21432. * Doesn't work with multi-materials
  21433. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21434. */
  21435. get: function () {
  21436. return this._facetData.facetDepthSort;
  21437. },
  21438. set: function (sort) {
  21439. this._facetData.facetDepthSort = sort;
  21440. },
  21441. enumerable: true,
  21442. configurable: true
  21443. });
  21444. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21445. /**
  21446. * The location (Vector3) where the facet depth sort must be computed from.
  21447. * By default, the active camera position.
  21448. * Used only when facet depth sort is enabled
  21449. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21450. */
  21451. get: function () {
  21452. return this._facetData.facetDepthSortFrom;
  21453. },
  21454. set: function (location) {
  21455. this._facetData.facetDepthSortFrom = location;
  21456. },
  21457. enumerable: true,
  21458. configurable: true
  21459. });
  21460. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21461. /**
  21462. * gets a boolean indicating if facetData is enabled
  21463. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21464. */
  21465. get: function () {
  21466. return this._facetData.facetDataEnabled;
  21467. },
  21468. enumerable: true,
  21469. configurable: true
  21470. });
  21471. /** @hidden */
  21472. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21473. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21474. return false;
  21475. }
  21476. this._markSubMeshesAsMiscDirty();
  21477. return true;
  21478. };
  21479. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21480. /** Set a function to call when this mesh collides with another one */
  21481. set: function (callback) {
  21482. if (this._onCollideObserver) {
  21483. this.onCollideObservable.remove(this._onCollideObserver);
  21484. }
  21485. this._onCollideObserver = this.onCollideObservable.add(callback);
  21486. },
  21487. enumerable: true,
  21488. configurable: true
  21489. });
  21490. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21491. /** Set a function to call when the collision's position changes */
  21492. set: function (callback) {
  21493. if (this._onCollisionPositionChangeObserver) {
  21494. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21495. }
  21496. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21497. },
  21498. enumerable: true,
  21499. configurable: true
  21500. });
  21501. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21502. /**
  21503. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21504. */
  21505. get: function () {
  21506. return this._visibility;
  21507. },
  21508. /**
  21509. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21510. */
  21511. set: function (value) {
  21512. if (this._visibility === value) {
  21513. return;
  21514. }
  21515. this._visibility = value;
  21516. this._markSubMeshesAsMiscDirty();
  21517. },
  21518. enumerable: true,
  21519. configurable: true
  21520. });
  21521. Object.defineProperty(AbstractMesh.prototype, "material", {
  21522. /** Gets or sets current material */
  21523. get: function () {
  21524. return this._material;
  21525. },
  21526. set: function (value) {
  21527. if (this._material === value) {
  21528. return;
  21529. }
  21530. // remove from material mesh map id needed
  21531. if (this._material && this._material.meshMap) {
  21532. this._material.meshMap[this.uniqueId] = undefined;
  21533. }
  21534. this._material = value;
  21535. if (value && value.meshMap) {
  21536. value.meshMap[this.uniqueId] = this;
  21537. }
  21538. if (this.onMaterialChangedObservable.hasObservers) {
  21539. this.onMaterialChangedObservable.notifyObservers(this);
  21540. }
  21541. if (!this.subMeshes) {
  21542. return;
  21543. }
  21544. this._unBindEffect();
  21545. },
  21546. enumerable: true,
  21547. configurable: true
  21548. });
  21549. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21550. /**
  21551. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21552. * @see http://doc.babylonjs.com/babylon101/shadows
  21553. */
  21554. get: function () {
  21555. return this._receiveShadows;
  21556. },
  21557. set: function (value) {
  21558. if (this._receiveShadows === value) {
  21559. return;
  21560. }
  21561. this._receiveShadows = value;
  21562. this._markSubMeshesAsLightDirty();
  21563. },
  21564. enumerable: true,
  21565. configurable: true
  21566. });
  21567. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21568. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21569. get: function () {
  21570. return this._hasVertexAlpha;
  21571. },
  21572. set: function (value) {
  21573. if (this._hasVertexAlpha === value) {
  21574. return;
  21575. }
  21576. this._hasVertexAlpha = value;
  21577. this._markSubMeshesAsAttributesDirty();
  21578. this._markSubMeshesAsMiscDirty();
  21579. },
  21580. enumerable: true,
  21581. configurable: true
  21582. });
  21583. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21584. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  21585. get: function () {
  21586. return this._useVertexColors;
  21587. },
  21588. set: function (value) {
  21589. if (this._useVertexColors === value) {
  21590. return;
  21591. }
  21592. this._useVertexColors = value;
  21593. this._markSubMeshesAsAttributesDirty();
  21594. },
  21595. enumerable: true,
  21596. configurable: true
  21597. });
  21598. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21599. /**
  21600. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21601. */
  21602. get: function () {
  21603. return this._computeBonesUsingShaders;
  21604. },
  21605. set: function (value) {
  21606. if (this._computeBonesUsingShaders === value) {
  21607. return;
  21608. }
  21609. this._computeBonesUsingShaders = value;
  21610. this._markSubMeshesAsAttributesDirty();
  21611. },
  21612. enumerable: true,
  21613. configurable: true
  21614. });
  21615. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21616. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21617. get: function () {
  21618. return this._numBoneInfluencers;
  21619. },
  21620. set: function (value) {
  21621. if (this._numBoneInfluencers === value) {
  21622. return;
  21623. }
  21624. this._numBoneInfluencers = value;
  21625. this._markSubMeshesAsAttributesDirty();
  21626. },
  21627. enumerable: true,
  21628. configurable: true
  21629. });
  21630. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21631. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21632. get: function () {
  21633. return this._applyFog;
  21634. },
  21635. set: function (value) {
  21636. if (this._applyFog === value) {
  21637. return;
  21638. }
  21639. this._applyFog = value;
  21640. this._markSubMeshesAsMiscDirty();
  21641. },
  21642. enumerable: true,
  21643. configurable: true
  21644. });
  21645. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21646. /**
  21647. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21648. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21649. */
  21650. get: function () {
  21651. return this._layerMask;
  21652. },
  21653. set: function (value) {
  21654. if (value === this._layerMask) {
  21655. return;
  21656. }
  21657. this._layerMask = value;
  21658. this._resyncLightSources();
  21659. },
  21660. enumerable: true,
  21661. configurable: true
  21662. });
  21663. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21664. /**
  21665. * Gets or sets a collision mask used to mask collisions (default is -1).
  21666. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21667. */
  21668. get: function () {
  21669. return this._collisionMask;
  21670. },
  21671. set: function (mask) {
  21672. this._collisionMask = !isNaN(mask) ? mask : -1;
  21673. },
  21674. enumerable: true,
  21675. configurable: true
  21676. });
  21677. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21678. /**
  21679. * Gets or sets the current collision group mask (-1 by default).
  21680. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21681. */
  21682. get: function () {
  21683. return this._collisionGroup;
  21684. },
  21685. set: function (mask) {
  21686. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21687. },
  21688. enumerable: true,
  21689. configurable: true
  21690. });
  21691. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21692. /** @hidden */
  21693. get: function () {
  21694. return null;
  21695. },
  21696. enumerable: true,
  21697. configurable: true
  21698. });
  21699. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21700. get: function () {
  21701. return this._skeleton;
  21702. },
  21703. /**
  21704. * Gets or sets a skeleton to apply skining transformations
  21705. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21706. */
  21707. set: function (value) {
  21708. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21709. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21710. }
  21711. if (value && value.needInitialSkinMatrix) {
  21712. value._registerMeshWithPoseMatrix(this);
  21713. }
  21714. this._skeleton = value;
  21715. if (!this._skeleton) {
  21716. this._bonesTransformMatrices = null;
  21717. }
  21718. this._markSubMeshesAsAttributesDirty();
  21719. },
  21720. enumerable: true,
  21721. configurable: true
  21722. });
  21723. /**
  21724. * Returns the string "AbstractMesh"
  21725. * @returns "AbstractMesh"
  21726. */
  21727. AbstractMesh.prototype.getClassName = function () {
  21728. return "AbstractMesh";
  21729. };
  21730. /**
  21731. * Gets a string representation of the current mesh
  21732. * @param fullDetails defines a boolean indicating if full details must be included
  21733. * @returns a string representation of the current mesh
  21734. */
  21735. AbstractMesh.prototype.toString = function (fullDetails) {
  21736. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21737. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21738. if (this._skeleton) {
  21739. ret += ", skeleton: " + this._skeleton.name;
  21740. }
  21741. if (fullDetails) {
  21742. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21743. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21744. }
  21745. return ret;
  21746. };
  21747. /** @hidden */
  21748. AbstractMesh.prototype._rebuild = function () {
  21749. this.onRebuildObservable.notifyObservers(this);
  21750. if (this._occlusionQuery) {
  21751. this._occlusionQuery = null;
  21752. }
  21753. if (!this.subMeshes) {
  21754. return;
  21755. }
  21756. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21757. var subMesh = _a[_i];
  21758. subMesh._rebuild();
  21759. }
  21760. };
  21761. /** @hidden */
  21762. AbstractMesh.prototype._resyncLightSources = function () {
  21763. this._lightSources.length = 0;
  21764. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21765. var light = _a[_i];
  21766. if (!light.isEnabled()) {
  21767. continue;
  21768. }
  21769. if (light.canAffectMesh(this)) {
  21770. this._lightSources.push(light);
  21771. }
  21772. }
  21773. this._markSubMeshesAsLightDirty();
  21774. };
  21775. /** @hidden */
  21776. AbstractMesh.prototype._resyncLighSource = function (light) {
  21777. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21778. var index = this._lightSources.indexOf(light);
  21779. if (index === -1) {
  21780. if (!isIn) {
  21781. return;
  21782. }
  21783. this._lightSources.push(light);
  21784. }
  21785. else {
  21786. if (isIn) {
  21787. return;
  21788. }
  21789. this._lightSources.splice(index, 1);
  21790. }
  21791. this._markSubMeshesAsLightDirty();
  21792. };
  21793. /** @hidden */
  21794. AbstractMesh.prototype._unBindEffect = function () {
  21795. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21796. var subMesh = _a[_i];
  21797. subMesh.setEffect(null);
  21798. }
  21799. };
  21800. /** @hidden */
  21801. AbstractMesh.prototype._removeLightSource = function (light) {
  21802. var index = this._lightSources.indexOf(light);
  21803. if (index === -1) {
  21804. return;
  21805. }
  21806. this._lightSources.splice(index, 1);
  21807. this._markSubMeshesAsLightDirty();
  21808. };
  21809. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21810. if (!this.subMeshes) {
  21811. return;
  21812. }
  21813. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21814. var subMesh = _a[_i];
  21815. if (subMesh._materialDefines) {
  21816. func(subMesh._materialDefines);
  21817. }
  21818. }
  21819. };
  21820. /** @hidden */
  21821. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21822. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21823. };
  21824. /** @hidden */
  21825. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21826. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21827. };
  21828. /** @hidden */
  21829. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21830. if (!this.subMeshes) {
  21831. return;
  21832. }
  21833. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21834. var subMesh = _a[_i];
  21835. var material = subMesh.getMaterial();
  21836. if (material) {
  21837. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21838. }
  21839. }
  21840. };
  21841. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21842. /**
  21843. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21844. */
  21845. get: function () {
  21846. return this._scaling;
  21847. },
  21848. set: function (newScaling) {
  21849. this._scaling = newScaling;
  21850. if (this.physicsImpostor) {
  21851. this.physicsImpostor.forceUpdate();
  21852. }
  21853. },
  21854. enumerable: true,
  21855. configurable: true
  21856. });
  21857. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21858. // Methods
  21859. /**
  21860. * Returns true if the mesh is blocked. Implemented by child classes
  21861. */
  21862. get: function () {
  21863. return false;
  21864. },
  21865. enumerable: true,
  21866. configurable: true
  21867. });
  21868. /**
  21869. * Returns the mesh itself by default. Implemented by child classes
  21870. * @param camera defines the camera to use to pick the right LOD level
  21871. * @returns the currentAbstractMesh
  21872. */
  21873. AbstractMesh.prototype.getLOD = function (camera) {
  21874. return this;
  21875. };
  21876. /**
  21877. * Returns 0 by default. Implemented by child classes
  21878. * @returns an integer
  21879. */
  21880. AbstractMesh.prototype.getTotalVertices = function () {
  21881. return 0;
  21882. };
  21883. /**
  21884. * Returns a positive integer : the total number of indices in this mesh geometry.
  21885. * @returns the numner of indices or zero if the mesh has no geometry.
  21886. */
  21887. AbstractMesh.prototype.getTotalIndices = function () {
  21888. return 0;
  21889. };
  21890. /**
  21891. * Returns null by default. Implemented by child classes
  21892. * @returns null
  21893. */
  21894. AbstractMesh.prototype.getIndices = function () {
  21895. return null;
  21896. };
  21897. /**
  21898. * Returns the array of the requested vertex data kind. Implemented by child classes
  21899. * @param kind defines the vertex data kind to use
  21900. * @returns null
  21901. */
  21902. AbstractMesh.prototype.getVerticesData = function (kind) {
  21903. return null;
  21904. };
  21905. /**
  21906. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21907. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21908. * Note that a new underlying VertexBuffer object is created each call.
  21909. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21910. * @param kind defines vertex data kind:
  21911. * * BABYLON.VertexBuffer.PositionKind
  21912. * * BABYLON.VertexBuffer.UVKind
  21913. * * BABYLON.VertexBuffer.UV2Kind
  21914. * * BABYLON.VertexBuffer.UV3Kind
  21915. * * BABYLON.VertexBuffer.UV4Kind
  21916. * * BABYLON.VertexBuffer.UV5Kind
  21917. * * BABYLON.VertexBuffer.UV6Kind
  21918. * * BABYLON.VertexBuffer.ColorKind
  21919. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21920. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21921. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21922. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21923. * @param data defines the data source
  21924. * @param updatable defines if the data must be flagged as updatable (or static)
  21925. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  21926. * @returns the current mesh
  21927. */
  21928. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21929. return this;
  21930. };
  21931. /**
  21932. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21933. * If the mesh has no geometry, it is simply returned as it is.
  21934. * @param kind defines vertex data kind:
  21935. * * BABYLON.VertexBuffer.PositionKind
  21936. * * BABYLON.VertexBuffer.UVKind
  21937. * * BABYLON.VertexBuffer.UV2Kind
  21938. * * BABYLON.VertexBuffer.UV3Kind
  21939. * * BABYLON.VertexBuffer.UV4Kind
  21940. * * BABYLON.VertexBuffer.UV5Kind
  21941. * * BABYLON.VertexBuffer.UV6Kind
  21942. * * BABYLON.VertexBuffer.ColorKind
  21943. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21944. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21945. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21946. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21947. * @param data defines the data source
  21948. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  21949. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21950. * @returns the current mesh
  21951. */
  21952. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21953. return this;
  21954. };
  21955. /**
  21956. * Sets the mesh indices,
  21957. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21958. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21959. * @param totalVertices Defines the total number of vertices
  21960. * @returns the current mesh
  21961. */
  21962. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21963. return this;
  21964. };
  21965. /**
  21966. * Gets a boolean indicating if specific vertex data is present
  21967. * @param kind defines the vertex data kind to use
  21968. * @returns true is data kind is present
  21969. */
  21970. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21971. return false;
  21972. };
  21973. /**
  21974. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21975. * @returns a BoundingInfo
  21976. */
  21977. AbstractMesh.prototype.getBoundingInfo = function () {
  21978. if (this._masterMesh) {
  21979. return this._masterMesh.getBoundingInfo();
  21980. }
  21981. if (!this._boundingInfo) {
  21982. // this._boundingInfo is being created here
  21983. this._updateBoundingInfo();
  21984. }
  21985. // cannot be null.
  21986. return this._boundingInfo;
  21987. };
  21988. /**
  21989. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21990. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21991. * @returns the current mesh
  21992. */
  21993. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21994. if (includeDescendants === void 0) { includeDescendants = true; }
  21995. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21996. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21997. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21998. if (maxDimension === 0) {
  21999. return this;
  22000. }
  22001. var scale = 1 / maxDimension;
  22002. this.scaling.scaleInPlace(scale);
  22003. return this;
  22004. };
  22005. /**
  22006. * Overwrite the current bounding info
  22007. * @param boundingInfo defines the new bounding info
  22008. * @returns the current mesh
  22009. */
  22010. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  22011. this._boundingInfo = boundingInfo;
  22012. return this;
  22013. };
  22014. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  22015. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  22016. get: function () {
  22017. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  22018. },
  22019. enumerable: true,
  22020. configurable: true
  22021. });
  22022. /** @hidden */
  22023. AbstractMesh.prototype._preActivate = function () {
  22024. };
  22025. /** @hidden */
  22026. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  22027. };
  22028. /** @hidden */
  22029. AbstractMesh.prototype._activate = function (renderId) {
  22030. this._renderId = renderId;
  22031. };
  22032. /**
  22033. * Gets the current world matrix
  22034. * @returns a Matrix
  22035. */
  22036. AbstractMesh.prototype.getWorldMatrix = function () {
  22037. if (this._masterMesh) {
  22038. return this._masterMesh.getWorldMatrix();
  22039. }
  22040. return _super.prototype.getWorldMatrix.call(this);
  22041. };
  22042. /** @hidden */
  22043. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  22044. if (this._masterMesh) {
  22045. return this._masterMesh._getWorldMatrixDeterminant();
  22046. }
  22047. return _super.prototype._getWorldMatrixDeterminant.call(this);
  22048. };
  22049. // ================================== Point of View Movement =================================
  22050. /**
  22051. * Perform relative position change from the point of view of behind the front of the mesh.
  22052. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22053. * Supports definition of mesh facing forward or backward
  22054. * @param amountRight defines the distance on the right axis
  22055. * @param amountUp defines the distance on the up axis
  22056. * @param amountForward defines the distance on the forward axis
  22057. * @returns the current mesh
  22058. */
  22059. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22060. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22061. return this;
  22062. };
  22063. /**
  22064. * Calculate relative position change from the point of view of behind the front of the mesh.
  22065. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22066. * Supports definition of mesh facing forward or backward
  22067. * @param amountRight defines the distance on the right axis
  22068. * @param amountUp defines the distance on the up axis
  22069. * @param amountForward defines the distance on the forward axis
  22070. * @returns the new displacement vector
  22071. */
  22072. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22073. var rotMatrix = new BABYLON.Matrix();
  22074. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22075. rotQuaternion.toRotationMatrix(rotMatrix);
  22076. var translationDelta = BABYLON.Vector3.Zero();
  22077. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22078. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22079. return translationDelta;
  22080. };
  22081. // ================================== Point of View Rotation =================================
  22082. /**
  22083. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22084. * Supports definition of mesh facing forward or backward
  22085. * @param flipBack defines the flip
  22086. * @param twirlClockwise defines the twirl
  22087. * @param tiltRight defines the tilt
  22088. * @returns the current mesh
  22089. */
  22090. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22091. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22092. return this;
  22093. };
  22094. /**
  22095. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22096. * Supports definition of mesh facing forward or backward.
  22097. * @param flipBack defines the flip
  22098. * @param twirlClockwise defines the twirl
  22099. * @param tiltRight defines the tilt
  22100. * @returns the new rotation vector
  22101. */
  22102. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22103. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22104. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22105. };
  22106. /**
  22107. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22108. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22109. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  22110. * @returns the new bounding vectors
  22111. */
  22112. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22113. if (includeDescendants === void 0) { includeDescendants = true; }
  22114. if (predicate === void 0) { predicate = null; }
  22115. // Ensures that all world matrix will be recomputed.
  22116. this.getScene().incrementRenderId();
  22117. this.computeWorldMatrix(true);
  22118. var min;
  22119. var max;
  22120. var boundingInfo = this.getBoundingInfo();
  22121. if (!this.subMeshes) {
  22122. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22123. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22124. }
  22125. else {
  22126. min = boundingInfo.boundingBox.minimumWorld;
  22127. max = boundingInfo.boundingBox.maximumWorld;
  22128. }
  22129. if (includeDescendants) {
  22130. var descendants = this.getDescendants(false);
  22131. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22132. var descendant = descendants_1[_i];
  22133. var childMesh = descendant;
  22134. childMesh.computeWorldMatrix(true);
  22135. // Filters meshes based on custom predicate function.
  22136. if (predicate && !predicate(childMesh)) {
  22137. continue;
  22138. }
  22139. //make sure we have the needed params to get mix and max
  22140. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22141. continue;
  22142. }
  22143. var childBoundingInfo = childMesh.getBoundingInfo();
  22144. var boundingBox = childBoundingInfo.boundingBox;
  22145. var minBox = boundingBox.minimumWorld;
  22146. var maxBox = boundingBox.maximumWorld;
  22147. BABYLON.Tools.CheckExtends(minBox, min, max);
  22148. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22149. }
  22150. }
  22151. return {
  22152. min: min,
  22153. max: max
  22154. };
  22155. };
  22156. /**
  22157. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22158. * This means the mesh underlying bounding box and sphere are recomputed.
  22159. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22160. * @returns the current mesh
  22161. */
  22162. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22163. if (applySkeleton === void 0) { applySkeleton = false; }
  22164. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22165. return this;
  22166. }
  22167. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22168. return this;
  22169. };
  22170. /** @hidden */
  22171. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22172. if (data) {
  22173. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22174. if (this._boundingInfo) {
  22175. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22176. }
  22177. else {
  22178. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22179. }
  22180. }
  22181. if (this.subMeshes) {
  22182. for (var index = 0; index < this.subMeshes.length; index++) {
  22183. this.subMeshes[index].refreshBoundingInfo();
  22184. }
  22185. }
  22186. this._updateBoundingInfo();
  22187. };
  22188. /** @hidden */
  22189. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22190. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22191. if (data && applySkeleton && this.skeleton) {
  22192. data = BABYLON.Tools.Slice(data);
  22193. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22194. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22195. if (matricesWeightsData && matricesIndicesData) {
  22196. var needExtras = this.numBoneInfluencers > 4;
  22197. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22198. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22199. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22200. var tempVector = BABYLON.Tmp.Vector3[0];
  22201. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22202. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22203. var matWeightIdx = 0;
  22204. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22205. finalMatrix.reset();
  22206. var inf;
  22207. var weight;
  22208. for (inf = 0; inf < 4; inf++) {
  22209. weight = matricesWeightsData[matWeightIdx + inf];
  22210. if (weight > 0) {
  22211. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22212. finalMatrix.addToSelf(tempMatrix);
  22213. }
  22214. }
  22215. if (needExtras) {
  22216. for (inf = 0; inf < 4; inf++) {
  22217. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22218. if (weight > 0) {
  22219. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22220. finalMatrix.addToSelf(tempMatrix);
  22221. }
  22222. }
  22223. }
  22224. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22225. tempVector.toArray(data, index);
  22226. }
  22227. }
  22228. }
  22229. return data;
  22230. };
  22231. /** @hidden */
  22232. AbstractMesh.prototype._updateBoundingInfo = function () {
  22233. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  22234. if (this._boundingInfo) {
  22235. this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
  22236. }
  22237. else {
  22238. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
  22239. }
  22240. this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
  22241. return this;
  22242. };
  22243. /** @hidden */
  22244. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22245. if (!this.subMeshes) {
  22246. return this;
  22247. }
  22248. var count = this.subMeshes.length;
  22249. for (var subIndex = 0; subIndex < count; subIndex++) {
  22250. var subMesh = this.subMeshes[subIndex];
  22251. if (count > 1 || !subMesh.IsGlobal) {
  22252. subMesh.updateBoundingInfo(matrix);
  22253. }
  22254. }
  22255. return this;
  22256. };
  22257. /** @hidden */
  22258. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22259. // Bounding info
  22260. this._updateBoundingInfo();
  22261. };
  22262. /**
  22263. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22264. * A mesh is in the frustum if its bounding box intersects the frustum
  22265. * @param frustumPlanes defines the frustum to test
  22266. * @returns true if the mesh is in the frustum planes
  22267. */
  22268. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22269. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22270. };
  22271. /**
  22272. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22273. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22274. * @param frustumPlanes defines the frustum to test
  22275. * @returns true if the mesh is completely in the frustum planes
  22276. */
  22277. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22278. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22279. };
  22280. /**
  22281. * True if the mesh intersects another mesh or a SolidParticle object
  22282. * @param mesh defines a target mesh or SolidParticle to test
  22283. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  22284. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22285. * @returns true if there is an intersection
  22286. */
  22287. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22288. if (precise === void 0) { precise = false; }
  22289. if (!this._boundingInfo || !mesh._boundingInfo) {
  22290. return false;
  22291. }
  22292. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22293. return true;
  22294. }
  22295. if (includeDescendants) {
  22296. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22297. var child = _a[_i];
  22298. if (child.intersectsMesh(mesh, precise, true)) {
  22299. return true;
  22300. }
  22301. }
  22302. }
  22303. return false;
  22304. };
  22305. /**
  22306. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22307. * @param point defines the point to test
  22308. * @returns true if there is an intersection
  22309. */
  22310. AbstractMesh.prototype.intersectsPoint = function (point) {
  22311. if (!this._boundingInfo) {
  22312. return false;
  22313. }
  22314. return this._boundingInfo.intersectsPoint(point);
  22315. };
  22316. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22317. // Collisions
  22318. /**
  22319. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22320. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22321. */
  22322. get: function () {
  22323. return this._checkCollisions;
  22324. },
  22325. set: function (collisionEnabled) {
  22326. this._checkCollisions = collisionEnabled;
  22327. if (this.getScene().workerCollisions) {
  22328. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22329. }
  22330. },
  22331. enumerable: true,
  22332. configurable: true
  22333. });
  22334. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22335. /**
  22336. * Gets Collider object used to compute collisions (not physics)
  22337. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22338. */
  22339. get: function () {
  22340. return this._collider;
  22341. },
  22342. enumerable: true,
  22343. configurable: true
  22344. });
  22345. /**
  22346. * Move the mesh using collision engine
  22347. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22348. * @param displacement defines the requested displacement vector
  22349. * @returns the current mesh
  22350. */
  22351. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22352. var globalPosition = this.getAbsolutePosition();
  22353. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22354. if (!this._collider) {
  22355. this._collider = new BABYLON.Collider();
  22356. }
  22357. this._collider._radius = this.ellipsoid;
  22358. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22359. return this;
  22360. };
  22361. // Collisions
  22362. /** @hidden */
  22363. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22364. this._generatePointsArray();
  22365. if (!this._positions) {
  22366. return this;
  22367. }
  22368. // Transformation
  22369. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22370. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22371. subMesh._lastColliderWorldVertices = [];
  22372. subMesh._trianglePlanes = [];
  22373. var start = subMesh.verticesStart;
  22374. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22375. for (var i = start; i < end; i++) {
  22376. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22377. }
  22378. }
  22379. // Collide
  22380. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22381. if (collider.collisionFound) {
  22382. collider.collidedMesh = this;
  22383. }
  22384. return this;
  22385. };
  22386. /** @hidden */
  22387. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22388. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22389. var len = subMeshes.length;
  22390. for (var index = 0; index < len; index++) {
  22391. var subMesh = subMeshes.data[index];
  22392. // Bounding test
  22393. if (len > 1 && !subMesh._checkCollision(collider)) {
  22394. continue;
  22395. }
  22396. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22397. }
  22398. return this;
  22399. };
  22400. /** @hidden */
  22401. AbstractMesh.prototype._checkCollision = function (collider) {
  22402. // Bounding box test
  22403. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22404. return this;
  22405. }
  22406. // Transformation matrix
  22407. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22408. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22409. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22410. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22411. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22412. return this;
  22413. };
  22414. // Picking
  22415. /** @hidden */
  22416. AbstractMesh.prototype._generatePointsArray = function () {
  22417. return false;
  22418. };
  22419. /**
  22420. * Checks if the passed Ray intersects with the mesh
  22421. * @param ray defines the ray to use
  22422. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22423. * @returns the picking info
  22424. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22425. */
  22426. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22427. var pickingInfo = new BABYLON.PickingInfo();
  22428. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22429. var boundingInfo = this._boundingInfo;
  22430. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22431. return pickingInfo;
  22432. }
  22433. if (!this._generatePointsArray()) {
  22434. return pickingInfo;
  22435. }
  22436. var intersectInfo = null;
  22437. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22438. var len = subMeshes.length;
  22439. for (var index = 0; index < len; index++) {
  22440. var subMesh = subMeshes.data[index];
  22441. // Bounding test
  22442. if (len > 1 && !subMesh.canIntersects(ray)) {
  22443. continue;
  22444. }
  22445. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22446. if (currentIntersectInfo) {
  22447. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22448. intersectInfo = currentIntersectInfo;
  22449. intersectInfo.subMeshId = index;
  22450. if (fastCheck) {
  22451. break;
  22452. }
  22453. }
  22454. }
  22455. }
  22456. if (intersectInfo) {
  22457. // Get picked point
  22458. var world = this.getWorldMatrix();
  22459. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22460. var direction = BABYLON.Tmp.Vector3[1];
  22461. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22462. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22463. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22464. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22465. // Return result
  22466. pickingInfo.hit = true;
  22467. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22468. pickingInfo.pickedPoint = pickedPoint;
  22469. pickingInfo.pickedMesh = this;
  22470. pickingInfo.bu = intersectInfo.bu || 0;
  22471. pickingInfo.bv = intersectInfo.bv || 0;
  22472. pickingInfo.faceId = intersectInfo.faceId;
  22473. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22474. return pickingInfo;
  22475. }
  22476. return pickingInfo;
  22477. };
  22478. /**
  22479. * Clones the current mesh
  22480. * @param name defines the mesh name
  22481. * @param newParent defines the new mesh parent
  22482. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22483. * @returns the new mesh
  22484. */
  22485. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22486. return null;
  22487. };
  22488. /**
  22489. * Disposes all the submeshes of the current meshnp
  22490. * @returns the current mesh
  22491. */
  22492. AbstractMesh.prototype.releaseSubMeshes = function () {
  22493. if (this.subMeshes) {
  22494. while (this.subMeshes.length) {
  22495. this.subMeshes[0].dispose();
  22496. }
  22497. }
  22498. else {
  22499. this.subMeshes = new Array();
  22500. }
  22501. return this;
  22502. };
  22503. /**
  22504. * Releases resources associated with this abstract mesh.
  22505. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22506. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22507. */
  22508. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22509. var _this = this;
  22510. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22511. var index;
  22512. // Smart Array Retainers.
  22513. this.getScene().freeActiveMeshes();
  22514. this.getScene().freeRenderingGroups();
  22515. // Action manager
  22516. if (this.actionManager !== undefined && this.actionManager !== null) {
  22517. this.actionManager.dispose();
  22518. this.actionManager = null;
  22519. }
  22520. // Skeleton
  22521. this._skeleton = null;
  22522. // Intersections in progress
  22523. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22524. var other = this._intersectionsInProgress[index];
  22525. var pos = other._intersectionsInProgress.indexOf(this);
  22526. other._intersectionsInProgress.splice(pos, 1);
  22527. }
  22528. this._intersectionsInProgress = [];
  22529. // Lights
  22530. var lights = this.getScene().lights;
  22531. lights.forEach(function (light) {
  22532. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22533. if (meshIndex !== -1) {
  22534. light.includedOnlyMeshes.splice(meshIndex, 1);
  22535. }
  22536. meshIndex = light.excludedMeshes.indexOf(_this);
  22537. if (meshIndex !== -1) {
  22538. light.excludedMeshes.splice(meshIndex, 1);
  22539. }
  22540. // Shadow generators
  22541. var generator = light.getShadowGenerator();
  22542. if (generator) {
  22543. var shadowMap = generator.getShadowMap();
  22544. if (shadowMap && shadowMap.renderList) {
  22545. meshIndex = shadowMap.renderList.indexOf(_this);
  22546. if (meshIndex !== -1) {
  22547. shadowMap.renderList.splice(meshIndex, 1);
  22548. }
  22549. }
  22550. }
  22551. });
  22552. // SubMeshes
  22553. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22554. this.releaseSubMeshes();
  22555. }
  22556. // Query
  22557. var engine = this.getScene().getEngine();
  22558. if (this._occlusionQuery) {
  22559. this.isOcclusionQueryInProgress = false;
  22560. engine.deleteQuery(this._occlusionQuery);
  22561. this._occlusionQuery = null;
  22562. }
  22563. // Engine
  22564. engine.wipeCaches();
  22565. // Remove from scene
  22566. this.getScene().removeMesh(this);
  22567. if (disposeMaterialAndTextures) {
  22568. if (this.material) {
  22569. this.material.dispose(false, true);
  22570. }
  22571. }
  22572. if (!doNotRecurse) {
  22573. // Particles
  22574. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22575. if (this.getScene().particleSystems[index].emitter === this) {
  22576. this.getScene().particleSystems[index].dispose();
  22577. index--;
  22578. }
  22579. }
  22580. }
  22581. // facet data
  22582. if (this._facetData.facetDataEnabled) {
  22583. this.disableFacetData();
  22584. }
  22585. this.onAfterWorldMatrixUpdateObservable.clear();
  22586. this.onCollideObservable.clear();
  22587. this.onCollisionPositionChangeObservable.clear();
  22588. this.onRebuildObservable.clear();
  22589. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22590. };
  22591. /**
  22592. * Adds the passed mesh as a child to the current mesh
  22593. * @param mesh defines the child mesh
  22594. * @returns the current mesh
  22595. */
  22596. AbstractMesh.prototype.addChild = function (mesh) {
  22597. mesh.setParent(this);
  22598. return this;
  22599. };
  22600. /**
  22601. * Removes the passed mesh from the current mesh children list
  22602. * @param mesh defines the child mesh
  22603. * @returns the current mesh
  22604. */
  22605. AbstractMesh.prototype.removeChild = function (mesh) {
  22606. mesh.setParent(null);
  22607. return this;
  22608. };
  22609. // Facet data
  22610. /** @hidden */
  22611. AbstractMesh.prototype._initFacetData = function () {
  22612. var data = this._facetData;
  22613. if (!data.facetNormals) {
  22614. data.facetNormals = new Array();
  22615. }
  22616. if (!data.facetPositions) {
  22617. data.facetPositions = new Array();
  22618. }
  22619. if (!data.facetPartitioning) {
  22620. data.facetPartitioning = new Array();
  22621. }
  22622. data.facetNb = (this.getIndices().length / 3) | 0;
  22623. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22624. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22625. for (var f = 0; f < data.facetNb; f++) {
  22626. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22627. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22628. }
  22629. data.facetDataEnabled = true;
  22630. return this;
  22631. };
  22632. /**
  22633. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22634. * This method can be called within the render loop.
  22635. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  22636. * @returns the current mesh
  22637. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22638. */
  22639. AbstractMesh.prototype.updateFacetData = function () {
  22640. var data = this._facetData;
  22641. if (!data.facetDataEnabled) {
  22642. this._initFacetData();
  22643. }
  22644. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22645. var indices = this.getIndices();
  22646. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22647. var bInfo = this.getBoundingInfo();
  22648. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22649. // init arrays, matrix and sort function on first call
  22650. data.facetDepthSortEnabled = true;
  22651. if (indices instanceof Uint16Array) {
  22652. data.depthSortedIndices = new Uint16Array(indices);
  22653. }
  22654. else if (indices instanceof Uint32Array) {
  22655. data.depthSortedIndices = new Uint32Array(indices);
  22656. }
  22657. else {
  22658. var needs32bits = false;
  22659. for (var i = 0; i < indices.length; i++) {
  22660. if (indices[i] > 65535) {
  22661. needs32bits = true;
  22662. break;
  22663. }
  22664. }
  22665. if (needs32bits) {
  22666. data.depthSortedIndices = new Uint32Array(indices);
  22667. }
  22668. else {
  22669. data.depthSortedIndices = new Uint16Array(indices);
  22670. }
  22671. }
  22672. data.facetDepthSortFunction = function (f1, f2) {
  22673. return (f2.sqDistance - f1.sqDistance);
  22674. };
  22675. if (!data.facetDepthSortFrom) {
  22676. var camera = this.getScene().activeCamera;
  22677. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22678. }
  22679. data.depthSortedFacets = [];
  22680. for (var f = 0; f < data.facetNb; f++) {
  22681. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22682. data.depthSortedFacets.push(depthSortedFacet);
  22683. }
  22684. data.invertedMatrix = BABYLON.Matrix.Identity();
  22685. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22686. }
  22687. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22688. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22689. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22690. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22691. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22692. data.subDiv.max = data.partitioningSubdivisions;
  22693. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22694. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22695. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22696. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22697. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22698. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22699. // set the parameters for ComputeNormals()
  22700. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22701. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22702. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22703. data.facetParameters.bInfo = bInfo;
  22704. data.facetParameters.bbSize = data.bbSize;
  22705. data.facetParameters.subDiv = data.subDiv;
  22706. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22707. data.facetParameters.depthSort = data.facetDepthSort;
  22708. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22709. this.computeWorldMatrix(true);
  22710. this._worldMatrix.invertToRef(data.invertedMatrix);
  22711. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22712. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22713. }
  22714. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22715. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22716. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22717. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22718. var l = (data.depthSortedIndices.length / 3) | 0;
  22719. for (var f = 0; f < l; f++) {
  22720. var sind = data.depthSortedFacets[f].ind;
  22721. data.depthSortedIndices[f * 3] = indices[sind];
  22722. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22723. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22724. }
  22725. this.updateIndices(data.depthSortedIndices);
  22726. }
  22727. return this;
  22728. };
  22729. /**
  22730. * Returns the facetLocalNormals array.
  22731. * The normals are expressed in the mesh local spac
  22732. * @returns an array of Vector3
  22733. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22734. */
  22735. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22736. if (!this._facetData.facetNormals) {
  22737. this.updateFacetData();
  22738. }
  22739. return this._facetData.facetNormals;
  22740. };
  22741. /**
  22742. * Returns the facetLocalPositions array.
  22743. * The facet positions are expressed in the mesh local space
  22744. * @returns an array of Vector3
  22745. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22746. */
  22747. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22748. if (!this._facetData.facetPositions) {
  22749. this.updateFacetData();
  22750. }
  22751. return this._facetData.facetPositions;
  22752. };
  22753. /**
  22754. * Returns the facetLocalPartioning array
  22755. * @returns an array of array of numbers
  22756. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22757. */
  22758. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22759. if (!this._facetData.facetPartitioning) {
  22760. this.updateFacetData();
  22761. }
  22762. return this._facetData.facetPartitioning;
  22763. };
  22764. /**
  22765. * Returns the i-th facet position in the world system.
  22766. * This method allocates a new Vector3 per call
  22767. * @param i defines the facet index
  22768. * @returns a new Vector3
  22769. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22770. */
  22771. AbstractMesh.prototype.getFacetPosition = function (i) {
  22772. var pos = BABYLON.Vector3.Zero();
  22773. this.getFacetPositionToRef(i, pos);
  22774. return pos;
  22775. };
  22776. /**
  22777. * Sets the reference Vector3 with the i-th facet position in the world system
  22778. * @param i defines the facet index
  22779. * @param ref defines the target vector
  22780. * @returns the current mesh
  22781. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22782. */
  22783. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22784. var localPos = (this.getFacetLocalPositions())[i];
  22785. var world = this.getWorldMatrix();
  22786. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22787. return this;
  22788. };
  22789. /**
  22790. * Returns the i-th facet normal in the world system.
  22791. * This method allocates a new Vector3 per call
  22792. * @param i defines the facet index
  22793. * @returns a new Vector3
  22794. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22795. */
  22796. AbstractMesh.prototype.getFacetNormal = function (i) {
  22797. var norm = BABYLON.Vector3.Zero();
  22798. this.getFacetNormalToRef(i, norm);
  22799. return norm;
  22800. };
  22801. /**
  22802. * Sets the reference Vector3 with the i-th facet normal in the world system
  22803. * @param i defines the facet index
  22804. * @param ref defines the target vector
  22805. * @returns the current mesh
  22806. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22807. */
  22808. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22809. var localNorm = (this.getFacetLocalNormals())[i];
  22810. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22811. return this;
  22812. };
  22813. /**
  22814. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  22815. * @param x defines x coordinate
  22816. * @param y defines y coordinate
  22817. * @param z defines z coordinate
  22818. * @returns the array of facet indexes
  22819. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22820. */
  22821. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22822. var bInfo = this.getBoundingInfo();
  22823. var data = this._facetData;
  22824. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22825. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22826. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22827. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22828. return null;
  22829. }
  22830. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22831. };
  22832. /**
  22833. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22834. * @param projected sets as the (x,y,z) world projection on the facet
  22835. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  22836. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  22837. * @param x defines x coordinate
  22838. * @param y defines y coordinate
  22839. * @param z defines z coordinate
  22840. * @returns the face index if found (or null instead)
  22841. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22842. */
  22843. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22844. if (checkFace === void 0) { checkFace = false; }
  22845. if (facing === void 0) { facing = true; }
  22846. var world = this.getWorldMatrix();
  22847. var invMat = BABYLON.Tmp.Matrix[5];
  22848. world.invertToRef(invMat);
  22849. var invVect = BABYLON.Tmp.Vector3[8];
  22850. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22851. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22852. if (projected) {
  22853. // tranform the local computed projected vector to world coordinates
  22854. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22855. }
  22856. return closest;
  22857. };
  22858. /**
  22859. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22860. * @param projected sets as the (x,y,z) local projection on the facet
  22861. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  22862. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  22863. * @param x defines x coordinate
  22864. * @param y defines y coordinate
  22865. * @param z defines z coordinate
  22866. * @returns the face index if found (or null instead)
  22867. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22868. */
  22869. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22870. if (checkFace === void 0) { checkFace = false; }
  22871. if (facing === void 0) { facing = true; }
  22872. var closest = null;
  22873. var tmpx = 0.0;
  22874. var tmpy = 0.0;
  22875. var tmpz = 0.0;
  22876. var d = 0.0; // tmp dot facet normal * facet position
  22877. var t0 = 0.0;
  22878. var projx = 0.0;
  22879. var projy = 0.0;
  22880. var projz = 0.0;
  22881. // Get all the facets in the same partitioning block than (x, y, z)
  22882. var facetPositions = this.getFacetLocalPositions();
  22883. var facetNormals = this.getFacetLocalNormals();
  22884. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22885. if (!facetsInBlock) {
  22886. return null;
  22887. }
  22888. // Get the closest facet to (x, y, z)
  22889. var shortest = Number.MAX_VALUE; // init distance vars
  22890. var tmpDistance = shortest;
  22891. var fib; // current facet in the block
  22892. var norm; // current facet normal
  22893. var p0; // current facet barycenter position
  22894. // loop on all the facets in the current partitioning block
  22895. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22896. fib = facetsInBlock[idx];
  22897. norm = facetNormals[fib];
  22898. p0 = facetPositions[fib];
  22899. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22900. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22901. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22902. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22903. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22904. projx = x + norm.x * t0;
  22905. projy = y + norm.y * t0;
  22906. projz = z + norm.z * t0;
  22907. tmpx = projx - x;
  22908. tmpy = projy - y;
  22909. tmpz = projz - z;
  22910. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22911. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22912. shortest = tmpDistance;
  22913. closest = fib;
  22914. if (projected) {
  22915. projected.x = projx;
  22916. projected.y = projy;
  22917. projected.z = projz;
  22918. }
  22919. }
  22920. }
  22921. }
  22922. return closest;
  22923. };
  22924. /**
  22925. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22926. * @returns the parameters
  22927. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22928. */
  22929. AbstractMesh.prototype.getFacetDataParameters = function () {
  22930. return this._facetData.facetParameters;
  22931. };
  22932. /**
  22933. * Disables the feature FacetData and frees the related memory
  22934. * @returns the current mesh
  22935. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22936. */
  22937. AbstractMesh.prototype.disableFacetData = function () {
  22938. if (this._facetData.facetDataEnabled) {
  22939. this._facetData.facetDataEnabled = false;
  22940. this._facetData.facetPositions = new Array();
  22941. this._facetData.facetNormals = new Array();
  22942. this._facetData.facetPartitioning = new Array();
  22943. this._facetData.facetParameters = null;
  22944. this._facetData.depthSortedIndices = new Uint32Array(0);
  22945. }
  22946. return this;
  22947. };
  22948. /**
  22949. * Updates the AbstractMesh indices array
  22950. * @param indices defines the data source
  22951. * @returns the current mesh
  22952. */
  22953. AbstractMesh.prototype.updateIndices = function (indices) {
  22954. return this;
  22955. };
  22956. /**
  22957. * Creates new normals data for the mesh
  22958. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22959. * @returns the current mesh
  22960. */
  22961. AbstractMesh.prototype.createNormals = function (updatable) {
  22962. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22963. var indices = this.getIndices();
  22964. var normals;
  22965. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22966. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22967. }
  22968. else {
  22969. normals = [];
  22970. }
  22971. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22972. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22973. return this;
  22974. };
  22975. /**
  22976. * Align the mesh with a normal
  22977. * @param normal defines the normal to use
  22978. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22979. * @returns the current mesh
  22980. */
  22981. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22982. if (!upDirection) {
  22983. upDirection = BABYLON.Axis.Y;
  22984. }
  22985. var axisX = BABYLON.Tmp.Vector3[0];
  22986. var axisZ = BABYLON.Tmp.Vector3[1];
  22987. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22988. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22989. if (this.rotationQuaternion) {
  22990. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22991. }
  22992. else {
  22993. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22994. }
  22995. return this;
  22996. };
  22997. /** @hidden */
  22998. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22999. return false;
  23000. };
  23001. /** No occlusion */
  23002. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  23003. /** Occlusion set to optimisitic */
  23004. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  23005. /** Occlusion set to strict */
  23006. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  23007. /** Use an accurante occlusion algorithm */
  23008. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  23009. /** Use a conservative occlusion algorithm */
  23010. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  23011. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  23012. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  23013. /** Culling strategy with bounding sphere only and then frustum culling */
  23014. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  23015. return AbstractMesh;
  23016. }(BABYLON.TransformNode));
  23017. BABYLON.AbstractMesh = AbstractMesh;
  23018. })(BABYLON || (BABYLON = {}));
  23019. //# sourceMappingURL=babylon.abstractMesh.js.map
  23020. var BABYLON;
  23021. (function (BABYLON) {
  23022. /**
  23023. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  23024. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  23025. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  23026. */
  23027. var Light = /** @class */ (function (_super) {
  23028. __extends(Light, _super);
  23029. /**
  23030. * Creates a Light object in the scene.
  23031. * Documentation : https://doc.babylonjs.com/babylon101/lights
  23032. * @param name The firendly name of the light
  23033. * @param scene The scene the light belongs too
  23034. */
  23035. function Light(name, scene) {
  23036. var _this = _super.call(this, name, scene) || this;
  23037. /**
  23038. * Diffuse gives the basic color to an object.
  23039. */
  23040. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  23041. /**
  23042. * Specular produces a highlight color on an object.
  23043. * Note: This is note affecting PBR materials.
  23044. */
  23045. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  23046. /**
  23047. * Defines the falloff type for this light. This lets overrriding how punctual light are
  23048. * falling off base on range or angle.
  23049. * This can be set to any values in Light.FALLOFF_x.
  23050. *
  23051. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  23052. * other types of materials.
  23053. */
  23054. _this.falloffType = Light.FALLOFF_DEFAULT;
  23055. /**
  23056. * Strength of the light.
  23057. * Note: By default it is define in the framework own unit.
  23058. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23059. */
  23060. _this.intensity = 1.0;
  23061. _this._range = Number.MAX_VALUE;
  23062. _this._inverseSquaredRange = 0;
  23063. /**
  23064. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23065. * of light.
  23066. */
  23067. _this._photometricScale = 1.0;
  23068. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23069. _this._radius = 0.00001;
  23070. /**
  23071. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23072. * exceeding the number allowed of the materials.
  23073. */
  23074. _this.renderPriority = 0;
  23075. _this._shadowEnabled = true;
  23076. _this._excludeWithLayerMask = 0;
  23077. _this._includeOnlyWithLayerMask = 0;
  23078. _this._lightmapMode = 0;
  23079. /**
  23080. * @hidden Internal use only.
  23081. */
  23082. _this._excludedMeshesIds = new Array();
  23083. /**
  23084. * @hidden Internal use only.
  23085. */
  23086. _this._includedOnlyMeshesIds = new Array();
  23087. _this.getScene().addLight(_this);
  23088. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23089. _this._buildUniformLayout();
  23090. _this.includedOnlyMeshes = new Array();
  23091. _this.excludedMeshes = new Array();
  23092. _this._resyncMeshes();
  23093. return _this;
  23094. }
  23095. Object.defineProperty(Light.prototype, "range", {
  23096. /**
  23097. * Defines how far from the source the light is impacting in scene units.
  23098. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23099. */
  23100. get: function () {
  23101. return this._range;
  23102. },
  23103. /**
  23104. * Defines how far from the source the light is impacting in scene units.
  23105. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23106. */
  23107. set: function (value) {
  23108. this._range = value;
  23109. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23110. },
  23111. enumerable: true,
  23112. configurable: true
  23113. });
  23114. Object.defineProperty(Light.prototype, "intensityMode", {
  23115. /**
  23116. * Gets the photometric scale used to interpret the intensity.
  23117. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23118. */
  23119. get: function () {
  23120. return this._intensityMode;
  23121. },
  23122. /**
  23123. * Sets the photometric scale used to interpret the intensity.
  23124. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23125. */
  23126. set: function (value) {
  23127. this._intensityMode = value;
  23128. this._computePhotometricScale();
  23129. },
  23130. enumerable: true,
  23131. configurable: true
  23132. });
  23133. Object.defineProperty(Light.prototype, "radius", {
  23134. /**
  23135. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23136. */
  23137. get: function () {
  23138. return this._radius;
  23139. },
  23140. /**
  23141. * sets the light radius used by PBR Materials to simulate soft area lights.
  23142. */
  23143. set: function (value) {
  23144. this._radius = value;
  23145. this._computePhotometricScale();
  23146. },
  23147. enumerable: true,
  23148. configurable: true
  23149. });
  23150. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23151. /**
  23152. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23153. * the current shadow generator.
  23154. */
  23155. get: function () {
  23156. return this._shadowEnabled;
  23157. },
  23158. /**
  23159. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23160. * the current shadow generator.
  23161. */
  23162. set: function (value) {
  23163. if (this._shadowEnabled === value) {
  23164. return;
  23165. }
  23166. this._shadowEnabled = value;
  23167. this._markMeshesAsLightDirty();
  23168. },
  23169. enumerable: true,
  23170. configurable: true
  23171. });
  23172. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23173. /**
  23174. * Gets the only meshes impacted by this light.
  23175. */
  23176. get: function () {
  23177. return this._includedOnlyMeshes;
  23178. },
  23179. /**
  23180. * Sets the only meshes impacted by this light.
  23181. */
  23182. set: function (value) {
  23183. this._includedOnlyMeshes = value;
  23184. this._hookArrayForIncludedOnly(value);
  23185. },
  23186. enumerable: true,
  23187. configurable: true
  23188. });
  23189. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23190. /**
  23191. * Gets the meshes not impacted by this light.
  23192. */
  23193. get: function () {
  23194. return this._excludedMeshes;
  23195. },
  23196. /**
  23197. * Sets the meshes not impacted by this light.
  23198. */
  23199. set: function (value) {
  23200. this._excludedMeshes = value;
  23201. this._hookArrayForExcluded(value);
  23202. },
  23203. enumerable: true,
  23204. configurable: true
  23205. });
  23206. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23207. /**
  23208. * Gets the layer id use to find what meshes are not impacted by the light.
  23209. * Inactive if 0
  23210. */
  23211. get: function () {
  23212. return this._excludeWithLayerMask;
  23213. },
  23214. /**
  23215. * Sets the layer id use to find what meshes are not impacted by the light.
  23216. * Inactive if 0
  23217. */
  23218. set: function (value) {
  23219. this._excludeWithLayerMask = value;
  23220. this._resyncMeshes();
  23221. },
  23222. enumerable: true,
  23223. configurable: true
  23224. });
  23225. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23226. /**
  23227. * Gets the layer id use to find what meshes are impacted by the light.
  23228. * Inactive if 0
  23229. */
  23230. get: function () {
  23231. return this._includeOnlyWithLayerMask;
  23232. },
  23233. /**
  23234. * Sets the layer id use to find what meshes are impacted by the light.
  23235. * Inactive if 0
  23236. */
  23237. set: function (value) {
  23238. this._includeOnlyWithLayerMask = value;
  23239. this._resyncMeshes();
  23240. },
  23241. enumerable: true,
  23242. configurable: true
  23243. });
  23244. Object.defineProperty(Light.prototype, "lightmapMode", {
  23245. /**
  23246. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23247. */
  23248. get: function () {
  23249. return this._lightmapMode;
  23250. },
  23251. /**
  23252. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23253. */
  23254. set: function (value) {
  23255. if (this._lightmapMode === value) {
  23256. return;
  23257. }
  23258. this._lightmapMode = value;
  23259. this._markMeshesAsLightDirty();
  23260. },
  23261. enumerable: true,
  23262. configurable: true
  23263. });
  23264. /**
  23265. * Returns the string "Light".
  23266. * @returns the class name
  23267. */
  23268. Light.prototype.getClassName = function () {
  23269. return "Light";
  23270. };
  23271. /**
  23272. * Converts the light information to a readable string for debug purpose.
  23273. * @param fullDetails Supports for multiple levels of logging within scene loading
  23274. * @returns the human readable light info
  23275. */
  23276. Light.prototype.toString = function (fullDetails) {
  23277. var ret = "Name: " + this.name;
  23278. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23279. if (this.animations) {
  23280. for (var i = 0; i < this.animations.length; i++) {
  23281. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23282. }
  23283. }
  23284. if (fullDetails) {
  23285. }
  23286. return ret;
  23287. };
  23288. /** @hidden */
  23289. Light.prototype._syncParentEnabledState = function () {
  23290. _super.prototype._syncParentEnabledState.call(this);
  23291. this._resyncMeshes();
  23292. };
  23293. /**
  23294. * Set the enabled state of this node.
  23295. * @param value - the new enabled state
  23296. */
  23297. Light.prototype.setEnabled = function (value) {
  23298. _super.prototype.setEnabled.call(this, value);
  23299. this._resyncMeshes();
  23300. };
  23301. /**
  23302. * Returns the Light associated shadow generator if any.
  23303. * @return the associated shadow generator.
  23304. */
  23305. Light.prototype.getShadowGenerator = function () {
  23306. return this._shadowGenerator;
  23307. };
  23308. /**
  23309. * Returns a Vector3, the absolute light position in the World.
  23310. * @returns the world space position of the light
  23311. */
  23312. Light.prototype.getAbsolutePosition = function () {
  23313. return BABYLON.Vector3.Zero();
  23314. };
  23315. /**
  23316. * Specifies if the light will affect the passed mesh.
  23317. * @param mesh The mesh to test against the light
  23318. * @return true the mesh is affected otherwise, false.
  23319. */
  23320. Light.prototype.canAffectMesh = function (mesh) {
  23321. if (!mesh) {
  23322. return true;
  23323. }
  23324. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23325. return false;
  23326. }
  23327. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23328. return false;
  23329. }
  23330. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23331. return false;
  23332. }
  23333. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23334. return false;
  23335. }
  23336. return true;
  23337. };
  23338. /**
  23339. * Sort function to order lights for rendering.
  23340. * @param a First Light object to compare to second.
  23341. * @param b Second Light object to compare first.
  23342. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23343. */
  23344. Light.CompareLightsPriority = function (a, b) {
  23345. //shadow-casting lights have priority over non-shadow-casting lights
  23346. //the renderPrioirty is a secondary sort criterion
  23347. if (a.shadowEnabled !== b.shadowEnabled) {
  23348. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23349. }
  23350. return b.renderPriority - a.renderPriority;
  23351. };
  23352. /**
  23353. * Releases resources associated with this node.
  23354. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23355. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23356. */
  23357. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23358. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23359. if (this._shadowGenerator) {
  23360. this._shadowGenerator.dispose();
  23361. this._shadowGenerator = null;
  23362. }
  23363. // Animations
  23364. this.getScene().stopAnimation(this);
  23365. // Remove from meshes
  23366. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23367. var mesh = _a[_i];
  23368. mesh._removeLightSource(this);
  23369. }
  23370. this._uniformBuffer.dispose();
  23371. // Remove from scene
  23372. this.getScene().removeLight(this);
  23373. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23374. };
  23375. /**
  23376. * Returns the light type ID (integer).
  23377. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23378. */
  23379. Light.prototype.getTypeID = function () {
  23380. return 0;
  23381. };
  23382. /**
  23383. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23384. * @returns the scaled intensity in intensity mode unit
  23385. */
  23386. Light.prototype.getScaledIntensity = function () {
  23387. return this._photometricScale * this.intensity;
  23388. };
  23389. /**
  23390. * Returns a new Light object, named "name", from the current one.
  23391. * @param name The name of the cloned light
  23392. * @returns the new created light
  23393. */
  23394. Light.prototype.clone = function (name) {
  23395. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23396. if (!constructor) {
  23397. return null;
  23398. }
  23399. return BABYLON.SerializationHelper.Clone(constructor, this);
  23400. };
  23401. /**
  23402. * Serializes the current light into a Serialization object.
  23403. * @returns the serialized object.
  23404. */
  23405. Light.prototype.serialize = function () {
  23406. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23407. // Type
  23408. serializationObject.type = this.getTypeID();
  23409. // Parent
  23410. if (this.parent) {
  23411. serializationObject.parentId = this.parent.id;
  23412. }
  23413. // Inclusion / exclusions
  23414. if (this.excludedMeshes.length > 0) {
  23415. serializationObject.excludedMeshesIds = [];
  23416. this.excludedMeshes.forEach(function (mesh) {
  23417. serializationObject.excludedMeshesIds.push(mesh.id);
  23418. });
  23419. }
  23420. if (this.includedOnlyMeshes.length > 0) {
  23421. serializationObject.includedOnlyMeshesIds = [];
  23422. this.includedOnlyMeshes.forEach(function (mesh) {
  23423. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23424. });
  23425. }
  23426. // Animations
  23427. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23428. serializationObject.ranges = this.serializeAnimationRanges();
  23429. return serializationObject;
  23430. };
  23431. /**
  23432. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23433. * This new light is named "name" and added to the passed scene.
  23434. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23435. * @param name The friendly name of the light
  23436. * @param scene The scene the new light will belong to
  23437. * @returns the constructor function
  23438. */
  23439. Light.GetConstructorFromName = function (type, name, scene) {
  23440. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23441. if (constructorFunc) {
  23442. return constructorFunc;
  23443. }
  23444. // Default to no light for none present once.
  23445. return null;
  23446. };
  23447. /**
  23448. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23449. * @param parsedLight The JSON representation of the light
  23450. * @param scene The scene to create the parsed light in
  23451. * @returns the created light after parsing
  23452. */
  23453. Light.Parse = function (parsedLight, scene) {
  23454. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23455. if (!constructor) {
  23456. return null;
  23457. }
  23458. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23459. // Inclusion / exclusions
  23460. if (parsedLight.excludedMeshesIds) {
  23461. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23462. }
  23463. if (parsedLight.includedOnlyMeshesIds) {
  23464. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23465. }
  23466. // Parent
  23467. if (parsedLight.parentId) {
  23468. light._waitingParentId = parsedLight.parentId;
  23469. }
  23470. // Animations
  23471. if (parsedLight.animations) {
  23472. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23473. var parsedAnimation = parsedLight.animations[animationIndex];
  23474. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23475. }
  23476. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23477. }
  23478. if (parsedLight.autoAnimate) {
  23479. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23480. }
  23481. return light;
  23482. };
  23483. Light.prototype._hookArrayForExcluded = function (array) {
  23484. var _this = this;
  23485. var oldPush = array.push;
  23486. array.push = function () {
  23487. var items = [];
  23488. for (var _i = 0; _i < arguments.length; _i++) {
  23489. items[_i] = arguments[_i];
  23490. }
  23491. var result = oldPush.apply(array, items);
  23492. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23493. var item = items_1[_a];
  23494. item._resyncLighSource(_this);
  23495. }
  23496. return result;
  23497. };
  23498. var oldSplice = array.splice;
  23499. array.splice = function (index, deleteCount) {
  23500. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23501. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23502. var item = deleted_1[_i];
  23503. item._resyncLighSource(_this);
  23504. }
  23505. return deleted;
  23506. };
  23507. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23508. var item = array_1[_i];
  23509. item._resyncLighSource(this);
  23510. }
  23511. };
  23512. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23513. var _this = this;
  23514. var oldPush = array.push;
  23515. array.push = function () {
  23516. var items = [];
  23517. for (var _i = 0; _i < arguments.length; _i++) {
  23518. items[_i] = arguments[_i];
  23519. }
  23520. var result = oldPush.apply(array, items);
  23521. _this._resyncMeshes();
  23522. return result;
  23523. };
  23524. var oldSplice = array.splice;
  23525. array.splice = function (index, deleteCount) {
  23526. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23527. _this._resyncMeshes();
  23528. return deleted;
  23529. };
  23530. this._resyncMeshes();
  23531. };
  23532. Light.prototype._resyncMeshes = function () {
  23533. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23534. var mesh = _a[_i];
  23535. mesh._resyncLighSource(this);
  23536. }
  23537. };
  23538. /**
  23539. * Forces the meshes to update their light related information in their rendering used effects
  23540. * @hidden Internal Use Only
  23541. */
  23542. Light.prototype._markMeshesAsLightDirty = function () {
  23543. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23544. var mesh = _a[_i];
  23545. if (mesh._lightSources.indexOf(this) !== -1) {
  23546. mesh._markSubMeshesAsLightDirty();
  23547. }
  23548. }
  23549. };
  23550. /**
  23551. * Recomputes the cached photometric scale if needed.
  23552. */
  23553. Light.prototype._computePhotometricScale = function () {
  23554. this._photometricScale = this._getPhotometricScale();
  23555. this.getScene().resetCachedMaterial();
  23556. };
  23557. /**
  23558. * Returns the Photometric Scale according to the light type and intensity mode.
  23559. */
  23560. Light.prototype._getPhotometricScale = function () {
  23561. var photometricScale = 0.0;
  23562. var lightTypeID = this.getTypeID();
  23563. //get photometric mode
  23564. var photometricMode = this.intensityMode;
  23565. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23566. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23567. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23568. }
  23569. else {
  23570. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23571. }
  23572. }
  23573. //compute photometric scale
  23574. switch (lightTypeID) {
  23575. case Light.LIGHTTYPEID_POINTLIGHT:
  23576. case Light.LIGHTTYPEID_SPOTLIGHT:
  23577. switch (photometricMode) {
  23578. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23579. photometricScale = 1.0 / (4.0 * Math.PI);
  23580. break;
  23581. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23582. photometricScale = 1.0;
  23583. break;
  23584. case Light.INTENSITYMODE_LUMINANCE:
  23585. photometricScale = this.radius * this.radius;
  23586. break;
  23587. }
  23588. break;
  23589. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23590. switch (photometricMode) {
  23591. case Light.INTENSITYMODE_ILLUMINANCE:
  23592. photometricScale = 1.0;
  23593. break;
  23594. case Light.INTENSITYMODE_LUMINANCE:
  23595. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23596. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23597. var apexAngleRadians = this.radius;
  23598. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23599. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23600. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23601. photometricScale = solidAngle;
  23602. break;
  23603. }
  23604. break;
  23605. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23606. // No fall off in hemisperic light.
  23607. photometricScale = 1.0;
  23608. break;
  23609. }
  23610. return photometricScale;
  23611. };
  23612. /**
  23613. * Reorder the light in the scene according to their defined priority.
  23614. * @hidden Internal Use Only
  23615. */
  23616. Light.prototype._reorderLightsInScene = function () {
  23617. var scene = this.getScene();
  23618. if (this._renderPriority != 0) {
  23619. scene.requireLightSorting = true;
  23620. }
  23621. this.getScene().sortLightsByPriority();
  23622. };
  23623. /**
  23624. * Falloff Default: light is falling off following the material specification:
  23625. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23626. */
  23627. Light.FALLOFF_DEFAULT = 0;
  23628. /**
  23629. * Falloff Physical: light is falling off following the inverse squared distance law.
  23630. */
  23631. Light.FALLOFF_PHYSICAL = 1;
  23632. /**
  23633. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23634. * to enhance interoperability with other engines.
  23635. */
  23636. Light.FALLOFF_GLTF = 2;
  23637. /**
  23638. * Falloff Standard: light is falling off like in the standard material
  23639. * to enhance interoperability with other materials.
  23640. */
  23641. Light.FALLOFF_STANDARD = 3;
  23642. //lightmapMode Consts
  23643. /**
  23644. * If every light affecting the material is in this lightmapMode,
  23645. * material.lightmapTexture adds or multiplies
  23646. * (depends on material.useLightmapAsShadowmap)
  23647. * after every other light calculations.
  23648. */
  23649. Light.LIGHTMAP_DEFAULT = 0;
  23650. /**
  23651. * material.lightmapTexture as only diffuse lighting from this light
  23652. * adds only specular lighting from this light
  23653. * adds dynamic shadows
  23654. */
  23655. Light.LIGHTMAP_SPECULAR = 1;
  23656. /**
  23657. * material.lightmapTexture as only lighting
  23658. * no light calculation from this light
  23659. * only adds dynamic shadows from this light
  23660. */
  23661. Light.LIGHTMAP_SHADOWSONLY = 2;
  23662. // Intensity Mode Consts
  23663. /**
  23664. * Each light type uses the default quantity according to its type:
  23665. * point/spot lights use luminous intensity
  23666. * directional lights use illuminance
  23667. */
  23668. Light.INTENSITYMODE_AUTOMATIC = 0;
  23669. /**
  23670. * lumen (lm)
  23671. */
  23672. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23673. /**
  23674. * candela (lm/sr)
  23675. */
  23676. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23677. /**
  23678. * lux (lm/m^2)
  23679. */
  23680. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23681. /**
  23682. * nit (cd/m^2)
  23683. */
  23684. Light.INTENSITYMODE_LUMINANCE = 4;
  23685. // Light types ids const.
  23686. /**
  23687. * Light type const id of the point light.
  23688. */
  23689. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23690. /**
  23691. * Light type const id of the directional light.
  23692. */
  23693. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23694. /**
  23695. * Light type const id of the spot light.
  23696. */
  23697. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23698. /**
  23699. * Light type const id of the hemispheric light.
  23700. */
  23701. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23702. __decorate([
  23703. BABYLON.serializeAsColor3()
  23704. ], Light.prototype, "diffuse", void 0);
  23705. __decorate([
  23706. BABYLON.serializeAsColor3()
  23707. ], Light.prototype, "specular", void 0);
  23708. __decorate([
  23709. BABYLON.serialize()
  23710. ], Light.prototype, "falloffType", void 0);
  23711. __decorate([
  23712. BABYLON.serialize()
  23713. ], Light.prototype, "intensity", void 0);
  23714. __decorate([
  23715. BABYLON.serialize()
  23716. ], Light.prototype, "range", null);
  23717. __decorate([
  23718. BABYLON.serialize()
  23719. ], Light.prototype, "intensityMode", null);
  23720. __decorate([
  23721. BABYLON.serialize()
  23722. ], Light.prototype, "radius", null);
  23723. __decorate([
  23724. BABYLON.serialize()
  23725. ], Light.prototype, "_renderPriority", void 0);
  23726. __decorate([
  23727. BABYLON.expandToProperty("_reorderLightsInScene")
  23728. ], Light.prototype, "renderPriority", void 0);
  23729. __decorate([
  23730. BABYLON.serialize("shadowEnabled")
  23731. ], Light.prototype, "_shadowEnabled", void 0);
  23732. __decorate([
  23733. BABYLON.serialize("excludeWithLayerMask")
  23734. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23735. __decorate([
  23736. BABYLON.serialize("includeOnlyWithLayerMask")
  23737. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23738. __decorate([
  23739. BABYLON.serialize("lightmapMode")
  23740. ], Light.prototype, "_lightmapMode", void 0);
  23741. return Light;
  23742. }(BABYLON.Node));
  23743. BABYLON.Light = Light;
  23744. })(BABYLON || (BABYLON = {}));
  23745. //# sourceMappingURL=babylon.light.js.map
  23746. var BABYLON;
  23747. (function (BABYLON) {
  23748. /**
  23749. * This is the base class of all the camera used in the application.
  23750. * @see http://doc.babylonjs.com/features/cameras
  23751. */
  23752. var Camera = /** @class */ (function (_super) {
  23753. __extends(Camera, _super);
  23754. /**
  23755. * Instantiates a new camera object.
  23756. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23757. * @see http://doc.babylonjs.com/features/cameras
  23758. * @param name Defines the name of the camera in the scene
  23759. * @param position Defines the position of the camera
  23760. * @param scene Defines the scene the camera belongs too
  23761. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23762. */
  23763. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23764. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23765. var _this = _super.call(this, name, scene) || this;
  23766. /**
  23767. * The vector the camera should consider as up.
  23768. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23769. */
  23770. _this.upVector = BABYLON.Vector3.Up();
  23771. /**
  23772. * Define the current limit on the left side for an orthographic camera
  23773. * In scene unit
  23774. */
  23775. _this.orthoLeft = null;
  23776. /**
  23777. * Define the current limit on the right side for an orthographic camera
  23778. * In scene unit
  23779. */
  23780. _this.orthoRight = null;
  23781. /**
  23782. * Define the current limit on the bottom side for an orthographic camera
  23783. * In scene unit
  23784. */
  23785. _this.orthoBottom = null;
  23786. /**
  23787. * Define the current limit on the top side for an orthographic camera
  23788. * In scene unit
  23789. */
  23790. _this.orthoTop = null;
  23791. /**
  23792. * Field Of View is set in Radians. (default is 0.8)
  23793. */
  23794. _this.fov = 0.8;
  23795. /**
  23796. * Define the minimum distance the camera can see from.
  23797. * This is important to note that the depth buffer are not infinite and the closer it starts
  23798. * the more your scene might encounter depth fighting issue.
  23799. */
  23800. _this.minZ = 1;
  23801. /**
  23802. * Define the maximum distance the camera can see to.
  23803. * This is important to note that the depth buffer are not infinite and the further it end
  23804. * the more your scene might encounter depth fighting issue.
  23805. */
  23806. _this.maxZ = 10000.0;
  23807. /**
  23808. * Define the default inertia of the camera.
  23809. * This helps giving a smooth feeling to the camera movement.
  23810. */
  23811. _this.inertia = 0.9;
  23812. /**
  23813. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23814. */
  23815. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23816. /**
  23817. * Define wether the camera is intermediate.
  23818. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23819. */
  23820. _this.isIntermediate = false;
  23821. /**
  23822. * Define the viewport of the camera.
  23823. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23824. */
  23825. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23826. /**
  23827. * Restricts the camera to viewing objects with the same layerMask.
  23828. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23829. */
  23830. _this.layerMask = 0x0FFFFFFF;
  23831. /**
  23832. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23833. */
  23834. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23835. /**
  23836. * Rig mode of the camera.
  23837. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23838. * This is normally controlled byt the camera themselves as internal use.
  23839. */
  23840. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23841. /**
  23842. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  23843. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23844. * else in the scene.
  23845. */
  23846. _this.customRenderTargets = new Array();
  23847. /**
  23848. * When set, the camera will render to this render target instead of the default canvas
  23849. */
  23850. _this.outputRenderTarget = null;
  23851. /**
  23852. * Observable triggered when the camera view matrix has changed.
  23853. */
  23854. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23855. /**
  23856. * Observable triggered when the camera Projection matrix has changed.
  23857. */
  23858. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23859. /**
  23860. * Observable triggered when the inputs have been processed.
  23861. */
  23862. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23863. /**
  23864. * Observable triggered when reset has been called and applied to the camera.
  23865. */
  23866. _this.onRestoreStateObservable = new BABYLON.Observable();
  23867. /** @hidden */
  23868. _this._rigCameras = new Array();
  23869. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23870. /** @hidden */
  23871. _this._skipRendering = false;
  23872. /** @hidden */
  23873. _this._projectionMatrix = new BABYLON.Matrix();
  23874. /** @hidden */
  23875. _this._postProcesses = new Array();
  23876. /** @hidden */
  23877. _this._activeMeshes = new BABYLON.SmartArray(256);
  23878. _this._globalPosition = BABYLON.Vector3.Zero();
  23879. /** hidden */
  23880. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23881. _this._doNotComputeProjectionMatrix = false;
  23882. _this._transformMatrix = BABYLON.Matrix.Zero();
  23883. _this._refreshFrustumPlanes = true;
  23884. _this.getScene().addCamera(_this);
  23885. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23886. _this.getScene().activeCamera = _this;
  23887. }
  23888. _this.position = position;
  23889. return _this;
  23890. }
  23891. /**
  23892. * Store current camera state (fov, position, etc..)
  23893. * @returns the camera
  23894. */
  23895. Camera.prototype.storeState = function () {
  23896. this._stateStored = true;
  23897. this._storedFov = this.fov;
  23898. return this;
  23899. };
  23900. /**
  23901. * Restores the camera state values if it has been stored. You must call storeState() first
  23902. */
  23903. Camera.prototype._restoreStateValues = function () {
  23904. if (!this._stateStored) {
  23905. return false;
  23906. }
  23907. this.fov = this._storedFov;
  23908. return true;
  23909. };
  23910. /**
  23911. * Restored camera state. You must call storeState() first.
  23912. * @returns true if restored and false otherwise
  23913. */
  23914. Camera.prototype.restoreState = function () {
  23915. if (this._restoreStateValues()) {
  23916. this.onRestoreStateObservable.notifyObservers(this);
  23917. return true;
  23918. }
  23919. return false;
  23920. };
  23921. /**
  23922. * Gets the class name of the camera.
  23923. * @returns the class name
  23924. */
  23925. Camera.prototype.getClassName = function () {
  23926. return "Camera";
  23927. };
  23928. /**
  23929. * Gets a string representation of the camera useful for debug purpose.
  23930. * @param fullDetails Defines that a more verboe level of logging is required
  23931. * @returns the string representation
  23932. */
  23933. Camera.prototype.toString = function (fullDetails) {
  23934. var ret = "Name: " + this.name;
  23935. ret += ", type: " + this.getClassName();
  23936. if (this.animations) {
  23937. for (var i = 0; i < this.animations.length; i++) {
  23938. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23939. }
  23940. }
  23941. if (fullDetails) {
  23942. }
  23943. return ret;
  23944. };
  23945. Object.defineProperty(Camera.prototype, "globalPosition", {
  23946. /**
  23947. * Gets the current world space position of the camera.
  23948. */
  23949. get: function () {
  23950. return this._globalPosition;
  23951. },
  23952. enumerable: true,
  23953. configurable: true
  23954. });
  23955. /**
  23956. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23957. * @returns the active meshe list
  23958. */
  23959. Camera.prototype.getActiveMeshes = function () {
  23960. return this._activeMeshes;
  23961. };
  23962. /**
  23963. * Check wether a mesh is part of the current active mesh list of the camera
  23964. * @param mesh Defines the mesh to check
  23965. * @returns true if active, false otherwise
  23966. */
  23967. Camera.prototype.isActiveMesh = function (mesh) {
  23968. return (this._activeMeshes.indexOf(mesh) !== -1);
  23969. };
  23970. /**
  23971. * Is this camera ready to be used/rendered
  23972. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23973. * @return true if the camera is ready
  23974. */
  23975. Camera.prototype.isReady = function (completeCheck) {
  23976. if (completeCheck === void 0) { completeCheck = false; }
  23977. if (completeCheck) {
  23978. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23979. var pp = _a[_i];
  23980. if (pp && !pp.isReady()) {
  23981. return false;
  23982. }
  23983. }
  23984. }
  23985. return _super.prototype.isReady.call(this, completeCheck);
  23986. };
  23987. /** @hidden */
  23988. Camera.prototype._initCache = function () {
  23989. _super.prototype._initCache.call(this);
  23990. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23991. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23992. this._cache.mode = undefined;
  23993. this._cache.minZ = undefined;
  23994. this._cache.maxZ = undefined;
  23995. this._cache.fov = undefined;
  23996. this._cache.fovMode = undefined;
  23997. this._cache.aspectRatio = undefined;
  23998. this._cache.orthoLeft = undefined;
  23999. this._cache.orthoRight = undefined;
  24000. this._cache.orthoBottom = undefined;
  24001. this._cache.orthoTop = undefined;
  24002. this._cache.renderWidth = undefined;
  24003. this._cache.renderHeight = undefined;
  24004. };
  24005. /** @hidden */
  24006. Camera.prototype._updateCache = function (ignoreParentClass) {
  24007. if (!ignoreParentClass) {
  24008. _super.prototype._updateCache.call(this);
  24009. }
  24010. this._cache.position.copyFrom(this.position);
  24011. this._cache.upVector.copyFrom(this.upVector);
  24012. };
  24013. /** @hidden */
  24014. Camera.prototype._isSynchronized = function () {
  24015. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  24016. };
  24017. /** @hidden */
  24018. Camera.prototype._isSynchronizedViewMatrix = function () {
  24019. if (!_super.prototype._isSynchronized.call(this)) {
  24020. return false;
  24021. }
  24022. return this._cache.position.equals(this.position)
  24023. && this._cache.upVector.equals(this.upVector)
  24024. && this.isSynchronizedWithParent();
  24025. };
  24026. /** @hidden */
  24027. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  24028. var check = this._cache.mode === this.mode
  24029. && this._cache.minZ === this.minZ
  24030. && this._cache.maxZ === this.maxZ;
  24031. if (!check) {
  24032. return false;
  24033. }
  24034. var engine = this.getEngine();
  24035. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24036. check = this._cache.fov === this.fov
  24037. && this._cache.fovMode === this.fovMode
  24038. && this._cache.aspectRatio === engine.getAspectRatio(this);
  24039. }
  24040. else {
  24041. check = this._cache.orthoLeft === this.orthoLeft
  24042. && this._cache.orthoRight === this.orthoRight
  24043. && this._cache.orthoBottom === this.orthoBottom
  24044. && this._cache.orthoTop === this.orthoTop
  24045. && this._cache.renderWidth === engine.getRenderWidth()
  24046. && this._cache.renderHeight === engine.getRenderHeight();
  24047. }
  24048. return check;
  24049. };
  24050. /**
  24051. * Attach the input controls to a specific dom element to get the input from.
  24052. * @param element Defines the element the controls should be listened from
  24053. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24054. */
  24055. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24056. };
  24057. /**
  24058. * Detach the current controls from the specified dom element.
  24059. * @param element Defines the element to stop listening the inputs from
  24060. */
  24061. Camera.prototype.detachControl = function (element) {
  24062. };
  24063. /**
  24064. * Update the camera state according to the different inputs gathered during the frame.
  24065. */
  24066. Camera.prototype.update = function () {
  24067. this._checkInputs();
  24068. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24069. this._updateRigCameras();
  24070. }
  24071. };
  24072. /** @hidden */
  24073. Camera.prototype._checkInputs = function () {
  24074. this.onAfterCheckInputsObservable.notifyObservers(this);
  24075. };
  24076. Object.defineProperty(Camera.prototype, "rigCameras", {
  24077. /** @hidden */
  24078. get: function () {
  24079. return this._rigCameras;
  24080. },
  24081. enumerable: true,
  24082. configurable: true
  24083. });
  24084. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24085. /**
  24086. * Gets the post process used by the rig cameras
  24087. */
  24088. get: function () {
  24089. return this._rigPostProcess;
  24090. },
  24091. enumerable: true,
  24092. configurable: true
  24093. });
  24094. /**
  24095. * Internal, gets the first post proces.
  24096. * @returns the first post process to be run on this camera.
  24097. */
  24098. Camera.prototype._getFirstPostProcess = function () {
  24099. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24100. if (this._postProcesses[ppIndex] !== null) {
  24101. return this._postProcesses[ppIndex];
  24102. }
  24103. }
  24104. return null;
  24105. };
  24106. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24107. // invalidate framebuffer
  24108. var firstPostProcess = this._getFirstPostProcess();
  24109. if (firstPostProcess) {
  24110. firstPostProcess.markTextureDirty();
  24111. }
  24112. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24113. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24114. var cam = this._rigCameras[i];
  24115. var rigPostProcess = cam._rigPostProcess;
  24116. // for VR rig, there does not have to be a post process
  24117. if (rigPostProcess) {
  24118. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24119. if (isPass) {
  24120. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24121. cam.isIntermediate = this._postProcesses.length === 0;
  24122. }
  24123. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24124. rigPostProcess.markTextureDirty();
  24125. }
  24126. else {
  24127. cam._postProcesses = this._postProcesses.slice(0);
  24128. }
  24129. }
  24130. };
  24131. /**
  24132. * Attach a post process to the camera.
  24133. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24134. * @param postProcess The post process to attach to the camera
  24135. * @param insertAt The position of the post process in case several of them are in use in the scene
  24136. * @returns the position the post process has been inserted at
  24137. */
  24138. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24139. if (insertAt === void 0) { insertAt = null; }
  24140. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24141. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24142. return 0;
  24143. }
  24144. if (insertAt == null || insertAt < 0) {
  24145. this._postProcesses.push(postProcess);
  24146. }
  24147. else if (this._postProcesses[insertAt] === null) {
  24148. this._postProcesses[insertAt] = postProcess;
  24149. }
  24150. else {
  24151. this._postProcesses.splice(insertAt, 0, postProcess);
  24152. }
  24153. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24154. return this._postProcesses.indexOf(postProcess);
  24155. };
  24156. /**
  24157. * Detach a post process to the camera.
  24158. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24159. * @param postProcess The post process to detach from the camera
  24160. */
  24161. Camera.prototype.detachPostProcess = function (postProcess) {
  24162. var idx = this._postProcesses.indexOf(postProcess);
  24163. if (idx !== -1) {
  24164. this._postProcesses[idx] = null;
  24165. }
  24166. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24167. };
  24168. /**
  24169. * Gets the current world matrix of the camera
  24170. */
  24171. Camera.prototype.getWorldMatrix = function () {
  24172. if (this._isSynchronizedViewMatrix()) {
  24173. return this._worldMatrix;
  24174. }
  24175. // Getting the the view matrix will also compute the world matrix.
  24176. this.getViewMatrix();
  24177. return this._worldMatrix;
  24178. };
  24179. /** @hidden */
  24180. Camera.prototype._getViewMatrix = function () {
  24181. return BABYLON.Matrix.Identity();
  24182. };
  24183. /**
  24184. * Gets the current view matrix of the camera.
  24185. * @param force forces the camera to recompute the matrix without looking at the cached state
  24186. * @returns the view matrix
  24187. */
  24188. Camera.prototype.getViewMatrix = function (force) {
  24189. if (!force && this._isSynchronizedViewMatrix()) {
  24190. return this._computedViewMatrix;
  24191. }
  24192. this.updateCache();
  24193. this._computedViewMatrix = this._getViewMatrix();
  24194. this._currentRenderId = this.getScene().getRenderId();
  24195. this._childRenderId = this._currentRenderId;
  24196. this._refreshFrustumPlanes = true;
  24197. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24198. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24199. }
  24200. this.onViewMatrixChangedObservable.notifyObservers(this);
  24201. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24202. return this._computedViewMatrix;
  24203. };
  24204. /**
  24205. * Freeze the projection matrix.
  24206. * It will prevent the cache check of the camera projection compute and can speed up perf
  24207. * if no parameter of the camera are meant to change
  24208. * @param projection Defines manually a projection if necessary
  24209. */
  24210. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24211. this._doNotComputeProjectionMatrix = true;
  24212. if (projection !== undefined) {
  24213. this._projectionMatrix = projection;
  24214. }
  24215. };
  24216. /**
  24217. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24218. */
  24219. Camera.prototype.unfreezeProjectionMatrix = function () {
  24220. this._doNotComputeProjectionMatrix = false;
  24221. };
  24222. /**
  24223. * Gets the current projection matrix of the camera.
  24224. * @param force forces the camera to recompute the matrix without looking at the cached state
  24225. * @returns the projection matrix
  24226. */
  24227. Camera.prototype.getProjectionMatrix = function (force) {
  24228. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24229. return this._projectionMatrix;
  24230. }
  24231. // Cache
  24232. this._cache.mode = this.mode;
  24233. this._cache.minZ = this.minZ;
  24234. this._cache.maxZ = this.maxZ;
  24235. // Matrix
  24236. this._refreshFrustumPlanes = true;
  24237. var engine = this.getEngine();
  24238. var scene = this.getScene();
  24239. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24240. this._cache.fov = this.fov;
  24241. this._cache.fovMode = this.fovMode;
  24242. this._cache.aspectRatio = engine.getAspectRatio(this);
  24243. if (this.minZ <= 0) {
  24244. this.minZ = 0.1;
  24245. }
  24246. if (scene.useRightHandedSystem) {
  24247. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24248. }
  24249. else {
  24250. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24251. }
  24252. }
  24253. else {
  24254. var halfWidth = engine.getRenderWidth() / 2.0;
  24255. var halfHeight = engine.getRenderHeight() / 2.0;
  24256. if (scene.useRightHandedSystem) {
  24257. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24258. }
  24259. else {
  24260. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24261. }
  24262. this._cache.orthoLeft = this.orthoLeft;
  24263. this._cache.orthoRight = this.orthoRight;
  24264. this._cache.orthoBottom = this.orthoBottom;
  24265. this._cache.orthoTop = this.orthoTop;
  24266. this._cache.renderWidth = engine.getRenderWidth();
  24267. this._cache.renderHeight = engine.getRenderHeight();
  24268. }
  24269. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24270. return this._projectionMatrix;
  24271. };
  24272. /**
  24273. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24274. * @returns a Matrix
  24275. */
  24276. Camera.prototype.getTransformationMatrix = function () {
  24277. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24278. return this._transformMatrix;
  24279. };
  24280. Camera.prototype._updateFrustumPlanes = function () {
  24281. if (!this._refreshFrustumPlanes) {
  24282. return;
  24283. }
  24284. this.getTransformationMatrix();
  24285. if (!this._frustumPlanes) {
  24286. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24287. }
  24288. else {
  24289. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24290. }
  24291. this._refreshFrustumPlanes = false;
  24292. };
  24293. /**
  24294. * Checks if a cullable object (mesh...) is in the camera frustum
  24295. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24296. * @param target The object to check
  24297. * @returns true if the object is in frustum otherwise false
  24298. */
  24299. Camera.prototype.isInFrustum = function (target) {
  24300. this._updateFrustumPlanes();
  24301. return target.isInFrustum(this._frustumPlanes);
  24302. };
  24303. /**
  24304. * Checks if a cullable object (mesh...) is in the camera frustum
  24305. * Unlike isInFrustum this cheks the full bounding box
  24306. * @param target The object to check
  24307. * @returns true if the object is in frustum otherwise false
  24308. */
  24309. Camera.prototype.isCompletelyInFrustum = function (target) {
  24310. this._updateFrustumPlanes();
  24311. return target.isCompletelyInFrustum(this._frustumPlanes);
  24312. };
  24313. /**
  24314. * Gets a ray in the forward direction from the camera.
  24315. * @param length Defines the length of the ray to create
  24316. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24317. * @param origin Defines the start point of the ray which defaults to the camera position
  24318. * @returns the forward ray
  24319. */
  24320. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24321. if (length === void 0) { length = 100; }
  24322. if (!transform) {
  24323. transform = this.getWorldMatrix();
  24324. }
  24325. if (!origin) {
  24326. origin = this.position;
  24327. }
  24328. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24329. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24330. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24331. return new BABYLON.Ray(origin, direction, length);
  24332. };
  24333. /**
  24334. * Releases resources associated with this node.
  24335. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24336. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24337. */
  24338. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24339. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24340. // Observables
  24341. this.onViewMatrixChangedObservable.clear();
  24342. this.onProjectionMatrixChangedObservable.clear();
  24343. this.onAfterCheckInputsObservable.clear();
  24344. this.onRestoreStateObservable.clear();
  24345. // Inputs
  24346. if (this.inputs) {
  24347. this.inputs.clear();
  24348. }
  24349. // Animations
  24350. this.getScene().stopAnimation(this);
  24351. // Remove from scene
  24352. this.getScene().removeCamera(this);
  24353. while (this._rigCameras.length > 0) {
  24354. var camera = this._rigCameras.pop();
  24355. if (camera) {
  24356. camera.dispose();
  24357. }
  24358. }
  24359. // Postprocesses
  24360. if (this._rigPostProcess) {
  24361. this._rigPostProcess.dispose(this);
  24362. this._rigPostProcess = null;
  24363. this._postProcesses = [];
  24364. }
  24365. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24366. this._rigPostProcess = null;
  24367. this._postProcesses = [];
  24368. }
  24369. else {
  24370. var i = this._postProcesses.length;
  24371. while (--i >= 0) {
  24372. var postProcess = this._postProcesses[i];
  24373. if (postProcess) {
  24374. postProcess.dispose(this);
  24375. }
  24376. }
  24377. }
  24378. // Render targets
  24379. var i = this.customRenderTargets.length;
  24380. while (--i >= 0) {
  24381. this.customRenderTargets[i].dispose();
  24382. }
  24383. this.customRenderTargets = [];
  24384. // Active Meshes
  24385. this._activeMeshes.dispose();
  24386. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24387. };
  24388. Object.defineProperty(Camera.prototype, "leftCamera", {
  24389. /**
  24390. * Gets the left camera of a rig setup in case of Rigged Camera
  24391. */
  24392. get: function () {
  24393. if (this._rigCameras.length < 1) {
  24394. return null;
  24395. }
  24396. return this._rigCameras[0];
  24397. },
  24398. enumerable: true,
  24399. configurable: true
  24400. });
  24401. Object.defineProperty(Camera.prototype, "rightCamera", {
  24402. /**
  24403. * Gets the right camera of a rig setup in case of Rigged Camera
  24404. */
  24405. get: function () {
  24406. if (this._rigCameras.length < 2) {
  24407. return null;
  24408. }
  24409. return this._rigCameras[1];
  24410. },
  24411. enumerable: true,
  24412. configurable: true
  24413. });
  24414. /**
  24415. * Gets the left camera target of a rig setup in case of Rigged Camera
  24416. * @returns the target position
  24417. */
  24418. Camera.prototype.getLeftTarget = function () {
  24419. if (this._rigCameras.length < 1) {
  24420. return null;
  24421. }
  24422. return this._rigCameras[0].getTarget();
  24423. };
  24424. /**
  24425. * Gets the right camera target of a rig setup in case of Rigged Camera
  24426. * @returns the target position
  24427. */
  24428. Camera.prototype.getRightTarget = function () {
  24429. if (this._rigCameras.length < 2) {
  24430. return null;
  24431. }
  24432. return this._rigCameras[1].getTarget();
  24433. };
  24434. /**
  24435. * @hidden
  24436. */
  24437. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24438. if (this.cameraRigMode === mode) {
  24439. return;
  24440. }
  24441. while (this._rigCameras.length > 0) {
  24442. var camera = this._rigCameras.pop();
  24443. if (camera) {
  24444. camera.dispose();
  24445. }
  24446. }
  24447. this.cameraRigMode = mode;
  24448. this._cameraRigParams = {};
  24449. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24450. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24451. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24452. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24453. // create the rig cameras, unless none
  24454. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24455. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24456. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24457. if (leftCamera && rightCamera) {
  24458. this._rigCameras.push(leftCamera);
  24459. this._rigCameras.push(rightCamera);
  24460. }
  24461. }
  24462. switch (this.cameraRigMode) {
  24463. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24464. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24465. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24466. break;
  24467. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24468. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24469. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24470. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24471. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24472. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24473. break;
  24474. case Camera.RIG_MODE_VR:
  24475. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24476. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24477. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24478. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24479. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24480. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24481. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24482. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24483. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24484. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24485. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24486. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24487. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24488. if (metrics.compensateDistortion) {
  24489. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24490. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24491. }
  24492. break;
  24493. case Camera.RIG_MODE_WEBVR:
  24494. if (rigParams.vrDisplay) {
  24495. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24496. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24497. //Left eye
  24498. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24499. this._rigCameras[0].setCameraRigParameter("left", true);
  24500. //leaving this for future reference
  24501. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24502. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24503. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24504. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24505. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24506. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24507. this._rigCameras[0].parent = this;
  24508. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24509. //Right eye
  24510. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24511. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24512. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24513. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24514. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24515. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24516. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24517. this._rigCameras[1].parent = this;
  24518. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24519. if (Camera.UseAlternateWebVRRendering) {
  24520. this._rigCameras[1]._skipRendering = true;
  24521. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24522. }
  24523. }
  24524. break;
  24525. }
  24526. this._cascadePostProcessesToRigCams();
  24527. this.update();
  24528. };
  24529. Camera.prototype._getVRProjectionMatrix = function () {
  24530. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24531. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24532. return this._projectionMatrix;
  24533. };
  24534. Camera.prototype._updateCameraRotationMatrix = function () {
  24535. //Here for WebVR
  24536. };
  24537. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24538. //Here for WebVR
  24539. };
  24540. /**
  24541. * This function MUST be overwritten by the different WebVR cameras available.
  24542. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24543. */
  24544. Camera.prototype._getWebVRProjectionMatrix = function () {
  24545. return BABYLON.Matrix.Identity();
  24546. };
  24547. /**
  24548. * This function MUST be overwritten by the different WebVR cameras available.
  24549. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24550. */
  24551. Camera.prototype._getWebVRViewMatrix = function () {
  24552. return BABYLON.Matrix.Identity();
  24553. };
  24554. /** @hidden */
  24555. Camera.prototype.setCameraRigParameter = function (name, value) {
  24556. if (!this._cameraRigParams) {
  24557. this._cameraRigParams = {};
  24558. }
  24559. this._cameraRigParams[name] = value;
  24560. //provisionnally:
  24561. if (name === "interaxialDistance") {
  24562. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24563. }
  24564. };
  24565. /**
  24566. * needs to be overridden by children so sub has required properties to be copied
  24567. * @hidden
  24568. */
  24569. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24570. return null;
  24571. };
  24572. /**
  24573. * May need to be overridden by children
  24574. * @hidden
  24575. */
  24576. Camera.prototype._updateRigCameras = function () {
  24577. for (var i = 0; i < this._rigCameras.length; i++) {
  24578. this._rigCameras[i].minZ = this.minZ;
  24579. this._rigCameras[i].maxZ = this.maxZ;
  24580. this._rigCameras[i].fov = this.fov;
  24581. this._rigCameras[i].upVector.copyFrom(this.upVector);
  24582. }
  24583. // only update viewport when ANAGLYPH
  24584. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24585. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24586. }
  24587. };
  24588. /** @hidden */
  24589. Camera.prototype._setupInputs = function () {
  24590. };
  24591. /**
  24592. * Serialiaze the camera setup to a json represention
  24593. * @returns the JSON representation
  24594. */
  24595. Camera.prototype.serialize = function () {
  24596. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24597. // Type
  24598. serializationObject.type = this.getClassName();
  24599. // Parent
  24600. if (this.parent) {
  24601. serializationObject.parentId = this.parent.id;
  24602. }
  24603. if (this.inputs) {
  24604. this.inputs.serialize(serializationObject);
  24605. }
  24606. // Animations
  24607. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24608. serializationObject.ranges = this.serializeAnimationRanges();
  24609. return serializationObject;
  24610. };
  24611. /**
  24612. * Clones the current camera.
  24613. * @param name The cloned camera name
  24614. * @returns the cloned camera
  24615. */
  24616. Camera.prototype.clone = function (name) {
  24617. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24618. };
  24619. /**
  24620. * Gets the direction of the camera relative to a given local axis.
  24621. * @param localAxis Defines the reference axis to provide a relative direction.
  24622. * @return the direction
  24623. */
  24624. Camera.prototype.getDirection = function (localAxis) {
  24625. var result = BABYLON.Vector3.Zero();
  24626. this.getDirectionToRef(localAxis, result);
  24627. return result;
  24628. };
  24629. /**
  24630. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24631. * @param localAxis Defines the reference axis to provide a relative direction.
  24632. * @param result Defines the vector to store the result in
  24633. */
  24634. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24635. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24636. };
  24637. /**
  24638. * Gets a camera constructor for a given camera type
  24639. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24640. * @param name The name of the camera the result will be able to instantiate
  24641. * @param scene The scene the result will construct the camera in
  24642. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24643. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24644. * @returns a factory method to construc the camera
  24645. */
  24646. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24647. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24648. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24649. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24650. interaxial_distance: interaxial_distance,
  24651. isStereoscopicSideBySide: isStereoscopicSideBySide
  24652. });
  24653. if (constructorFunc) {
  24654. return constructorFunc;
  24655. }
  24656. // Default to universal camera
  24657. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24658. };
  24659. /**
  24660. * Compute the world matrix of the camera.
  24661. * @returns the camera workd matrix
  24662. */
  24663. Camera.prototype.computeWorldMatrix = function () {
  24664. return this.getWorldMatrix();
  24665. };
  24666. /**
  24667. * Parse a JSON and creates the camera from the parsed information
  24668. * @param parsedCamera The JSON to parse
  24669. * @param scene The scene to instantiate the camera in
  24670. * @returns the newly constructed camera
  24671. */
  24672. Camera.Parse = function (parsedCamera, scene) {
  24673. var type = parsedCamera.type;
  24674. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24675. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24676. // Parent
  24677. if (parsedCamera.parentId) {
  24678. camera._waitingParentId = parsedCamera.parentId;
  24679. }
  24680. //If camera has an input manager, let it parse inputs settings
  24681. if (camera.inputs) {
  24682. camera.inputs.parse(parsedCamera);
  24683. camera._setupInputs();
  24684. }
  24685. if (camera.setPosition) { // need to force position
  24686. camera.position.copyFromFloats(0, 0, 0);
  24687. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24688. }
  24689. // Target
  24690. if (parsedCamera.target) {
  24691. if (camera.setTarget) {
  24692. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24693. }
  24694. }
  24695. // Apply 3d rig, when found
  24696. if (parsedCamera.cameraRigMode) {
  24697. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24698. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24699. }
  24700. // Animations
  24701. if (parsedCamera.animations) {
  24702. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24703. var parsedAnimation = parsedCamera.animations[animationIndex];
  24704. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24705. }
  24706. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24707. }
  24708. if (parsedCamera.autoAnimate) {
  24709. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24710. }
  24711. return camera;
  24712. };
  24713. /**
  24714. * This is the default projection mode used by the cameras.
  24715. * It helps recreating a feeling of perspective and better appreciate depth.
  24716. * This is the best way to simulate real life cameras.
  24717. */
  24718. Camera.PERSPECTIVE_CAMERA = 0;
  24719. /**
  24720. * This helps creating camera with an orthographic mode.
  24721. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  24722. */
  24723. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24724. /**
  24725. * This is the default FOV mode for perspective cameras.
  24726. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24727. */
  24728. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24729. /**
  24730. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24731. */
  24732. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24733. /**
  24734. * This specifies ther is no need for a camera rig.
  24735. * Basically only one eye is rendered corresponding to the camera.
  24736. */
  24737. Camera.RIG_MODE_NONE = 0;
  24738. /**
  24739. * Simulates a camera Rig with one blue eye and one red eye.
  24740. * This can be use with 3d blue and red glasses.
  24741. */
  24742. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24743. /**
  24744. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24745. */
  24746. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24747. /**
  24748. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24749. */
  24750. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24751. /**
  24752. * Defines that both eyes of the camera will be rendered over under each other.
  24753. */
  24754. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24755. /**
  24756. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24757. */
  24758. Camera.RIG_MODE_VR = 20;
  24759. /**
  24760. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24761. */
  24762. Camera.RIG_MODE_WEBVR = 21;
  24763. /**
  24764. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24765. */
  24766. Camera.RIG_MODE_CUSTOM = 22;
  24767. /**
  24768. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24769. */
  24770. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24771. /**
  24772. * @hidden
  24773. * Might be removed once multiview will be a thing
  24774. */
  24775. Camera.UseAlternateWebVRRendering = false;
  24776. __decorate([
  24777. BABYLON.serializeAsVector3()
  24778. ], Camera.prototype, "position", void 0);
  24779. __decorate([
  24780. BABYLON.serializeAsVector3()
  24781. ], Camera.prototype, "upVector", void 0);
  24782. __decorate([
  24783. BABYLON.serialize()
  24784. ], Camera.prototype, "orthoLeft", void 0);
  24785. __decorate([
  24786. BABYLON.serialize()
  24787. ], Camera.prototype, "orthoRight", void 0);
  24788. __decorate([
  24789. BABYLON.serialize()
  24790. ], Camera.prototype, "orthoBottom", void 0);
  24791. __decorate([
  24792. BABYLON.serialize()
  24793. ], Camera.prototype, "orthoTop", void 0);
  24794. __decorate([
  24795. BABYLON.serialize()
  24796. ], Camera.prototype, "fov", void 0);
  24797. __decorate([
  24798. BABYLON.serialize()
  24799. ], Camera.prototype, "minZ", void 0);
  24800. __decorate([
  24801. BABYLON.serialize()
  24802. ], Camera.prototype, "maxZ", void 0);
  24803. __decorate([
  24804. BABYLON.serialize()
  24805. ], Camera.prototype, "inertia", void 0);
  24806. __decorate([
  24807. BABYLON.serialize()
  24808. ], Camera.prototype, "mode", void 0);
  24809. __decorate([
  24810. BABYLON.serialize()
  24811. ], Camera.prototype, "layerMask", void 0);
  24812. __decorate([
  24813. BABYLON.serialize()
  24814. ], Camera.prototype, "fovMode", void 0);
  24815. __decorate([
  24816. BABYLON.serialize()
  24817. ], Camera.prototype, "cameraRigMode", void 0);
  24818. __decorate([
  24819. BABYLON.serialize()
  24820. ], Camera.prototype, "interaxialDistance", void 0);
  24821. __decorate([
  24822. BABYLON.serialize()
  24823. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24824. return Camera;
  24825. }(BABYLON.Node));
  24826. BABYLON.Camera = Camera;
  24827. })(BABYLON || (BABYLON = {}));
  24828. //# sourceMappingURL=babylon.camera.js.map
  24829. var BABYLON;
  24830. (function (BABYLON) {
  24831. /**
  24832. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24833. * It is enable to manage the different groups as well as the different necessary sort functions.
  24834. * This should not be used directly aside of the few static configurations
  24835. */
  24836. var RenderingManager = /** @class */ (function () {
  24837. /**
  24838. * Instantiates a new rendering group for a particular scene
  24839. * @param scene Defines the scene the groups belongs to
  24840. */
  24841. function RenderingManager(scene) {
  24842. /**
  24843. * @hidden
  24844. */
  24845. this._useSceneAutoClearSetup = false;
  24846. this._renderingGroups = new Array();
  24847. this._autoClearDepthStencil = {};
  24848. this._customOpaqueSortCompareFn = {};
  24849. this._customAlphaTestSortCompareFn = {};
  24850. this._customTransparentSortCompareFn = {};
  24851. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24852. this._scene = scene;
  24853. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24854. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24855. }
  24856. }
  24857. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24858. if (depth === void 0) { depth = true; }
  24859. if (stencil === void 0) { stencil = true; }
  24860. if (this._depthStencilBufferAlreadyCleaned) {
  24861. return;
  24862. }
  24863. this._scene.getEngine().clear(null, false, depth, stencil);
  24864. this._depthStencilBufferAlreadyCleaned = true;
  24865. };
  24866. /**
  24867. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24868. * @hidden
  24869. */
  24870. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24871. // Update the observable context (not null as it only goes away on dispose)
  24872. var info = this._renderingGroupInfo;
  24873. info.scene = this._scene;
  24874. info.camera = this._scene.activeCamera;
  24875. // Dispatch sprites
  24876. if (this._scene.spriteManagers && renderSprites) {
  24877. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24878. var manager = this._scene.spriteManagers[index];
  24879. this.dispatchSprites(manager);
  24880. }
  24881. }
  24882. // Render
  24883. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24884. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24885. var renderingGroup = this._renderingGroups[index];
  24886. if (!renderingGroup) {
  24887. continue;
  24888. }
  24889. var renderingGroupMask = Math.pow(2, index);
  24890. info.renderingGroupId = index;
  24891. // Before Observable
  24892. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24893. // Clear depth/stencil if needed
  24894. if (RenderingManager.AUTOCLEAR) {
  24895. var autoClear = this._useSceneAutoClearSetup ?
  24896. this._scene.getAutoClearDepthStencilSetup(index) :
  24897. this._autoClearDepthStencil[index];
  24898. if (autoClear && autoClear.autoClear) {
  24899. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24900. }
  24901. }
  24902. // Render
  24903. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24904. var step = _a[_i];
  24905. step.action(index);
  24906. }
  24907. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24908. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24909. var step = _c[_b];
  24910. step.action(index);
  24911. }
  24912. // After Observable
  24913. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24914. }
  24915. };
  24916. /**
  24917. * Resets the different information of the group to prepare a new frame
  24918. * @hidden
  24919. */
  24920. RenderingManager.prototype.reset = function () {
  24921. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24922. var renderingGroup = this._renderingGroups[index];
  24923. if (renderingGroup) {
  24924. renderingGroup.prepare();
  24925. }
  24926. }
  24927. };
  24928. /**
  24929. * Dispose and release the group and its associated resources.
  24930. * @hidden
  24931. */
  24932. RenderingManager.prototype.dispose = function () {
  24933. this.freeRenderingGroups();
  24934. this._renderingGroups.length = 0;
  24935. this._renderingGroupInfo = null;
  24936. };
  24937. /**
  24938. * Clear the info related to rendering groups preventing retention points during dispose.
  24939. */
  24940. RenderingManager.prototype.freeRenderingGroups = function () {
  24941. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24942. var renderingGroup = this._renderingGroups[index];
  24943. if (renderingGroup) {
  24944. renderingGroup.dispose();
  24945. }
  24946. }
  24947. };
  24948. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24949. if (this._renderingGroups[renderingGroupId] === undefined) {
  24950. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24951. }
  24952. };
  24953. /**
  24954. * Add a sprite manager to the rendering manager in order to render it this frame.
  24955. * @param spriteManager Define the sprite manager to render
  24956. */
  24957. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24958. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24959. this._prepareRenderingGroup(renderingGroupId);
  24960. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24961. };
  24962. /**
  24963. * Add a particle system to the rendering manager in order to render it this frame.
  24964. * @param particleSystem Define the particle system to render
  24965. */
  24966. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24967. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24968. this._prepareRenderingGroup(renderingGroupId);
  24969. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24970. };
  24971. /**
  24972. * Add a submesh to the manager in order to render it this frame
  24973. * @param subMesh The submesh to dispatch
  24974. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24975. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24976. */
  24977. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24978. if (mesh === undefined) {
  24979. mesh = subMesh.getMesh();
  24980. }
  24981. var renderingGroupId = mesh.renderingGroupId || 0;
  24982. this._prepareRenderingGroup(renderingGroupId);
  24983. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24984. };
  24985. /**
  24986. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24987. * This allowed control for front to back rendering or reversly depending of the special needs.
  24988. *
  24989. * @param renderingGroupId The rendering group id corresponding to its index
  24990. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24991. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24992. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24993. */
  24994. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24995. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24996. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24997. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24998. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24999. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  25000. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  25001. if (this._renderingGroups[renderingGroupId]) {
  25002. var group = this._renderingGroups[renderingGroupId];
  25003. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  25004. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  25005. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  25006. }
  25007. };
  25008. /**
  25009. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  25010. *
  25011. * @param renderingGroupId The rendering group id corresponding to its index
  25012. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  25013. * @param depth Automatically clears depth between groups if true and autoClear is true.
  25014. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  25015. */
  25016. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  25017. if (depth === void 0) { depth = true; }
  25018. if (stencil === void 0) { stencil = true; }
  25019. this._autoClearDepthStencil[renderingGroupId] = {
  25020. autoClear: autoClearDepthStencil,
  25021. depth: depth,
  25022. stencil: stencil
  25023. };
  25024. };
  25025. /**
  25026. * Gets the current auto clear configuration for one rendering group of the rendering
  25027. * manager.
  25028. * @param index the rendering group index to get the information for
  25029. * @returns The auto clear setup for the requested rendering group
  25030. */
  25031. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  25032. return this._autoClearDepthStencil[index];
  25033. };
  25034. /**
  25035. * The max id used for rendering groups (not included)
  25036. */
  25037. RenderingManager.MAX_RENDERINGGROUPS = 4;
  25038. /**
  25039. * The min id used for rendering groups (included)
  25040. */
  25041. RenderingManager.MIN_RENDERINGGROUPS = 0;
  25042. /**
  25043. * Used to globally prevent autoclearing scenes.
  25044. */
  25045. RenderingManager.AUTOCLEAR = true;
  25046. return RenderingManager;
  25047. }());
  25048. BABYLON.RenderingManager = RenderingManager;
  25049. })(BABYLON || (BABYLON = {}));
  25050. //# sourceMappingURL=babylon.renderingManager.js.map
  25051. var BABYLON;
  25052. (function (BABYLON) {
  25053. /**
  25054. * This represents the object necessary to create a rendering group.
  25055. * This is exclusively used and created by the rendering manager.
  25056. * To modify the behavior, you use the available helpers in your scene or meshes.
  25057. * @hidden
  25058. */
  25059. var RenderingGroup = /** @class */ (function () {
  25060. /**
  25061. * Creates a new rendering group.
  25062. * @param index The rendering group index
  25063. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25064. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25065. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25066. */
  25067. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25068. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25069. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25070. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25071. this.index = index;
  25072. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25073. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25074. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25075. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25076. this._particleSystems = new BABYLON.SmartArray(256);
  25077. this._spriteManagers = new BABYLON.SmartArray(256);
  25078. this._edgesRenderers = new BABYLON.SmartArray(16);
  25079. this._scene = scene;
  25080. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25081. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25082. this.transparentSortCompareFn = transparentSortCompareFn;
  25083. }
  25084. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25085. /**
  25086. * Set the opaque sort comparison function.
  25087. * If null the sub meshes will be render in the order they were created
  25088. */
  25089. set: function (value) {
  25090. this._opaqueSortCompareFn = value;
  25091. if (value) {
  25092. this._renderOpaque = this.renderOpaqueSorted;
  25093. }
  25094. else {
  25095. this._renderOpaque = RenderingGroup.renderUnsorted;
  25096. }
  25097. },
  25098. enumerable: true,
  25099. configurable: true
  25100. });
  25101. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25102. /**
  25103. * Set the alpha test sort comparison function.
  25104. * If null the sub meshes will be render in the order they were created
  25105. */
  25106. set: function (value) {
  25107. this._alphaTestSortCompareFn = value;
  25108. if (value) {
  25109. this._renderAlphaTest = this.renderAlphaTestSorted;
  25110. }
  25111. else {
  25112. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25113. }
  25114. },
  25115. enumerable: true,
  25116. configurable: true
  25117. });
  25118. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25119. /**
  25120. * Set the transparent sort comparison function.
  25121. * If null the sub meshes will be render in the order they were created
  25122. */
  25123. set: function (value) {
  25124. if (value) {
  25125. this._transparentSortCompareFn = value;
  25126. }
  25127. else {
  25128. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25129. }
  25130. this._renderTransparent = this.renderTransparentSorted;
  25131. },
  25132. enumerable: true,
  25133. configurable: true
  25134. });
  25135. /**
  25136. * Render all the sub meshes contained in the group.
  25137. * @param customRenderFunction Used to override the default render behaviour of the group.
  25138. * @returns true if rendered some submeshes.
  25139. */
  25140. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25141. if (customRenderFunction) {
  25142. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25143. return;
  25144. }
  25145. var engine = this._scene.getEngine();
  25146. // Depth only
  25147. if (this._depthOnlySubMeshes.length !== 0) {
  25148. engine.setColorWrite(false);
  25149. this._renderAlphaTest(this._depthOnlySubMeshes);
  25150. engine.setColorWrite(true);
  25151. }
  25152. // Opaque
  25153. if (this._opaqueSubMeshes.length !== 0) {
  25154. this._renderOpaque(this._opaqueSubMeshes);
  25155. }
  25156. // Alpha test
  25157. if (this._alphaTestSubMeshes.length !== 0) {
  25158. this._renderAlphaTest(this._alphaTestSubMeshes);
  25159. }
  25160. var stencilState = engine.getStencilBuffer();
  25161. engine.setStencilBuffer(false);
  25162. // Sprites
  25163. if (renderSprites) {
  25164. this._renderSprites();
  25165. }
  25166. // Particles
  25167. if (renderParticles) {
  25168. this._renderParticles(activeMeshes);
  25169. }
  25170. if (this.onBeforeTransparentRendering) {
  25171. this.onBeforeTransparentRendering();
  25172. }
  25173. // Transparent
  25174. if (this._transparentSubMeshes.length !== 0) {
  25175. this._renderTransparent(this._transparentSubMeshes);
  25176. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25177. }
  25178. // Set back stencil to false in case it changes before the edge renderer.
  25179. engine.setStencilBuffer(false);
  25180. // Edges
  25181. if (this._edgesRenderers.length) {
  25182. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25183. this._edgesRenderers.data[edgesRendererIndex].render();
  25184. }
  25185. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25186. }
  25187. // Restore Stencil state.
  25188. engine.setStencilBuffer(stencilState);
  25189. };
  25190. /**
  25191. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25192. * @param subMeshes The submeshes to render
  25193. */
  25194. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25195. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25196. };
  25197. /**
  25198. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25199. * @param subMeshes The submeshes to render
  25200. */
  25201. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25202. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25203. };
  25204. /**
  25205. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25206. * @param subMeshes The submeshes to render
  25207. */
  25208. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25209. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25210. };
  25211. /**
  25212. * Renders the submeshes in a specified order.
  25213. * @param subMeshes The submeshes to sort before render
  25214. * @param sortCompareFn The comparison function use to sort
  25215. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25216. * @param transparent Specifies to activate blending if true
  25217. */
  25218. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25219. var subIndex = 0;
  25220. var subMesh;
  25221. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25222. for (; subIndex < subMeshes.length; subIndex++) {
  25223. subMesh = subMeshes.data[subIndex];
  25224. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25225. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25226. }
  25227. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25228. if (sortCompareFn) {
  25229. sortedArray.sort(sortCompareFn);
  25230. }
  25231. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25232. subMesh = sortedArray[subIndex];
  25233. if (transparent) {
  25234. var material = subMesh.getMaterial();
  25235. if (material && material.needDepthPrePass) {
  25236. var engine = material.getScene().getEngine();
  25237. engine.setColorWrite(false);
  25238. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25239. subMesh.render(false);
  25240. engine.setColorWrite(true);
  25241. }
  25242. }
  25243. subMesh.render(transparent);
  25244. }
  25245. };
  25246. /**
  25247. * Renders the submeshes in the order they were dispatched (no sort applied).
  25248. * @param subMeshes The submeshes to render
  25249. */
  25250. RenderingGroup.renderUnsorted = function (subMeshes) {
  25251. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25252. var submesh = subMeshes.data[subIndex];
  25253. submesh.render(false);
  25254. }
  25255. };
  25256. /**
  25257. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25258. * are rendered back to front if in the same alpha index.
  25259. *
  25260. * @param a The first submesh
  25261. * @param b The second submesh
  25262. * @returns The result of the comparison
  25263. */
  25264. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25265. // Alpha index first
  25266. if (a._alphaIndex > b._alphaIndex) {
  25267. return 1;
  25268. }
  25269. if (a._alphaIndex < b._alphaIndex) {
  25270. return -1;
  25271. }
  25272. // Then distance to camera
  25273. return RenderingGroup.backToFrontSortCompare(a, b);
  25274. };
  25275. /**
  25276. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25277. * are rendered back to front.
  25278. *
  25279. * @param a The first submesh
  25280. * @param b The second submesh
  25281. * @returns The result of the comparison
  25282. */
  25283. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25284. // Then distance to camera
  25285. if (a._distanceToCamera < b._distanceToCamera) {
  25286. return 1;
  25287. }
  25288. if (a._distanceToCamera > b._distanceToCamera) {
  25289. return -1;
  25290. }
  25291. return 0;
  25292. };
  25293. /**
  25294. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25295. * are rendered front to back (prevent overdraw).
  25296. *
  25297. * @param a The first submesh
  25298. * @param b The second submesh
  25299. * @returns The result of the comparison
  25300. */
  25301. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25302. // Then distance to camera
  25303. if (a._distanceToCamera < b._distanceToCamera) {
  25304. return -1;
  25305. }
  25306. if (a._distanceToCamera > b._distanceToCamera) {
  25307. return 1;
  25308. }
  25309. return 0;
  25310. };
  25311. /**
  25312. * Resets the different lists of submeshes to prepare a new frame.
  25313. */
  25314. RenderingGroup.prototype.prepare = function () {
  25315. this._opaqueSubMeshes.reset();
  25316. this._transparentSubMeshes.reset();
  25317. this._alphaTestSubMeshes.reset();
  25318. this._depthOnlySubMeshes.reset();
  25319. this._particleSystems.reset();
  25320. this._spriteManagers.reset();
  25321. this._edgesRenderers.reset();
  25322. };
  25323. RenderingGroup.prototype.dispose = function () {
  25324. this._opaqueSubMeshes.dispose();
  25325. this._transparentSubMeshes.dispose();
  25326. this._alphaTestSubMeshes.dispose();
  25327. this._depthOnlySubMeshes.dispose();
  25328. this._particleSystems.dispose();
  25329. this._spriteManagers.dispose();
  25330. this._edgesRenderers.dispose();
  25331. };
  25332. /**
  25333. * Inserts the submesh in its correct queue depending on its material.
  25334. * @param subMesh The submesh to dispatch
  25335. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25336. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25337. */
  25338. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25339. // Get mesh and materials if not provided
  25340. if (mesh === undefined) {
  25341. mesh = subMesh.getMesh();
  25342. }
  25343. if (material === undefined) {
  25344. material = subMesh.getMaterial();
  25345. }
  25346. if (material === null || material === undefined) {
  25347. return;
  25348. }
  25349. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25350. this._transparentSubMeshes.push(subMesh);
  25351. }
  25352. else if (material.needAlphaTesting()) { // Alpha test
  25353. if (material.needDepthPrePass) {
  25354. this._depthOnlySubMeshes.push(subMesh);
  25355. }
  25356. this._alphaTestSubMeshes.push(subMesh);
  25357. }
  25358. else {
  25359. if (material.needDepthPrePass) {
  25360. this._depthOnlySubMeshes.push(subMesh);
  25361. }
  25362. this._opaqueSubMeshes.push(subMesh); // Opaque
  25363. }
  25364. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25365. this._edgesRenderers.push(mesh._edgesRenderer);
  25366. }
  25367. };
  25368. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25369. this._spriteManagers.push(spriteManager);
  25370. };
  25371. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25372. this._particleSystems.push(particleSystem);
  25373. };
  25374. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25375. if (this._particleSystems.length === 0) {
  25376. return;
  25377. }
  25378. // Particles
  25379. var activeCamera = this._scene.activeCamera;
  25380. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25381. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25382. var particleSystem = this._particleSystems.data[particleIndex];
  25383. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25384. continue;
  25385. }
  25386. var emitter = particleSystem.emitter;
  25387. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25388. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25389. }
  25390. }
  25391. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25392. };
  25393. RenderingGroup.prototype._renderSprites = function () {
  25394. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25395. return;
  25396. }
  25397. // Sprites
  25398. var activeCamera = this._scene.activeCamera;
  25399. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25400. for (var id = 0; id < this._spriteManagers.length; id++) {
  25401. var spriteManager = this._spriteManagers.data[id];
  25402. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25403. spriteManager.render();
  25404. }
  25405. }
  25406. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25407. };
  25408. return RenderingGroup;
  25409. }());
  25410. BABYLON.RenderingGroup = RenderingGroup;
  25411. })(BABYLON || (BABYLON = {}));
  25412. //# sourceMappingURL=babylon.renderingGroup.js.map
  25413. var BABYLON;
  25414. (function (BABYLON) {
  25415. /**
  25416. * Groups all the scene component constants in one place to ease maintenance.
  25417. * @hidden
  25418. */
  25419. var SceneComponentConstants = /** @class */ (function () {
  25420. function SceneComponentConstants() {
  25421. }
  25422. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25423. SceneComponentConstants.NAME_LAYER = "Layer";
  25424. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25425. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25426. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25427. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25428. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25429. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25430. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25431. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25432. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25433. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25434. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25435. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25436. SceneComponentConstants.NAME_OCTREE = "Octree";
  25437. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25438. SceneComponentConstants.NAME_AUDIO = "Audio";
  25439. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25440. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25441. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25442. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25443. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25444. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25445. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25446. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25447. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25448. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25449. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25450. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25451. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25452. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25453. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25454. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25455. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25456. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25457. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25458. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25459. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25460. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25461. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25462. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25463. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25464. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25465. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25466. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25467. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25468. return SceneComponentConstants;
  25469. }());
  25470. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25471. /**
  25472. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25473. * @hidden
  25474. */
  25475. var Stage = /** @class */ (function (_super) {
  25476. __extends(Stage, _super);
  25477. /**
  25478. * Hide ctor from the rest of the world.
  25479. * @param items The items to add.
  25480. */
  25481. function Stage(items) {
  25482. return _super.apply(this, items) || this;
  25483. }
  25484. /**
  25485. * Creates a new Stage.
  25486. * @returns A new instance of a Stage
  25487. */
  25488. Stage.Create = function () {
  25489. return Object.create(Stage.prototype);
  25490. };
  25491. /**
  25492. * Registers a step in an ordered way in the targeted stage.
  25493. * @param index Defines the position to register the step in
  25494. * @param component Defines the component attached to the step
  25495. * @param action Defines the action to launch during the step
  25496. */
  25497. Stage.prototype.registerStep = function (index, component, action) {
  25498. var i = 0;
  25499. var maxIndex = Number.MAX_VALUE;
  25500. for (; i < this.length; i++) {
  25501. var step = this[i];
  25502. maxIndex = step.index;
  25503. if (index < maxIndex) {
  25504. break;
  25505. }
  25506. }
  25507. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25508. };
  25509. /**
  25510. * Clears all the steps from the stage.
  25511. */
  25512. Stage.prototype.clear = function () {
  25513. this.length = 0;
  25514. };
  25515. return Stage;
  25516. }(Array));
  25517. BABYLON.Stage = Stage;
  25518. })(BABYLON || (BABYLON = {}));
  25519. //# sourceMappingURL=babylon.sceneComponent.js.map
  25520. var BABYLON;
  25521. (function (BABYLON) {
  25522. /**
  25523. * Base class of the scene acting as a container for the different elements composing a scene.
  25524. * This class is dynamically extended by the different components of the scene increasing
  25525. * flexibility and reducing coupling
  25526. */
  25527. var AbstractScene = /** @class */ (function () {
  25528. function AbstractScene() {
  25529. /**
  25530. * Gets the list of root nodes (ie. nodes with no parent)
  25531. */
  25532. this.rootNodes = new Array();
  25533. /** All of the cameras added to this scene
  25534. * @see http://doc.babylonjs.com/babylon101/cameras
  25535. */
  25536. this.cameras = new Array();
  25537. /**
  25538. * All of the lights added to this scene
  25539. * @see http://doc.babylonjs.com/babylon101/lights
  25540. */
  25541. this.lights = new Array();
  25542. /**
  25543. * All of the (abstract) meshes added to this scene
  25544. */
  25545. this.meshes = new Array();
  25546. /**
  25547. * The list of skeletons added to the scene
  25548. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25549. */
  25550. this.skeletons = new Array();
  25551. /**
  25552. * All of the particle systems added to this scene
  25553. * @see http://doc.babylonjs.com/babylon101/particles
  25554. */
  25555. this.particleSystems = new Array();
  25556. /**
  25557. * Gets a list of Animations associated with the scene
  25558. */
  25559. this.animations = [];
  25560. /**
  25561. * All of the animation groups added to this scene
  25562. * @see http://doc.babylonjs.com/how_to/group
  25563. */
  25564. this.animationGroups = new Array();
  25565. /**
  25566. * All of the multi-materials added to this scene
  25567. * @see http://doc.babylonjs.com/how_to/multi_materials
  25568. */
  25569. this.multiMaterials = new Array();
  25570. /**
  25571. * All of the materials added to this scene
  25572. * In the context of a Scene, it is not supposed to be modified manually.
  25573. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25574. * Note also that the order of the Material wihin the array is not significant and might change.
  25575. * @see http://doc.babylonjs.com/babylon101/materials
  25576. */
  25577. this.materials = new Array();
  25578. /**
  25579. * The list of morph target managers added to the scene
  25580. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25581. */
  25582. this.morphTargetManagers = new Array();
  25583. /**
  25584. * The list of geometries used in the scene.
  25585. */
  25586. this.geometries = new Array();
  25587. /**
  25588. * All of the tranform nodes added to this scene
  25589. * In the context of a Scene, it is not supposed to be modified manually.
  25590. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25591. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25592. * @see http://doc.babylonjs.com/how_to/transformnode
  25593. */
  25594. this.transformNodes = new Array();
  25595. /**
  25596. * ActionManagers available on the scene.
  25597. */
  25598. this.actionManagers = new Array();
  25599. /**
  25600. * Textures to keep.
  25601. */
  25602. this.textures = new Array();
  25603. }
  25604. /**
  25605. * Adds a parser in the list of available ones
  25606. * @param name Defines the name of the parser
  25607. * @param parser Defines the parser to add
  25608. */
  25609. AbstractScene.AddParser = function (name, parser) {
  25610. this._BabylonFileParsers[name] = parser;
  25611. };
  25612. /**
  25613. * Gets a general parser from the list of avaialble ones
  25614. * @param name Defines the name of the parser
  25615. * @returns the requested parser or null
  25616. */
  25617. AbstractScene.GetParser = function (name) {
  25618. if (this._BabylonFileParsers[name]) {
  25619. return this._BabylonFileParsers[name];
  25620. }
  25621. return null;
  25622. };
  25623. /**
  25624. * Adds n individual parser in the list of available ones
  25625. * @param name Defines the name of the parser
  25626. * @param parser Defines the parser to add
  25627. */
  25628. AbstractScene.AddIndividualParser = function (name, parser) {
  25629. this._IndividualBabylonFileParsers[name] = parser;
  25630. };
  25631. /**
  25632. * Gets an individual parser from the list of avaialble ones
  25633. * @param name Defines the name of the parser
  25634. * @returns the requested parser or null
  25635. */
  25636. AbstractScene.GetIndividualParser = function (name) {
  25637. if (this._IndividualBabylonFileParsers[name]) {
  25638. return this._IndividualBabylonFileParsers[name];
  25639. }
  25640. return null;
  25641. };
  25642. /**
  25643. * Parser json data and populate both a scene and its associated container object
  25644. * @param jsonData Defines the data to parse
  25645. * @param scene Defines the scene to parse the data for
  25646. * @param container Defines the container attached to the parsing sequence
  25647. * @param rootUrl Defines the root url of the data
  25648. */
  25649. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25650. for (var parserName in this._BabylonFileParsers) {
  25651. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25652. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25653. }
  25654. }
  25655. };
  25656. /**
  25657. * Stores the list of available parsers in the application.
  25658. */
  25659. AbstractScene._BabylonFileParsers = {};
  25660. /**
  25661. * Stores the list of available individual parsers in the application.
  25662. */
  25663. AbstractScene._IndividualBabylonFileParsers = {};
  25664. return AbstractScene;
  25665. }());
  25666. BABYLON.AbstractScene = AbstractScene;
  25667. })(BABYLON || (BABYLON = {}));
  25668. //# sourceMappingURL=babylon.abstractScene.js.map
  25669. var BABYLON;
  25670. (function (BABYLON) {
  25671. /** @hidden */
  25672. var ClickInfo = /** @class */ (function () {
  25673. function ClickInfo() {
  25674. this._singleClick = false;
  25675. this._doubleClick = false;
  25676. this._hasSwiped = false;
  25677. this._ignore = false;
  25678. }
  25679. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25680. get: function () {
  25681. return this._singleClick;
  25682. },
  25683. set: function (b) {
  25684. this._singleClick = b;
  25685. },
  25686. enumerable: true,
  25687. configurable: true
  25688. });
  25689. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25690. get: function () {
  25691. return this._doubleClick;
  25692. },
  25693. set: function (b) {
  25694. this._doubleClick = b;
  25695. },
  25696. enumerable: true,
  25697. configurable: true
  25698. });
  25699. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25700. get: function () {
  25701. return this._hasSwiped;
  25702. },
  25703. set: function (b) {
  25704. this._hasSwiped = b;
  25705. },
  25706. enumerable: true,
  25707. configurable: true
  25708. });
  25709. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25710. get: function () {
  25711. return this._ignore;
  25712. },
  25713. set: function (b) {
  25714. this._ignore = b;
  25715. },
  25716. enumerable: true,
  25717. configurable: true
  25718. });
  25719. return ClickInfo;
  25720. }());
  25721. /**
  25722. * This class is used by the onRenderingGroupObservable
  25723. */
  25724. var RenderingGroupInfo = /** @class */ (function () {
  25725. function RenderingGroupInfo() {
  25726. }
  25727. return RenderingGroupInfo;
  25728. }());
  25729. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25730. /**
  25731. * Represents a scene to be rendered by the engine.
  25732. * @see http://doc.babylonjs.com/features/scene
  25733. */
  25734. var Scene = /** @class */ (function (_super) {
  25735. __extends(Scene, _super);
  25736. /**
  25737. * Creates a new Scene
  25738. * @param engine defines the engine to use to render this scene
  25739. */
  25740. function Scene(engine, options) {
  25741. var _this = _super.call(this) || this;
  25742. // Members
  25743. /**
  25744. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25745. */
  25746. _this.autoClear = true;
  25747. /**
  25748. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25749. */
  25750. _this.autoClearDepthAndStencil = true;
  25751. /**
  25752. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25753. */
  25754. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25755. /**
  25756. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25757. */
  25758. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25759. _this._forceWireframe = false;
  25760. _this._forcePointsCloud = false;
  25761. /**
  25762. * Gets or sets a boolean indicating if animations are enabled
  25763. */
  25764. _this.animationsEnabled = true;
  25765. _this._animationPropertiesOverride = null;
  25766. /**
  25767. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25768. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25769. */
  25770. _this.useConstantAnimationDeltaTime = false;
  25771. /**
  25772. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25773. * Please note that it requires to run a ray cast through the scene on every frame
  25774. */
  25775. _this.constantlyUpdateMeshUnderPointer = false;
  25776. /**
  25777. * Defines the HTML cursor to use when hovering over interactive elements
  25778. */
  25779. _this.hoverCursor = "pointer";
  25780. /**
  25781. * Defines the HTML default cursor to use (empty by default)
  25782. */
  25783. _this.defaultCursor = "";
  25784. /**
  25785. * This is used to call preventDefault() on pointer down
  25786. * in order to block unwanted artifacts like system double clicks
  25787. */
  25788. _this.preventDefaultOnPointerDown = true;
  25789. /**
  25790. * This is used to call preventDefault() on pointer up
  25791. * in order to block unwanted artifacts like system double clicks
  25792. */
  25793. _this.preventDefaultOnPointerUp = true;
  25794. // Metadata
  25795. /**
  25796. * Gets or sets user defined metadata
  25797. */
  25798. _this.metadata = null;
  25799. /**
  25800. * For internal use only. Please do not use.
  25801. */
  25802. _this.reservedDataStore = null;
  25803. /**
  25804. * Use this array to add regular expressions used to disable offline support for specific urls
  25805. */
  25806. _this.disableOfflineSupportExceptionRules = new Array();
  25807. /**
  25808. * An event triggered when the scene is disposed.
  25809. */
  25810. _this.onDisposeObservable = new BABYLON.Observable();
  25811. _this._onDisposeObserver = null;
  25812. /**
  25813. * An event triggered before rendering the scene (right after animations and physics)
  25814. */
  25815. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25816. _this._onBeforeRenderObserver = null;
  25817. /**
  25818. * An event triggered after rendering the scene
  25819. */
  25820. _this.onAfterRenderObservable = new BABYLON.Observable();
  25821. _this._onAfterRenderObserver = null;
  25822. /**
  25823. * An event triggered before animating the scene
  25824. */
  25825. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25826. /**
  25827. * An event triggered after animations processing
  25828. */
  25829. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25830. /**
  25831. * An event triggered before draw calls are ready to be sent
  25832. */
  25833. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25834. /**
  25835. * An event triggered after draw calls have been sent
  25836. */
  25837. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25838. /**
  25839. * An event triggered when the scene is ready
  25840. */
  25841. _this.onReadyObservable = new BABYLON.Observable();
  25842. /**
  25843. * An event triggered before rendering a camera
  25844. */
  25845. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25846. _this._onBeforeCameraRenderObserver = null;
  25847. /**
  25848. * An event triggered after rendering a camera
  25849. */
  25850. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25851. _this._onAfterCameraRenderObserver = null;
  25852. /**
  25853. * An event triggered when active meshes evaluation is about to start
  25854. */
  25855. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25856. /**
  25857. * An event triggered when active meshes evaluation is done
  25858. */
  25859. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25860. /**
  25861. * An event triggered when particles rendering is about to start
  25862. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25863. */
  25864. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25865. /**
  25866. * An event triggered when particles rendering is done
  25867. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25868. */
  25869. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25870. /**
  25871. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25872. */
  25873. _this.onDataLoadedObservable = new BABYLON.Observable();
  25874. /**
  25875. * An event triggered when a camera is created
  25876. */
  25877. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25878. /**
  25879. * An event triggered when a camera is removed
  25880. */
  25881. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25882. /**
  25883. * An event triggered when a light is created
  25884. */
  25885. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25886. /**
  25887. * An event triggered when a light is removed
  25888. */
  25889. _this.onLightRemovedObservable = new BABYLON.Observable();
  25890. /**
  25891. * An event triggered when a geometry is created
  25892. */
  25893. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25894. /**
  25895. * An event triggered when a geometry is removed
  25896. */
  25897. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25898. /**
  25899. * An event triggered when a transform node is created
  25900. */
  25901. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25902. /**
  25903. * An event triggered when a transform node is removed
  25904. */
  25905. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25906. /**
  25907. * An event triggered when a mesh is created
  25908. */
  25909. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25910. /**
  25911. * An event triggered when a mesh is removed
  25912. */
  25913. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25914. /**
  25915. * An event triggered when a material is created
  25916. */
  25917. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25918. /**
  25919. * An event triggered when a material is removed
  25920. */
  25921. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25922. /**
  25923. * An event triggered when a texture is created
  25924. */
  25925. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25926. /**
  25927. * An event triggered when a texture is removed
  25928. */
  25929. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25930. /**
  25931. * An event triggered when render targets are about to be rendered
  25932. * Can happen multiple times per frame.
  25933. */
  25934. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25935. /**
  25936. * An event triggered when render targets were rendered.
  25937. * Can happen multiple times per frame.
  25938. */
  25939. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25940. /**
  25941. * An event triggered before calculating deterministic simulation step
  25942. */
  25943. _this.onBeforeStepObservable = new BABYLON.Observable();
  25944. /**
  25945. * An event triggered after calculating deterministic simulation step
  25946. */
  25947. _this.onAfterStepObservable = new BABYLON.Observable();
  25948. /**
  25949. * An event triggered when the activeCamera property is updated
  25950. */
  25951. _this.onActiveCameraChanged = new BABYLON.Observable();
  25952. /**
  25953. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25954. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25955. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25956. */
  25957. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25958. /**
  25959. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25960. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25961. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25962. */
  25963. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25964. /**
  25965. * This Observable will when a mesh has been imported into the scene.
  25966. */
  25967. _this.onMeshImportedObservable = new BABYLON.Observable();
  25968. // Animations
  25969. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25970. /**
  25971. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  25972. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25973. */
  25974. _this.onPrePointerObservable = new BABYLON.Observable();
  25975. /**
  25976. * Observable event triggered each time an input event is received from the rendering canvas
  25977. */
  25978. _this.onPointerObservable = new BABYLON.Observable();
  25979. _this._meshPickProceed = false;
  25980. _this._currentPickResult = null;
  25981. _this._previousPickResult = null;
  25982. _this._totalPointersPressed = 0;
  25983. _this._doubleClickOccured = false;
  25984. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25985. _this.cameraToUseForPointers = null;
  25986. _this._pointerX = 0;
  25987. _this._pointerY = 0;
  25988. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25989. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25990. _this._startingPointerTime = 0;
  25991. _this._previousStartingPointerTime = 0;
  25992. _this._pointerCaptures = {};
  25993. // Deterministic lockstep
  25994. _this._timeAccumulator = 0;
  25995. _this._currentStepId = 0;
  25996. _this._currentInternalStep = 0;
  25997. // Keyboard
  25998. /**
  25999. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  26000. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  26001. */
  26002. _this.onPreKeyboardObservable = new BABYLON.Observable();
  26003. /**
  26004. * Observable event triggered each time an keyboard event is received from the hosting window
  26005. */
  26006. _this.onKeyboardObservable = new BABYLON.Observable();
  26007. // Coordinates system
  26008. _this._useRightHandedSystem = false;
  26009. // Fog
  26010. _this._fogEnabled = true;
  26011. _this._fogMode = Scene.FOGMODE_NONE;
  26012. /**
  26013. * Gets or sets the fog color to use
  26014. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26015. * (Default is Color3(0.2, 0.2, 0.3))
  26016. */
  26017. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  26018. /**
  26019. * Gets or sets the fog density to use
  26020. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26021. * (Default is 0.1)
  26022. */
  26023. _this.fogDensity = 0.1;
  26024. /**
  26025. * Gets or sets the fog start distance to use
  26026. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26027. * (Default is 0)
  26028. */
  26029. _this.fogStart = 0;
  26030. /**
  26031. * Gets or sets the fog end distance to use
  26032. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26033. * (Default is 1000)
  26034. */
  26035. _this.fogEnd = 1000.0;
  26036. // Lights
  26037. _this._shadowsEnabled = true;
  26038. _this._lightsEnabled = true;
  26039. /** All of the active cameras added to this scene. */
  26040. _this.activeCameras = new Array();
  26041. // Textures
  26042. _this._texturesEnabled = true;
  26043. // Particles
  26044. /**
  26045. * Gets or sets a boolean indicating if particles are enabled on this scene
  26046. */
  26047. _this.particlesEnabled = true;
  26048. // Sprites
  26049. /**
  26050. * Gets or sets a boolean indicating if sprites are enabled on this scene
  26051. */
  26052. _this.spritesEnabled = true;
  26053. // Skeletons
  26054. _this._skeletonsEnabled = true;
  26055. // Lens flares
  26056. /**
  26057. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  26058. */
  26059. _this.lensFlaresEnabled = true;
  26060. // Collisions
  26061. /**
  26062. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26063. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26064. */
  26065. _this.collisionsEnabled = true;
  26066. /**
  26067. * Defines the gravity applied to this scene (used only for collisions)
  26068. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26069. */
  26070. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26071. // Postprocesses
  26072. /**
  26073. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26074. */
  26075. _this.postProcessesEnabled = true;
  26076. /**
  26077. * The list of postprocesses added to the scene
  26078. */
  26079. _this.postProcesses = new Array();
  26080. // Customs render targets
  26081. /**
  26082. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26083. */
  26084. _this.renderTargetsEnabled = true;
  26085. /**
  26086. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26087. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26088. */
  26089. _this.dumpNextRenderTargets = false;
  26090. /**
  26091. * The list of user defined render targets added to the scene
  26092. */
  26093. _this.customRenderTargets = new Array();
  26094. /**
  26095. * Gets the list of meshes imported to the scene through SceneLoader
  26096. */
  26097. _this.importedMeshesFiles = new Array();
  26098. // Probes
  26099. /**
  26100. * Gets or sets a boolean indicating if probes are enabled on this scene
  26101. */
  26102. _this.probesEnabled = true;
  26103. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26104. // Procedural textures
  26105. /**
  26106. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26107. */
  26108. _this.proceduralTexturesEnabled = true;
  26109. // Performance counters
  26110. _this._totalVertices = new BABYLON.PerfCounter();
  26111. /** @hidden */
  26112. _this._activeIndices = new BABYLON.PerfCounter();
  26113. /** @hidden */
  26114. _this._activeParticles = new BABYLON.PerfCounter();
  26115. /** @hidden */
  26116. _this._activeBones = new BABYLON.PerfCounter();
  26117. _this._animationTime = 0;
  26118. /**
  26119. * Gets or sets a general scale for animation speed
  26120. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26121. */
  26122. _this.animationTimeScale = 1;
  26123. _this._renderId = 0;
  26124. _this._frameId = 0;
  26125. _this._executeWhenReadyTimeoutId = -1;
  26126. _this._intermediateRendering = false;
  26127. _this._viewUpdateFlag = -1;
  26128. _this._projectionUpdateFlag = -1;
  26129. _this._alternateViewUpdateFlag = -1;
  26130. _this._alternateProjectionUpdateFlag = -1;
  26131. /** @hidden */
  26132. _this._toBeDisposed = new Array(256);
  26133. _this._activeRequests = new Array();
  26134. _this._pendingData = new Array();
  26135. _this._isDisposed = false;
  26136. /**
  26137. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26138. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26139. */
  26140. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26141. _this._activeMeshes = new BABYLON.SmartArray(256);
  26142. _this._processedMaterials = new BABYLON.SmartArray(256);
  26143. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26144. /** @hidden */
  26145. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26146. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26147. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26148. /** @hidden */
  26149. _this._activeAnimatables = new Array();
  26150. _this._transformMatrix = BABYLON.Matrix.Zero();
  26151. _this._useAlternateCameraConfiguration = false;
  26152. _this._alternateRendering = false;
  26153. _this._wheelEventName = "";
  26154. /**
  26155. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26156. * This is useful if there are more lights that the maximum simulteanous authorized
  26157. */
  26158. _this.requireLightSorting = false;
  26159. /**
  26160. * @hidden
  26161. * Backing store of defined scene components.
  26162. */
  26163. _this._components = [];
  26164. /**
  26165. * @hidden
  26166. * Backing store of defined scene components.
  26167. */
  26168. _this._serializableComponents = [];
  26169. /**
  26170. * List of components to register on the next registration step.
  26171. */
  26172. _this._transientComponents = [];
  26173. /**
  26174. * @hidden
  26175. * Defines the actions happening before camera updates.
  26176. */
  26177. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26178. /**
  26179. * @hidden
  26180. * Defines the actions happening before clear the canvas.
  26181. */
  26182. _this._beforeClearStage = BABYLON.Stage.Create();
  26183. /**
  26184. * @hidden
  26185. * Defines the actions when collecting render targets for the frame.
  26186. */
  26187. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26188. /**
  26189. * @hidden
  26190. * Defines the actions happening for one camera in the frame.
  26191. */
  26192. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26193. /**
  26194. * @hidden
  26195. * Defines the actions happening during the per mesh ready checks.
  26196. */
  26197. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26198. /**
  26199. * @hidden
  26200. * Defines the actions happening before evaluate active mesh checks.
  26201. */
  26202. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26203. /**
  26204. * @hidden
  26205. * Defines the actions happening during the evaluate sub mesh checks.
  26206. */
  26207. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26208. /**
  26209. * @hidden
  26210. * Defines the actions happening during the active mesh stage.
  26211. */
  26212. _this._activeMeshStage = BABYLON.Stage.Create();
  26213. /**
  26214. * @hidden
  26215. * Defines the actions happening during the per camera render target step.
  26216. */
  26217. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26218. /**
  26219. * @hidden
  26220. * Defines the actions happening just before the active camera is drawing.
  26221. */
  26222. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26223. /**
  26224. * @hidden
  26225. * Defines the actions happening just before a render target is drawing.
  26226. */
  26227. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26228. /**
  26229. * @hidden
  26230. * Defines the actions happening just before a rendering group is drawing.
  26231. */
  26232. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26233. /**
  26234. * @hidden
  26235. * Defines the actions happening just before a mesh is drawing.
  26236. */
  26237. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26238. /**
  26239. * @hidden
  26240. * Defines the actions happening just after a mesh has been drawn.
  26241. */
  26242. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26243. /**
  26244. * @hidden
  26245. * Defines the actions happening just after a rendering group has been drawn.
  26246. */
  26247. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26248. /**
  26249. * @hidden
  26250. * Defines the actions happening just after the active camera has been drawn.
  26251. */
  26252. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26253. /**
  26254. * @hidden
  26255. * Defines the actions happening just after a render target has been drawn.
  26256. */
  26257. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26258. /**
  26259. * @hidden
  26260. * Defines the actions happening just after rendering all cameras and computing intersections.
  26261. */
  26262. _this._afterRenderStage = BABYLON.Stage.Create();
  26263. /**
  26264. * @hidden
  26265. * Defines the actions happening when a pointer move event happens.
  26266. */
  26267. _this._pointerMoveStage = BABYLON.Stage.Create();
  26268. /**
  26269. * @hidden
  26270. * Defines the actions happening when a pointer down event happens.
  26271. */
  26272. _this._pointerDownStage = BABYLON.Stage.Create();
  26273. /**
  26274. * @hidden
  26275. * Defines the actions happening when a pointer up event happens.
  26276. */
  26277. _this._pointerUpStage = BABYLON.Stage.Create();
  26278. /**
  26279. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26280. */
  26281. _this.geometriesById = null;
  26282. _this._defaultMeshCandidates = {
  26283. data: [],
  26284. length: 0
  26285. };
  26286. _this._defaultSubMeshCandidates = {
  26287. data: [],
  26288. length: 0
  26289. };
  26290. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26291. _this._activeMeshesFrozen = false;
  26292. /** @hidden */
  26293. _this._allowPostProcessClearColor = true;
  26294. /**
  26295. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26296. */
  26297. _this.getDeterministicFrameTime = function () {
  26298. return 1000.0 / 60.0; // frame time in ms
  26299. };
  26300. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26301. _this._blockMaterialDirtyMechanism = false;
  26302. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26303. _this._engine.scenes.push(_this);
  26304. _this._uid = null;
  26305. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26306. if (BABYLON.PostProcessManager) {
  26307. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26308. }
  26309. if (BABYLON.Tools.IsWindowObjectExist()) {
  26310. _this.attachControl();
  26311. }
  26312. //collision coordinator initialization. For now legacy per default.
  26313. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26314. // Uniform Buffer
  26315. _this._createUbo();
  26316. // Default Image processing definition
  26317. if (BABYLON.ImageProcessingConfiguration) {
  26318. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26319. }
  26320. _this.setDefaultCandidateProviders();
  26321. if (options && options.useGeometryIdsMap === true) {
  26322. _this.geometriesById = {};
  26323. }
  26324. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26325. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26326. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26327. return _this;
  26328. }
  26329. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26330. /**
  26331. * Texture used in all pbr material as the reflection texture.
  26332. * As in the majority of the scene they are the same (exception for multi room and so on),
  26333. * this is easier to reference from here than from all the materials.
  26334. */
  26335. get: function () {
  26336. return this._environmentTexture;
  26337. },
  26338. /**
  26339. * Texture used in all pbr material as the reflection texture.
  26340. * As in the majority of the scene they are the same (exception for multi room and so on),
  26341. * this is easier to set here than in all the materials.
  26342. */
  26343. set: function (value) {
  26344. if (this._environmentTexture === value) {
  26345. return;
  26346. }
  26347. this._environmentTexture = value;
  26348. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26349. },
  26350. enumerable: true,
  26351. configurable: true
  26352. });
  26353. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26354. /**
  26355. * Default image processing configuration used either in the rendering
  26356. * Forward main pass or through the imageProcessingPostProcess if present.
  26357. * As in the majority of the scene they are the same (exception for multi camera),
  26358. * this is easier to reference from here than from all the materials and post process.
  26359. *
  26360. * No setter as we it is a shared configuration, you can set the values instead.
  26361. */
  26362. get: function () {
  26363. return this._imageProcessingConfiguration;
  26364. },
  26365. enumerable: true,
  26366. configurable: true
  26367. });
  26368. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26369. get: function () {
  26370. return this._forceWireframe;
  26371. },
  26372. /**
  26373. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26374. */
  26375. set: function (value) {
  26376. if (this._forceWireframe === value) {
  26377. return;
  26378. }
  26379. this._forceWireframe = value;
  26380. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26381. },
  26382. enumerable: true,
  26383. configurable: true
  26384. });
  26385. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26386. get: function () {
  26387. return this._forcePointsCloud;
  26388. },
  26389. /**
  26390. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26391. */
  26392. set: function (value) {
  26393. if (this._forcePointsCloud === value) {
  26394. return;
  26395. }
  26396. this._forcePointsCloud = value;
  26397. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26398. },
  26399. enumerable: true,
  26400. configurable: true
  26401. });
  26402. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26403. /**
  26404. * Gets or sets the animation properties override
  26405. */
  26406. get: function () {
  26407. return this._animationPropertiesOverride;
  26408. },
  26409. set: function (value) {
  26410. this._animationPropertiesOverride = value;
  26411. },
  26412. enumerable: true,
  26413. configurable: true
  26414. });
  26415. Object.defineProperty(Scene.prototype, "onDispose", {
  26416. /** Sets a function to be executed when this scene is disposed. */
  26417. set: function (callback) {
  26418. if (this._onDisposeObserver) {
  26419. this.onDisposeObservable.remove(this._onDisposeObserver);
  26420. }
  26421. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26422. },
  26423. enumerable: true,
  26424. configurable: true
  26425. });
  26426. Object.defineProperty(Scene.prototype, "beforeRender", {
  26427. /** Sets a function to be executed before rendering this scene */
  26428. set: function (callback) {
  26429. if (this._onBeforeRenderObserver) {
  26430. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26431. }
  26432. if (callback) {
  26433. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26434. }
  26435. },
  26436. enumerable: true,
  26437. configurable: true
  26438. });
  26439. Object.defineProperty(Scene.prototype, "afterRender", {
  26440. /** Sets a function to be executed after rendering this scene */
  26441. set: function (callback) {
  26442. if (this._onAfterRenderObserver) {
  26443. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26444. }
  26445. if (callback) {
  26446. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26447. }
  26448. },
  26449. enumerable: true,
  26450. configurable: true
  26451. });
  26452. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26453. /** Sets a function to be executed before rendering a camera*/
  26454. set: function (callback) {
  26455. if (this._onBeforeCameraRenderObserver) {
  26456. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26457. }
  26458. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26459. },
  26460. enumerable: true,
  26461. configurable: true
  26462. });
  26463. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26464. /** Sets a function to be executed after rendering a camera*/
  26465. set: function (callback) {
  26466. if (this._onAfterCameraRenderObserver) {
  26467. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26468. }
  26469. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26470. },
  26471. enumerable: true,
  26472. configurable: true
  26473. });
  26474. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26475. /**
  26476. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26477. */
  26478. get: function () {
  26479. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26480. },
  26481. enumerable: true,
  26482. configurable: true
  26483. });
  26484. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26485. get: function () {
  26486. return this._useRightHandedSystem;
  26487. },
  26488. /**
  26489. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26490. */
  26491. set: function (value) {
  26492. if (this._useRightHandedSystem === value) {
  26493. return;
  26494. }
  26495. this._useRightHandedSystem = value;
  26496. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26497. },
  26498. enumerable: true,
  26499. configurable: true
  26500. });
  26501. /**
  26502. * Sets the step Id used by deterministic lock step
  26503. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26504. * @param newStepId defines the step Id
  26505. */
  26506. Scene.prototype.setStepId = function (newStepId) {
  26507. this._currentStepId = newStepId;
  26508. };
  26509. /**
  26510. * Gets the step Id used by deterministic lock step
  26511. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26512. * @returns the step Id
  26513. */
  26514. Scene.prototype.getStepId = function () {
  26515. return this._currentStepId;
  26516. };
  26517. /**
  26518. * Gets the internal step used by deterministic lock step
  26519. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26520. * @returns the internal step
  26521. */
  26522. Scene.prototype.getInternalStep = function () {
  26523. return this._currentInternalStep;
  26524. };
  26525. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26526. get: function () {
  26527. return this._fogEnabled;
  26528. },
  26529. /**
  26530. * Gets or sets a boolean indicating if fog is enabled on this scene
  26531. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26532. * (Default is true)
  26533. */
  26534. set: function (value) {
  26535. if (this._fogEnabled === value) {
  26536. return;
  26537. }
  26538. this._fogEnabled = value;
  26539. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26540. },
  26541. enumerable: true,
  26542. configurable: true
  26543. });
  26544. Object.defineProperty(Scene.prototype, "fogMode", {
  26545. get: function () {
  26546. return this._fogMode;
  26547. },
  26548. /**
  26549. * Gets or sets the fog mode to use
  26550. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26551. * | mode | value |
  26552. * | --- | --- |
  26553. * | FOGMODE_NONE | 0 |
  26554. * | FOGMODE_EXP | 1 |
  26555. * | FOGMODE_EXP2 | 2 |
  26556. * | FOGMODE_LINEAR | 3 |
  26557. */
  26558. set: function (value) {
  26559. if (this._fogMode === value) {
  26560. return;
  26561. }
  26562. this._fogMode = value;
  26563. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26564. },
  26565. enumerable: true,
  26566. configurable: true
  26567. });
  26568. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26569. get: function () {
  26570. return this._shadowsEnabled;
  26571. },
  26572. /**
  26573. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26574. */
  26575. set: function (value) {
  26576. if (this._shadowsEnabled === value) {
  26577. return;
  26578. }
  26579. this._shadowsEnabled = value;
  26580. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26581. },
  26582. enumerable: true,
  26583. configurable: true
  26584. });
  26585. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26586. get: function () {
  26587. return this._lightsEnabled;
  26588. },
  26589. /**
  26590. * Gets or sets a boolean indicating if lights are enabled on this scene
  26591. */
  26592. set: function (value) {
  26593. if (this._lightsEnabled === value) {
  26594. return;
  26595. }
  26596. this._lightsEnabled = value;
  26597. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26598. },
  26599. enumerable: true,
  26600. configurable: true
  26601. });
  26602. Object.defineProperty(Scene.prototype, "activeCamera", {
  26603. /** Gets or sets the current active camera */
  26604. get: function () {
  26605. return this._activeCamera;
  26606. },
  26607. set: function (value) {
  26608. if (value === this._activeCamera) {
  26609. return;
  26610. }
  26611. this._activeCamera = value;
  26612. this.onActiveCameraChanged.notifyObservers(this);
  26613. },
  26614. enumerable: true,
  26615. configurable: true
  26616. });
  26617. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26618. /** The default material used on meshes when no material is affected */
  26619. get: function () {
  26620. if (!this._defaultMaterial) {
  26621. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26622. }
  26623. return this._defaultMaterial;
  26624. },
  26625. /** The default material used on meshes when no material is affected */
  26626. set: function (value) {
  26627. this._defaultMaterial = value;
  26628. },
  26629. enumerable: true,
  26630. configurable: true
  26631. });
  26632. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26633. get: function () {
  26634. return this._texturesEnabled;
  26635. },
  26636. /**
  26637. * Gets or sets a boolean indicating if textures are enabled on this scene
  26638. */
  26639. set: function (value) {
  26640. if (this._texturesEnabled === value) {
  26641. return;
  26642. }
  26643. this._texturesEnabled = value;
  26644. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26645. },
  26646. enumerable: true,
  26647. configurable: true
  26648. });
  26649. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26650. get: function () {
  26651. return this._skeletonsEnabled;
  26652. },
  26653. /**
  26654. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26655. */
  26656. set: function (value) {
  26657. if (this._skeletonsEnabled === value) {
  26658. return;
  26659. }
  26660. this._skeletonsEnabled = value;
  26661. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26662. },
  26663. enumerable: true,
  26664. configurable: true
  26665. });
  26666. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26667. /** @hidden */
  26668. get: function () {
  26669. return this._alternateRendering;
  26670. },
  26671. enumerable: true,
  26672. configurable: true
  26673. });
  26674. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26675. /**
  26676. * Gets the list of frustum planes (built from the active camera)
  26677. */
  26678. get: function () {
  26679. return this._frustumPlanes;
  26680. },
  26681. enumerable: true,
  26682. configurable: true
  26683. });
  26684. /**
  26685. * Registers the transient components if needed.
  26686. */
  26687. Scene.prototype._registerTransientComponents = function () {
  26688. // Register components that have been associated lately to the scene.
  26689. if (this._transientComponents.length > 0) {
  26690. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26691. var component = _a[_i];
  26692. component.register();
  26693. }
  26694. this._transientComponents = [];
  26695. }
  26696. };
  26697. /**
  26698. * @hidden
  26699. * Add a component to the scene.
  26700. * Note that the ccomponent could be registered on th next frame if this is called after
  26701. * the register component stage.
  26702. * @param component Defines the component to add to the scene
  26703. */
  26704. Scene.prototype._addComponent = function (component) {
  26705. this._components.push(component);
  26706. this._transientComponents.push(component);
  26707. var serializableComponent = component;
  26708. if (serializableComponent.addFromContainer) {
  26709. this._serializableComponents.push(serializableComponent);
  26710. }
  26711. };
  26712. /**
  26713. * @hidden
  26714. * Gets a component from the scene.
  26715. * @param name defines the name of the component to retrieve
  26716. * @returns the component or null if not present
  26717. */
  26718. Scene.prototype._getComponent = function (name) {
  26719. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26720. var component = _a[_i];
  26721. if (component.name === name) {
  26722. return component;
  26723. }
  26724. }
  26725. return null;
  26726. };
  26727. /**
  26728. * @hidden
  26729. */
  26730. Scene.prototype._getDefaultMeshCandidates = function () {
  26731. this._defaultMeshCandidates.data = this.meshes;
  26732. this._defaultMeshCandidates.length = this.meshes.length;
  26733. return this._defaultMeshCandidates;
  26734. };
  26735. /**
  26736. * @hidden
  26737. */
  26738. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26739. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26740. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26741. return this._defaultSubMeshCandidates;
  26742. };
  26743. /**
  26744. * Sets the default candidate providers for the scene.
  26745. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26746. * and getCollidingSubMeshCandidates to their default function
  26747. */
  26748. Scene.prototype.setDefaultCandidateProviders = function () {
  26749. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26750. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26751. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26752. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26753. };
  26754. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26755. /**
  26756. * Gets a boolean indicating if collisions are processed on a web worker
  26757. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26758. */
  26759. get: function () {
  26760. return this._workerCollisions;
  26761. },
  26762. set: function (enabled) {
  26763. if (!BABYLON.CollisionCoordinatorLegacy) {
  26764. return;
  26765. }
  26766. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26767. this._workerCollisions = enabled;
  26768. if (this.collisionCoordinator) {
  26769. this.collisionCoordinator.destroy();
  26770. }
  26771. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26772. this.collisionCoordinator.init(this);
  26773. },
  26774. enumerable: true,
  26775. configurable: true
  26776. });
  26777. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26778. /**
  26779. * Gets the mesh that is currently under the pointer
  26780. */
  26781. get: function () {
  26782. return this._pointerOverMesh;
  26783. },
  26784. enumerable: true,
  26785. configurable: true
  26786. });
  26787. Object.defineProperty(Scene.prototype, "pointerX", {
  26788. /**
  26789. * Gets the current on-screen X position of the pointer
  26790. */
  26791. get: function () {
  26792. return this._pointerX;
  26793. },
  26794. enumerable: true,
  26795. configurable: true
  26796. });
  26797. Object.defineProperty(Scene.prototype, "pointerY", {
  26798. /**
  26799. * Gets the current on-screen Y position of the pointer
  26800. */
  26801. get: function () {
  26802. return this._pointerY;
  26803. },
  26804. enumerable: true,
  26805. configurable: true
  26806. });
  26807. /**
  26808. * Gets the cached material (ie. the latest rendered one)
  26809. * @returns the cached material
  26810. */
  26811. Scene.prototype.getCachedMaterial = function () {
  26812. return this._cachedMaterial;
  26813. };
  26814. /**
  26815. * Gets the cached effect (ie. the latest rendered one)
  26816. * @returns the cached effect
  26817. */
  26818. Scene.prototype.getCachedEffect = function () {
  26819. return this._cachedEffect;
  26820. };
  26821. /**
  26822. * Gets the cached visibility state (ie. the latest rendered one)
  26823. * @returns the cached visibility state
  26824. */
  26825. Scene.prototype.getCachedVisibility = function () {
  26826. return this._cachedVisibility;
  26827. };
  26828. /**
  26829. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26830. * @param material defines the current material
  26831. * @param effect defines the current effect
  26832. * @param visibility defines the current visibility state
  26833. * @returns true if one parameter is not cached
  26834. */
  26835. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26836. if (visibility === void 0) { visibility = 1; }
  26837. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26838. };
  26839. /**
  26840. * Gets the engine associated with the scene
  26841. * @returns an Engine
  26842. */
  26843. Scene.prototype.getEngine = function () {
  26844. return this._engine;
  26845. };
  26846. /**
  26847. * Gets the total number of vertices rendered per frame
  26848. * @returns the total number of vertices rendered per frame
  26849. */
  26850. Scene.prototype.getTotalVertices = function () {
  26851. return this._totalVertices.current;
  26852. };
  26853. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26854. /**
  26855. * Gets the performance counter for total vertices
  26856. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26857. */
  26858. get: function () {
  26859. return this._totalVertices;
  26860. },
  26861. enumerable: true,
  26862. configurable: true
  26863. });
  26864. /**
  26865. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26866. * @returns the total number of active indices rendered per frame
  26867. */
  26868. Scene.prototype.getActiveIndices = function () {
  26869. return this._activeIndices.current;
  26870. };
  26871. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26872. /**
  26873. * Gets the performance counter for active indices
  26874. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26875. */
  26876. get: function () {
  26877. return this._activeIndices;
  26878. },
  26879. enumerable: true,
  26880. configurable: true
  26881. });
  26882. /**
  26883. * Gets the total number of active particles rendered per frame
  26884. * @returns the total number of active particles rendered per frame
  26885. */
  26886. Scene.prototype.getActiveParticles = function () {
  26887. return this._activeParticles.current;
  26888. };
  26889. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26890. /**
  26891. * Gets the performance counter for active particles
  26892. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26893. */
  26894. get: function () {
  26895. return this._activeParticles;
  26896. },
  26897. enumerable: true,
  26898. configurable: true
  26899. });
  26900. /**
  26901. * Gets the total number of active bones rendered per frame
  26902. * @returns the total number of active bones rendered per frame
  26903. */
  26904. Scene.prototype.getActiveBones = function () {
  26905. return this._activeBones.current;
  26906. };
  26907. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26908. /**
  26909. * Gets the performance counter for active bones
  26910. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26911. */
  26912. get: function () {
  26913. return this._activeBones;
  26914. },
  26915. enumerable: true,
  26916. configurable: true
  26917. });
  26918. /**
  26919. * Gets the array of active meshes
  26920. * @returns an array of AbstractMesh
  26921. */
  26922. Scene.prototype.getActiveMeshes = function () {
  26923. return this._activeMeshes;
  26924. };
  26925. /**
  26926. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26927. * @returns a number
  26928. */
  26929. Scene.prototype.getAnimationRatio = function () {
  26930. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26931. };
  26932. /**
  26933. * Gets an unique Id for the current render phase
  26934. * @returns a number
  26935. */
  26936. Scene.prototype.getRenderId = function () {
  26937. return this._renderId;
  26938. };
  26939. /**
  26940. * Gets an unique Id for the current frame
  26941. * @returns a number
  26942. */
  26943. Scene.prototype.getFrameId = function () {
  26944. return this._frameId;
  26945. };
  26946. /** Call this function if you want to manually increment the render Id*/
  26947. Scene.prototype.incrementRenderId = function () {
  26948. this._renderId++;
  26949. };
  26950. Scene.prototype._updatePointerPosition = function (evt) {
  26951. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26952. if (!canvasRect) {
  26953. return;
  26954. }
  26955. this._pointerX = evt.clientX - canvasRect.left;
  26956. this._pointerY = evt.clientY - canvasRect.top;
  26957. this._unTranslatedPointerX = this._pointerX;
  26958. this._unTranslatedPointerY = this._pointerY;
  26959. };
  26960. Scene.prototype._createUbo = function () {
  26961. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26962. this._sceneUbo.addUniform("viewProjection", 16);
  26963. this._sceneUbo.addUniform("view", 16);
  26964. };
  26965. Scene.prototype._createAlternateUbo = function () {
  26966. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26967. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26968. this._alternateSceneUbo.addUniform("view", 16);
  26969. };
  26970. // Pointers handling
  26971. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26972. if (pointerInfo.pickInfo) {
  26973. if (!pointerInfo.pickInfo.ray) {
  26974. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26975. }
  26976. }
  26977. };
  26978. /**
  26979. * Use this method to simulate a pointer move on a mesh
  26980. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26981. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26982. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26983. * @returns the current scene
  26984. */
  26985. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26986. var evt = new PointerEvent("pointermove", pointerEventInit);
  26987. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26988. return this;
  26989. }
  26990. return this._processPointerMove(pickResult, evt);
  26991. };
  26992. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26993. var canvas = this._engine.getRenderingCanvas();
  26994. if (!canvas) {
  26995. return this;
  26996. }
  26997. // Restore pointer
  26998. canvas.style.cursor = this.defaultCursor;
  26999. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  27000. if (isMeshPicked) {
  27001. this.setPointerOverMesh(pickResult.pickedMesh);
  27002. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  27003. if (this._pointerOverMesh.actionManager.hoverCursor) {
  27004. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  27005. }
  27006. else {
  27007. canvas.style.cursor = this.hoverCursor;
  27008. }
  27009. }
  27010. }
  27011. else {
  27012. this.setPointerOverMesh(null);
  27013. }
  27014. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  27015. var step = _a[_i];
  27016. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  27017. }
  27018. if (pickResult) {
  27019. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  27020. if (this.onPointerMove) {
  27021. this.onPointerMove(evt, pickResult, type);
  27022. }
  27023. if (this.onPointerObservable.hasObservers()) {
  27024. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27025. this._setRayOnPointerInfo(pi);
  27026. this.onPointerObservable.notifyObservers(pi, type);
  27027. }
  27028. }
  27029. return this;
  27030. };
  27031. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  27032. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  27033. if (pickResult) {
  27034. pi.ray = pickResult.ray;
  27035. }
  27036. this.onPrePointerObservable.notifyObservers(pi, type);
  27037. if (pi.skipOnPointerObservable) {
  27038. return true;
  27039. }
  27040. else {
  27041. return false;
  27042. }
  27043. };
  27044. /**
  27045. * Use this method to simulate a pointer down on a mesh
  27046. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27047. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27048. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27049. * @returns the current scene
  27050. */
  27051. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  27052. var evt = new PointerEvent("pointerdown", pointerEventInit);
  27053. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27054. return this;
  27055. }
  27056. return this._processPointerDown(pickResult, evt);
  27057. };
  27058. Scene.prototype._processPointerDown = function (pickResult, evt) {
  27059. var _this = this;
  27060. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27061. this._pickedDownMesh = pickResult.pickedMesh;
  27062. var actionManager = pickResult.pickedMesh.actionManager;
  27063. if (actionManager) {
  27064. if (actionManager.hasPickTriggers) {
  27065. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27066. switch (evt.button) {
  27067. case 0:
  27068. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27069. break;
  27070. case 1:
  27071. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27072. break;
  27073. case 2:
  27074. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27075. break;
  27076. }
  27077. }
  27078. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27079. window.setTimeout(function () {
  27080. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger) && mesh == _this._pickedDownMesh); }, false, _this.cameraToUseForPointers);
  27081. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27082. if (_this._totalPointersPressed !== 0 &&
  27083. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27084. !_this._isPointerSwiping()) {
  27085. _this._startingPointerTime = 0;
  27086. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27087. }
  27088. }
  27089. }, Scene.LongPressDelay);
  27090. }
  27091. }
  27092. }
  27093. else {
  27094. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27095. var step = _a[_i];
  27096. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27097. }
  27098. }
  27099. if (pickResult) {
  27100. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27101. if (this.onPointerDown) {
  27102. this.onPointerDown(evt, pickResult, type);
  27103. }
  27104. if (this.onPointerObservable.hasObservers()) {
  27105. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27106. this._setRayOnPointerInfo(pi);
  27107. this.onPointerObservable.notifyObservers(pi, type);
  27108. }
  27109. }
  27110. return this;
  27111. };
  27112. /**
  27113. * Use this method to simulate a pointer up on a mesh
  27114. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27115. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27116. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27117. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27118. * @returns the current scene
  27119. */
  27120. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27121. var evt = new PointerEvent("pointerup", pointerEventInit);
  27122. var clickInfo = new ClickInfo();
  27123. if (doubleTap) {
  27124. clickInfo.doubleClick = true;
  27125. }
  27126. else {
  27127. clickInfo.singleClick = true;
  27128. }
  27129. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27130. return this;
  27131. }
  27132. return this._processPointerUp(pickResult, evt, clickInfo);
  27133. };
  27134. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27135. if (pickResult && pickResult && pickResult.pickedMesh) {
  27136. this._pickedUpMesh = pickResult.pickedMesh;
  27137. if (this._pickedDownMesh === this._pickedUpMesh) {
  27138. if (this.onPointerPick) {
  27139. this.onPointerPick(evt, pickResult);
  27140. }
  27141. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27142. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27143. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27144. this._setRayOnPointerInfo(pi);
  27145. this.onPointerObservable.notifyObservers(pi, type_1);
  27146. }
  27147. }
  27148. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27149. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27150. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27151. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27152. }
  27153. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27154. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27155. }
  27156. }
  27157. }
  27158. else {
  27159. if (!clickInfo.ignore) {
  27160. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27161. var step = _a[_i];
  27162. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27163. }
  27164. }
  27165. }
  27166. if (this._pickedDownMesh &&
  27167. this._pickedDownMesh.actionManager &&
  27168. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27169. this._pickedDownMesh !== this._pickedUpMesh) {
  27170. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27171. }
  27172. var type = 0;
  27173. if (this.onPointerObservable.hasObservers()) {
  27174. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27175. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27176. type = BABYLON.PointerEventTypes.POINTERTAP;
  27177. }
  27178. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27179. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27180. }
  27181. if (type) {
  27182. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27183. this._setRayOnPointerInfo(pi);
  27184. this.onPointerObservable.notifyObservers(pi, type);
  27185. }
  27186. }
  27187. if (!clickInfo.ignore) {
  27188. type = BABYLON.PointerEventTypes.POINTERUP;
  27189. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27190. this._setRayOnPointerInfo(pi);
  27191. this.onPointerObservable.notifyObservers(pi, type);
  27192. }
  27193. }
  27194. if (this.onPointerUp && !clickInfo.ignore) {
  27195. this.onPointerUp(evt, pickResult, type);
  27196. }
  27197. return this;
  27198. };
  27199. /**
  27200. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27201. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27202. * @returns true if the pointer was captured
  27203. */
  27204. Scene.prototype.isPointerCaptured = function (pointerId) {
  27205. if (pointerId === void 0) { pointerId = 0; }
  27206. return this._pointerCaptures[pointerId];
  27207. };
  27208. /** @hidden */
  27209. Scene.prototype._isPointerSwiping = function () {
  27210. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27211. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27212. };
  27213. /**
  27214. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27215. * @param attachUp defines if you want to attach events to pointerup
  27216. * @param attachDown defines if you want to attach events to pointerdown
  27217. * @param attachMove defines if you want to attach events to pointermove
  27218. */
  27219. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27220. var _this = this;
  27221. if (attachUp === void 0) { attachUp = true; }
  27222. if (attachDown === void 0) { attachDown = true; }
  27223. if (attachMove === void 0) { attachMove = true; }
  27224. this._initActionManager = function (act, clickInfo) {
  27225. if (!_this._meshPickProceed) {
  27226. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27227. _this._currentPickResult = pickResult;
  27228. if (pickResult) {
  27229. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27230. }
  27231. _this._meshPickProceed = true;
  27232. }
  27233. return act;
  27234. };
  27235. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27236. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27237. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27238. btn !== _this._previousButtonPressed) {
  27239. _this._doubleClickOccured = false;
  27240. clickInfo.singleClick = true;
  27241. clickInfo.ignore = false;
  27242. cb(clickInfo, _this._currentPickResult);
  27243. }
  27244. };
  27245. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27246. var clickInfo = new ClickInfo();
  27247. _this._currentPickResult = null;
  27248. var act = null;
  27249. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27250. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27251. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27252. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27253. act = _this._initActionManager(act, clickInfo);
  27254. if (act) {
  27255. checkPicking = act.hasPickTriggers;
  27256. }
  27257. }
  27258. var needToIgnoreNext = false;
  27259. if (checkPicking) {
  27260. var btn = evt.button;
  27261. clickInfo.hasSwiped = _this._isPointerSwiping();
  27262. if (!clickInfo.hasSwiped) {
  27263. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27264. if (!checkSingleClickImmediately) {
  27265. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27266. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27267. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27268. act = _this._initActionManager(act, clickInfo);
  27269. if (act) {
  27270. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27271. }
  27272. }
  27273. }
  27274. if (checkSingleClickImmediately) {
  27275. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27276. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27277. btn !== _this._previousButtonPressed) {
  27278. clickInfo.singleClick = true;
  27279. cb(clickInfo, _this._currentPickResult);
  27280. needToIgnoreNext = true;
  27281. }
  27282. }
  27283. // at least one double click is required to be check and exclusive double click is enabled
  27284. else {
  27285. // wait that no double click has been raised during the double click delay
  27286. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27287. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27288. }
  27289. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27290. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27291. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27292. act = _this._initActionManager(act, clickInfo);
  27293. if (act) {
  27294. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27295. }
  27296. }
  27297. if (checkDoubleClick) {
  27298. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27299. if (btn === _this._previousButtonPressed &&
  27300. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27301. !_this._doubleClickOccured) {
  27302. // pointer has not moved for 2 clicks, it's a double click
  27303. if (!clickInfo.hasSwiped &&
  27304. !_this._isPointerSwiping()) {
  27305. _this._previousStartingPointerTime = 0;
  27306. _this._doubleClickOccured = true;
  27307. clickInfo.doubleClick = true;
  27308. clickInfo.ignore = false;
  27309. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27310. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27311. }
  27312. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27313. cb(clickInfo, _this._currentPickResult);
  27314. }
  27315. // if the two successive clicks are too far, it's just two simple clicks
  27316. else {
  27317. _this._doubleClickOccured = false;
  27318. _this._previousStartingPointerTime = _this._startingPointerTime;
  27319. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27320. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27321. _this._previousButtonPressed = btn;
  27322. if (Scene.ExclusiveDoubleClickMode) {
  27323. if (_this._previousDelayedSimpleClickTimeout) {
  27324. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27325. }
  27326. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27327. cb(clickInfo, _this._previousPickResult);
  27328. }
  27329. else {
  27330. cb(clickInfo, _this._currentPickResult);
  27331. }
  27332. }
  27333. needToIgnoreNext = true;
  27334. }
  27335. // just the first click of the double has been raised
  27336. else {
  27337. _this._doubleClickOccured = false;
  27338. _this._previousStartingPointerTime = _this._startingPointerTime;
  27339. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27340. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27341. _this._previousButtonPressed = btn;
  27342. }
  27343. }
  27344. }
  27345. }
  27346. if (!needToIgnoreNext) {
  27347. cb(clickInfo, _this._currentPickResult);
  27348. }
  27349. };
  27350. this._onPointerMove = function (evt) {
  27351. _this._updatePointerPosition(evt);
  27352. // PreObservable support
  27353. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27354. return;
  27355. }
  27356. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27357. return;
  27358. }
  27359. if (!_this.pointerMovePredicate) {
  27360. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27361. }
  27362. // Meshes
  27363. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27364. _this._processPointerMove(pickResult, evt);
  27365. };
  27366. this._onPointerDown = function (evt) {
  27367. _this._totalPointersPressed++;
  27368. _this._pickedDownMesh = null;
  27369. _this._meshPickProceed = false;
  27370. _this._updatePointerPosition(evt);
  27371. if (_this.preventDefaultOnPointerDown && canvas) {
  27372. evt.preventDefault();
  27373. canvas.focus();
  27374. }
  27375. _this._startingPointerPosition.x = _this._pointerX;
  27376. _this._startingPointerPosition.y = _this._pointerY;
  27377. _this._startingPointerTime = Date.now();
  27378. // PreObservable support
  27379. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27380. return;
  27381. }
  27382. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27383. return;
  27384. }
  27385. _this._pointerCaptures[evt.pointerId] = true;
  27386. if (!_this.pointerDownPredicate) {
  27387. _this.pointerDownPredicate = function (mesh) {
  27388. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27389. };
  27390. }
  27391. // Meshes
  27392. _this._pickedDownMesh = null;
  27393. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27394. _this._processPointerDown(pickResult, evt);
  27395. };
  27396. this._onPointerUp = function (evt) {
  27397. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27398. return; // So we need to test it the pointer down was pressed before.
  27399. }
  27400. _this._totalPointersPressed--;
  27401. _this._pickedUpMesh = null;
  27402. _this._meshPickProceed = false;
  27403. _this._updatePointerPosition(evt);
  27404. if (_this.preventDefaultOnPointerUp && canvas) {
  27405. evt.preventDefault();
  27406. canvas.focus();
  27407. }
  27408. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27409. _this._pointerCaptures[evt.pointerId] = false;
  27410. // PreObservable support
  27411. if (_this.onPrePointerObservable.hasObservers()) {
  27412. if (!clickInfo.ignore) {
  27413. if (!clickInfo.hasSwiped) {
  27414. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27415. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27416. return;
  27417. }
  27418. }
  27419. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27420. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27421. return;
  27422. }
  27423. }
  27424. }
  27425. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27426. return;
  27427. }
  27428. }
  27429. }
  27430. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27431. return;
  27432. }
  27433. if (!_this.pointerUpPredicate) {
  27434. _this.pointerUpPredicate = function (mesh) {
  27435. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27436. };
  27437. }
  27438. // Meshes
  27439. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27440. _this._initActionManager(null, clickInfo);
  27441. }
  27442. if (!pickResult) {
  27443. pickResult = _this._currentPickResult;
  27444. }
  27445. _this._processPointerUp(pickResult, evt, clickInfo);
  27446. _this._previousPickResult = _this._currentPickResult;
  27447. });
  27448. };
  27449. this._onKeyDown = function (evt) {
  27450. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27451. if (_this.onPreKeyboardObservable.hasObservers()) {
  27452. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27453. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27454. if (pi.skipOnPointerObservable) {
  27455. return;
  27456. }
  27457. }
  27458. if (_this.onKeyboardObservable.hasObservers()) {
  27459. var pi = new BABYLON.KeyboardInfo(type, evt);
  27460. _this.onKeyboardObservable.notifyObservers(pi, type);
  27461. }
  27462. if (_this.actionManager) {
  27463. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27464. }
  27465. };
  27466. this._onKeyUp = function (evt) {
  27467. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27468. if (_this.onPreKeyboardObservable.hasObservers()) {
  27469. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27470. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27471. if (pi.skipOnPointerObservable) {
  27472. return;
  27473. }
  27474. }
  27475. if (_this.onKeyboardObservable.hasObservers()) {
  27476. var pi = new BABYLON.KeyboardInfo(type, evt);
  27477. _this.onKeyboardObservable.notifyObservers(pi, type);
  27478. }
  27479. if (_this.actionManager) {
  27480. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27481. }
  27482. };
  27483. var engine = this.getEngine();
  27484. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27485. if (!canvas) {
  27486. return;
  27487. }
  27488. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27489. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27490. });
  27491. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27492. if (!canvas) {
  27493. return;
  27494. }
  27495. canvas.removeEventListener("keydown", _this._onKeyDown);
  27496. canvas.removeEventListener("keyup", _this._onKeyUp);
  27497. });
  27498. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27499. var canvas = this._engine.getRenderingCanvas();
  27500. if (!canvas) {
  27501. return;
  27502. }
  27503. if (attachMove) {
  27504. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27505. // Wheel
  27506. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27507. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27508. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27509. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27510. }
  27511. if (attachDown) {
  27512. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27513. }
  27514. if (attachUp) {
  27515. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27516. }
  27517. canvas.tabIndex = 1;
  27518. };
  27519. /** Detaches all event handlers*/
  27520. Scene.prototype.detachControl = function () {
  27521. var engine = this.getEngine();
  27522. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27523. var canvas = engine.getRenderingCanvas();
  27524. if (!canvas) {
  27525. return;
  27526. }
  27527. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27528. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27529. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27530. if (this._onCanvasBlurObserver) {
  27531. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27532. }
  27533. if (this._onCanvasFocusObserver) {
  27534. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27535. }
  27536. // Wheel
  27537. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27538. // Keyboard
  27539. canvas.removeEventListener("keydown", this._onKeyDown);
  27540. canvas.removeEventListener("keyup", this._onKeyUp);
  27541. // Observables
  27542. this.onKeyboardObservable.clear();
  27543. this.onPreKeyboardObservable.clear();
  27544. this.onPointerObservable.clear();
  27545. this.onPrePointerObservable.clear();
  27546. };
  27547. /**
  27548. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27549. * Delay loaded resources are not taking in account
  27550. * @return true if all required resources are ready
  27551. */
  27552. Scene.prototype.isReady = function () {
  27553. if (this._isDisposed) {
  27554. return false;
  27555. }
  27556. var index;
  27557. var engine = this.getEngine();
  27558. // Effects
  27559. if (!engine.areAllEffectsReady()) {
  27560. return false;
  27561. }
  27562. // Pending data
  27563. if (this._pendingData.length > 0) {
  27564. return false;
  27565. }
  27566. // Meshes
  27567. for (index = 0; index < this.meshes.length; index++) {
  27568. var mesh = this.meshes[index];
  27569. if (!mesh.isEnabled()) {
  27570. continue;
  27571. }
  27572. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27573. continue;
  27574. }
  27575. if (!mesh.isReady(true)) {
  27576. return false;
  27577. }
  27578. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27579. // Is Ready For Mesh
  27580. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27581. var step = _a[_i];
  27582. if (!step.action(mesh, hardwareInstancedRendering)) {
  27583. return false;
  27584. }
  27585. }
  27586. }
  27587. // Geometries
  27588. for (index = 0; index < this.geometries.length; index++) {
  27589. var geometry = this.geometries[index];
  27590. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27591. return false;
  27592. }
  27593. }
  27594. // Post-processes
  27595. if (this.activeCameras && this.activeCameras.length > 0) {
  27596. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27597. var camera = _c[_b];
  27598. if (!camera.isReady(true)) {
  27599. return false;
  27600. }
  27601. }
  27602. }
  27603. else if (this.activeCamera) {
  27604. if (!this.activeCamera.isReady(true)) {
  27605. return false;
  27606. }
  27607. }
  27608. // Particles
  27609. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27610. var particleSystem = _e[_d];
  27611. if (!particleSystem.isReady()) {
  27612. return false;
  27613. }
  27614. }
  27615. return true;
  27616. };
  27617. /** Resets all cached information relative to material (including effect and visibility) */
  27618. Scene.prototype.resetCachedMaterial = function () {
  27619. this._cachedMaterial = null;
  27620. this._cachedEffect = null;
  27621. this._cachedVisibility = null;
  27622. };
  27623. /**
  27624. * Registers a function to be called before every frame render
  27625. * @param func defines the function to register
  27626. */
  27627. Scene.prototype.registerBeforeRender = function (func) {
  27628. this.onBeforeRenderObservable.add(func);
  27629. };
  27630. /**
  27631. * Unregisters a function called before every frame render
  27632. * @param func defines the function to unregister
  27633. */
  27634. Scene.prototype.unregisterBeforeRender = function (func) {
  27635. this.onBeforeRenderObservable.removeCallback(func);
  27636. };
  27637. /**
  27638. * Registers a function to be called after every frame render
  27639. * @param func defines the function to register
  27640. */
  27641. Scene.prototype.registerAfterRender = function (func) {
  27642. this.onAfterRenderObservable.add(func);
  27643. };
  27644. /**
  27645. * Unregisters a function called after every frame render
  27646. * @param func defines the function to unregister
  27647. */
  27648. Scene.prototype.unregisterAfterRender = function (func) {
  27649. this.onAfterRenderObservable.removeCallback(func);
  27650. };
  27651. Scene.prototype._executeOnceBeforeRender = function (func) {
  27652. var _this = this;
  27653. var execFunc = function () {
  27654. func();
  27655. setTimeout(function () {
  27656. _this.unregisterBeforeRender(execFunc);
  27657. });
  27658. };
  27659. this.registerBeforeRender(execFunc);
  27660. };
  27661. /**
  27662. * The provided function will run before render once and will be disposed afterwards.
  27663. * A timeout delay can be provided so that the function will be executed in N ms.
  27664. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27665. * @param func The function to be executed.
  27666. * @param timeout optional delay in ms
  27667. */
  27668. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27669. var _this = this;
  27670. if (timeout !== undefined) {
  27671. setTimeout(function () {
  27672. _this._executeOnceBeforeRender(func);
  27673. }, timeout);
  27674. }
  27675. else {
  27676. this._executeOnceBeforeRender(func);
  27677. }
  27678. };
  27679. /** @hidden */
  27680. Scene.prototype._addPendingData = function (data) {
  27681. this._pendingData.push(data);
  27682. };
  27683. /** @hidden */
  27684. Scene.prototype._removePendingData = function (data) {
  27685. var wasLoading = this.isLoading;
  27686. var index = this._pendingData.indexOf(data);
  27687. if (index !== -1) {
  27688. this._pendingData.splice(index, 1);
  27689. }
  27690. if (wasLoading && !this.isLoading) {
  27691. this.onDataLoadedObservable.notifyObservers(this);
  27692. }
  27693. };
  27694. /**
  27695. * Returns the number of items waiting to be loaded
  27696. * @returns the number of items waiting to be loaded
  27697. */
  27698. Scene.prototype.getWaitingItemsCount = function () {
  27699. return this._pendingData.length;
  27700. };
  27701. Object.defineProperty(Scene.prototype, "isLoading", {
  27702. /**
  27703. * Returns a boolean indicating if the scene is still loading data
  27704. */
  27705. get: function () {
  27706. return this._pendingData.length > 0;
  27707. },
  27708. enumerable: true,
  27709. configurable: true
  27710. });
  27711. /**
  27712. * Registers a function to be executed when the scene is ready
  27713. * @param {Function} func - the function to be executed
  27714. */
  27715. Scene.prototype.executeWhenReady = function (func) {
  27716. var _this = this;
  27717. this.onReadyObservable.add(func);
  27718. if (this._executeWhenReadyTimeoutId !== -1) {
  27719. return;
  27720. }
  27721. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27722. _this._checkIsReady();
  27723. }, 150);
  27724. };
  27725. /**
  27726. * Returns a promise that resolves when the scene is ready
  27727. * @returns A promise that resolves when the scene is ready
  27728. */
  27729. Scene.prototype.whenReadyAsync = function () {
  27730. var _this = this;
  27731. return new Promise(function (resolve) {
  27732. _this.executeWhenReady(function () {
  27733. resolve();
  27734. });
  27735. });
  27736. };
  27737. /** @hidden */
  27738. Scene.prototype._checkIsReady = function () {
  27739. var _this = this;
  27740. this._registerTransientComponents();
  27741. if (this.isReady()) {
  27742. this.onReadyObservable.notifyObservers(this);
  27743. this.onReadyObservable.clear();
  27744. this._executeWhenReadyTimeoutId = -1;
  27745. return;
  27746. }
  27747. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27748. _this._checkIsReady();
  27749. }, 150);
  27750. };
  27751. // Animations
  27752. /**
  27753. * Will start the animation sequence of a given target
  27754. * @param target defines the target
  27755. * @param from defines from which frame should animation start
  27756. * @param to defines until which frame should animation run.
  27757. * @param weight defines the weight to apply to the animation (1.0 by default)
  27758. * @param loop defines if the animation loops
  27759. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27760. * @param onAnimationEnd defines the function to be executed when the animation ends
  27761. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27762. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27763. * @returns the animatable object created for this animation
  27764. */
  27765. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27766. if (weight === void 0) { weight = 1.0; }
  27767. if (speedRatio === void 0) { speedRatio = 1.0; }
  27768. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27769. returnedAnimatable.weight = weight;
  27770. return returnedAnimatable;
  27771. };
  27772. /**
  27773. * Will start the animation sequence of a given target
  27774. * @param target defines the target
  27775. * @param from defines from which frame should animation start
  27776. * @param to defines until which frame should animation run.
  27777. * @param loop defines if the animation loops
  27778. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27779. * @param onAnimationEnd defines the function to be executed when the animation ends
  27780. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27781. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27782. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27783. * @returns the animatable object created for this animation
  27784. */
  27785. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27786. if (speedRatio === void 0) { speedRatio = 1.0; }
  27787. if (stopCurrent === void 0) { stopCurrent = true; }
  27788. if (from > to && speedRatio > 0) {
  27789. speedRatio *= -1;
  27790. }
  27791. if (stopCurrent) {
  27792. this.stopAnimation(target, undefined, targetMask);
  27793. }
  27794. if (!animatable) {
  27795. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27796. }
  27797. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27798. // Local animations
  27799. if (target.animations && shouldRunTargetAnimations) {
  27800. animatable.appendAnimations(target, target.animations);
  27801. }
  27802. // Children animations
  27803. if (target.getAnimatables) {
  27804. var animatables = target.getAnimatables();
  27805. for (var index = 0; index < animatables.length; index++) {
  27806. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27807. }
  27808. }
  27809. animatable.reset();
  27810. return animatable;
  27811. };
  27812. /**
  27813. * Will start the animation sequence of a given target and its hierarchy
  27814. * @param target defines the target
  27815. * @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.
  27816. * @param from defines from which frame should animation start
  27817. * @param to defines until which frame should animation run.
  27818. * @param loop defines if the animation loops
  27819. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27820. * @param onAnimationEnd defines the function to be executed when the animation ends
  27821. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27822. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27823. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27824. * @returns the list of created animatables
  27825. */
  27826. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27827. if (speedRatio === void 0) { speedRatio = 1.0; }
  27828. if (stopCurrent === void 0) { stopCurrent = true; }
  27829. var children = target.getDescendants(directDescendantsOnly);
  27830. var result = [];
  27831. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27832. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27833. var child = children_1[_i];
  27834. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27835. }
  27836. return result;
  27837. };
  27838. /**
  27839. * Begin a new animation on a given node
  27840. * @param target defines the target where the animation will take place
  27841. * @param animations defines the list of animations to start
  27842. * @param from defines the initial value
  27843. * @param to defines the final value
  27844. * @param loop defines if you want animation to loop (off by default)
  27845. * @param speedRatio defines the speed ratio to apply to all animations
  27846. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27847. * @returns the list of created animatables
  27848. */
  27849. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27850. if (speedRatio === undefined) {
  27851. speedRatio = 1.0;
  27852. }
  27853. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27854. return animatable;
  27855. };
  27856. /**
  27857. * Begin a new animation on a given node and its hierarchy
  27858. * @param target defines the root node where the animation will take place
  27859. * @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.
  27860. * @param animations defines the list of animations to start
  27861. * @param from defines the initial value
  27862. * @param to defines the final value
  27863. * @param loop defines if you want animation to loop (off by default)
  27864. * @param speedRatio defines the speed ratio to apply to all animations
  27865. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27866. * @returns the list of animatables created for all nodes
  27867. */
  27868. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27869. var children = target.getDescendants(directDescendantsOnly);
  27870. var result = [];
  27871. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27872. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27873. var child = children_2[_i];
  27874. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27875. }
  27876. return result;
  27877. };
  27878. /**
  27879. * Gets the animatable associated with a specific target
  27880. * @param target defines the target of the animatable
  27881. * @returns the required animatable if found
  27882. */
  27883. Scene.prototype.getAnimatableByTarget = function (target) {
  27884. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27885. if (this._activeAnimatables[index].target === target) {
  27886. return this._activeAnimatables[index];
  27887. }
  27888. }
  27889. return null;
  27890. };
  27891. /**
  27892. * Gets all animatables associated with a given target
  27893. * @param target defines the target to look animatables for
  27894. * @returns an array of Animatables
  27895. */
  27896. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27897. var result = [];
  27898. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27899. if (this._activeAnimatables[index].target === target) {
  27900. result.push(this._activeAnimatables[index]);
  27901. }
  27902. }
  27903. return result;
  27904. };
  27905. Object.defineProperty(Scene.prototype, "animatables", {
  27906. /**
  27907. * Gets all animatable attached to the scene
  27908. */
  27909. get: function () {
  27910. return this._activeAnimatables;
  27911. },
  27912. enumerable: true,
  27913. configurable: true
  27914. });
  27915. /**
  27916. * Will stop the animation of the given target
  27917. * @param target - the target
  27918. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27919. * @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)
  27920. */
  27921. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27922. var animatables = this.getAllAnimatablesByTarget(target);
  27923. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27924. var animatable = animatables_1[_i];
  27925. animatable.stop(animationName, targetMask);
  27926. }
  27927. };
  27928. /**
  27929. * Stops and removes all animations that have been applied to the scene
  27930. */
  27931. Scene.prototype.stopAllAnimations = function () {
  27932. if (this._activeAnimatables) {
  27933. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27934. this._activeAnimatables[i].stop();
  27935. }
  27936. this._activeAnimatables = [];
  27937. }
  27938. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27939. var group = _a[_i];
  27940. group.stop();
  27941. }
  27942. };
  27943. Scene.prototype._animate = function () {
  27944. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27945. return;
  27946. }
  27947. // Getting time
  27948. var now = BABYLON.Tools.Now;
  27949. if (!this._animationTimeLast) {
  27950. if (this._pendingData.length > 0) {
  27951. return;
  27952. }
  27953. this._animationTimeLast = now;
  27954. }
  27955. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27956. this._animationTime += deltaTime;
  27957. this._animationTimeLast = now;
  27958. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27959. this._activeAnimatables[index]._animate(this._animationTime);
  27960. }
  27961. // Late animation bindings
  27962. this._processLateAnimationBindings();
  27963. };
  27964. /** @hidden */
  27965. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27966. var target = runtimeAnimation.target;
  27967. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27968. if (!target._lateAnimationHolders) {
  27969. target._lateAnimationHolders = {};
  27970. }
  27971. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27972. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27973. totalWeight: 0,
  27974. animations: [],
  27975. originalValue: originalValue
  27976. };
  27977. }
  27978. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27979. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27980. };
  27981. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27982. var normalizer = 1.0;
  27983. var finalPosition = BABYLON.Tmp.Vector3[0];
  27984. var finalScaling = BABYLON.Tmp.Vector3[1];
  27985. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27986. var startIndex = 0;
  27987. var originalAnimation = holder.animations[0];
  27988. var originalValue = holder.originalValue;
  27989. var scale = 1;
  27990. if (holder.totalWeight < 1.0) {
  27991. // We need to mix the original value in
  27992. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27993. scale = 1.0 - holder.totalWeight;
  27994. }
  27995. else {
  27996. startIndex = 1;
  27997. // We need to normalize the weights
  27998. normalizer = holder.totalWeight;
  27999. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  28000. scale = originalAnimation.weight / normalizer;
  28001. if (scale == 1) {
  28002. return originalAnimation.currentValue;
  28003. }
  28004. }
  28005. finalScaling.scaleInPlace(scale);
  28006. finalPosition.scaleInPlace(scale);
  28007. finalQuaternion.scaleInPlace(scale);
  28008. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28009. var runtimeAnimation = holder.animations[animIndex];
  28010. var scale = runtimeAnimation.weight / normalizer;
  28011. var currentPosition = BABYLON.Tmp.Vector3[2];
  28012. var currentScaling = BABYLON.Tmp.Vector3[3];
  28013. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  28014. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  28015. currentScaling.scaleAndAddToRef(scale, finalScaling);
  28016. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  28017. currentPosition.scaleAndAddToRef(scale, finalPosition);
  28018. }
  28019. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  28020. return originalAnimation._workValue;
  28021. };
  28022. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  28023. var originalAnimation = holder.animations[0];
  28024. var originalValue = holder.originalValue;
  28025. if (holder.animations.length === 1) {
  28026. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  28027. return refQuaternion;
  28028. }
  28029. var normalizer = 1.0;
  28030. var quaternions;
  28031. var weights;
  28032. if (holder.totalWeight < 1.0) {
  28033. var scale = 1.0 - holder.totalWeight;
  28034. quaternions = [];
  28035. weights = [];
  28036. quaternions.push(originalValue);
  28037. weights.push(scale);
  28038. }
  28039. else {
  28040. if (holder.animations.length === 2) { // Slerp as soon as we can
  28041. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  28042. return refQuaternion;
  28043. }
  28044. quaternions = [];
  28045. weights = [];
  28046. normalizer = holder.totalWeight;
  28047. }
  28048. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  28049. var runtimeAnimation = holder.animations[animIndex];
  28050. quaternions.push(runtimeAnimation.currentValue);
  28051. weights.push(runtimeAnimation.weight / normalizer);
  28052. }
  28053. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  28054. var cumulativeAmount = 0;
  28055. var cumulativeQuaternion = null;
  28056. for (var index = 0; index < quaternions.length;) {
  28057. if (!cumulativeQuaternion) {
  28058. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  28059. cumulativeQuaternion = refQuaternion;
  28060. cumulativeAmount = weights[index] + weights[index + 1];
  28061. index += 2;
  28062. continue;
  28063. }
  28064. cumulativeAmount += weights[index];
  28065. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28066. index++;
  28067. }
  28068. return cumulativeQuaternion;
  28069. };
  28070. Scene.prototype._processLateAnimationBindings = function () {
  28071. if (!this._registeredForLateAnimationBindings.length) {
  28072. return;
  28073. }
  28074. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28075. var target = this._registeredForLateAnimationBindings.data[index];
  28076. for (var path in target._lateAnimationHolders) {
  28077. var holder = target._lateAnimationHolders[path];
  28078. var originalAnimation = holder.animations[0];
  28079. var originalValue = holder.originalValue;
  28080. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28081. var finalValue = target[path];
  28082. if (matrixDecomposeMode) {
  28083. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28084. }
  28085. else {
  28086. var quaternionMode = originalValue.w !== undefined;
  28087. if (quaternionMode) {
  28088. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28089. }
  28090. else {
  28091. var startIndex = 0;
  28092. var normalizer = 1.0;
  28093. if (holder.totalWeight < 1.0) {
  28094. // We need to mix the original value in
  28095. if (originalValue.scale) {
  28096. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28097. }
  28098. else {
  28099. finalValue = originalValue * (1.0 - holder.totalWeight);
  28100. }
  28101. }
  28102. else {
  28103. // We need to normalize the weights
  28104. normalizer = holder.totalWeight;
  28105. var scale_1 = originalAnimation.weight / normalizer;
  28106. if (scale_1 !== 1) {
  28107. if (originalAnimation.currentValue.scale) {
  28108. finalValue = originalAnimation.currentValue.scale(scale_1);
  28109. }
  28110. else {
  28111. finalValue = originalAnimation.currentValue * scale_1;
  28112. }
  28113. }
  28114. else {
  28115. finalValue = originalAnimation.currentValue;
  28116. }
  28117. startIndex = 1;
  28118. }
  28119. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28120. var runtimeAnimation = holder.animations[animIndex];
  28121. var scale = runtimeAnimation.weight / normalizer;
  28122. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28123. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28124. }
  28125. else {
  28126. finalValue += runtimeAnimation.currentValue * scale;
  28127. }
  28128. }
  28129. }
  28130. }
  28131. target[path] = finalValue;
  28132. }
  28133. target._lateAnimationHolders = {};
  28134. }
  28135. this._registeredForLateAnimationBindings.reset();
  28136. };
  28137. // Matrix
  28138. /** @hidden */
  28139. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28140. this._useAlternateCameraConfiguration = active;
  28141. };
  28142. /**
  28143. * Gets the current view matrix
  28144. * @returns a Matrix
  28145. */
  28146. Scene.prototype.getViewMatrix = function () {
  28147. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28148. };
  28149. /**
  28150. * Gets the current projection matrix
  28151. * @returns a Matrix
  28152. */
  28153. Scene.prototype.getProjectionMatrix = function () {
  28154. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28155. };
  28156. /**
  28157. * Gets the current transform matrix
  28158. * @returns a Matrix made of View * Projection
  28159. */
  28160. Scene.prototype.getTransformMatrix = function () {
  28161. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28162. };
  28163. /**
  28164. * Sets the current transform matrix
  28165. * @param view defines the View matrix to use
  28166. * @param projection defines the Projection matrix to use
  28167. */
  28168. Scene.prototype.setTransformMatrix = function (view, projection) {
  28169. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28170. return;
  28171. }
  28172. this._viewUpdateFlag = view.updateFlag;
  28173. this._projectionUpdateFlag = projection.updateFlag;
  28174. this._viewMatrix = view;
  28175. this._projectionMatrix = projection;
  28176. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28177. // Update frustum
  28178. if (!this._frustumPlanes) {
  28179. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28180. }
  28181. else {
  28182. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28183. }
  28184. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28185. var otherCamera = this.activeCamera._alternateCamera;
  28186. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28187. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28188. }
  28189. if (this._sceneUbo.useUbo) {
  28190. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28191. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28192. this._sceneUbo.update();
  28193. }
  28194. };
  28195. /** @hidden */
  28196. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28197. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28198. return;
  28199. }
  28200. this._alternateViewUpdateFlag = view.updateFlag;
  28201. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28202. this._alternateViewMatrix = view;
  28203. this._alternateProjectionMatrix = projection;
  28204. if (!this._alternateTransformMatrix) {
  28205. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28206. }
  28207. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28208. if (!this._alternateSceneUbo) {
  28209. this._createAlternateUbo();
  28210. }
  28211. if (this._alternateSceneUbo.useUbo) {
  28212. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28213. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28214. this._alternateSceneUbo.update();
  28215. }
  28216. };
  28217. /**
  28218. * Gets the uniform buffer used to store scene data
  28219. * @returns a UniformBuffer
  28220. */
  28221. Scene.prototype.getSceneUniformBuffer = function () {
  28222. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28223. };
  28224. /**
  28225. * Gets an unique (relatively to the current scene) Id
  28226. * @returns an unique number for the scene
  28227. */
  28228. Scene.prototype.getUniqueId = function () {
  28229. var result = Scene._uniqueIdCounter;
  28230. Scene._uniqueIdCounter++;
  28231. return result;
  28232. };
  28233. /**
  28234. * Add a mesh to the list of scene's meshes
  28235. * @param newMesh defines the mesh to add
  28236. * @param recursive if all child meshes should also be added to the scene
  28237. */
  28238. Scene.prototype.addMesh = function (newMesh, recursive) {
  28239. var _this = this;
  28240. if (recursive === void 0) { recursive = false; }
  28241. this.meshes.push(newMesh);
  28242. //notify the collision coordinator
  28243. if (this.collisionCoordinator) {
  28244. this.collisionCoordinator.onMeshAdded(newMesh);
  28245. }
  28246. newMesh._resyncLightSources();
  28247. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28248. if (recursive) {
  28249. newMesh.getChildMeshes().forEach(function (m) {
  28250. _this.addMesh(m);
  28251. });
  28252. }
  28253. };
  28254. /**
  28255. * Remove a mesh for the list of scene's meshes
  28256. * @param toRemove defines the mesh to remove
  28257. * @param recursive if all child meshes should also be removed from the scene
  28258. * @returns the index where the mesh was in the mesh list
  28259. */
  28260. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28261. var _this = this;
  28262. if (recursive === void 0) { recursive = false; }
  28263. var index = this.meshes.indexOf(toRemove);
  28264. if (index !== -1) {
  28265. // Remove from the scene if mesh found
  28266. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28267. this.meshes.pop();
  28268. }
  28269. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28270. if (recursive) {
  28271. toRemove.getChildMeshes().forEach(function (m) {
  28272. _this.removeMesh(m);
  28273. });
  28274. }
  28275. return index;
  28276. };
  28277. /**
  28278. * Add a transform node to the list of scene's transform nodes
  28279. * @param newTransformNode defines the transform node to add
  28280. */
  28281. Scene.prototype.addTransformNode = function (newTransformNode) {
  28282. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28283. this.transformNodes.push(newTransformNode);
  28284. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28285. };
  28286. /**
  28287. * Remove a transform node for the list of scene's transform nodes
  28288. * @param toRemove defines the transform node to remove
  28289. * @returns the index where the transform node was in the transform node list
  28290. */
  28291. Scene.prototype.removeTransformNode = function (toRemove) {
  28292. var index = toRemove._indexInSceneTransformNodesArray;
  28293. if (index !== -1) {
  28294. if (index !== this.transformNodes.length - 1) {
  28295. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28296. this.transformNodes[index] = lastNode;
  28297. lastNode._indexInSceneTransformNodesArray = index;
  28298. }
  28299. toRemove._indexInSceneTransformNodesArray = -1;
  28300. this.transformNodes.pop();
  28301. }
  28302. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28303. return index;
  28304. };
  28305. /**
  28306. * Remove a skeleton for the list of scene's skeletons
  28307. * @param toRemove defines the skeleton to remove
  28308. * @returns the index where the skeleton was in the skeleton list
  28309. */
  28310. Scene.prototype.removeSkeleton = function (toRemove) {
  28311. var index = this.skeletons.indexOf(toRemove);
  28312. if (index !== -1) {
  28313. // Remove from the scene if found
  28314. this.skeletons.splice(index, 1);
  28315. }
  28316. return index;
  28317. };
  28318. /**
  28319. * Remove a morph target for the list of scene's morph targets
  28320. * @param toRemove defines the morph target to remove
  28321. * @returns the index where the morph target was in the morph target list
  28322. */
  28323. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28324. var index = this.morphTargetManagers.indexOf(toRemove);
  28325. if (index !== -1) {
  28326. // Remove from the scene if found
  28327. this.morphTargetManagers.splice(index, 1);
  28328. }
  28329. return index;
  28330. };
  28331. /**
  28332. * Remove a light for the list of scene's lights
  28333. * @param toRemove defines the light to remove
  28334. * @returns the index where the light was in the light list
  28335. */
  28336. Scene.prototype.removeLight = function (toRemove) {
  28337. var index = this.lights.indexOf(toRemove);
  28338. if (index !== -1) {
  28339. // Remove from meshes
  28340. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28341. var mesh = _a[_i];
  28342. mesh._removeLightSource(toRemove);
  28343. }
  28344. // Remove from the scene if mesh found
  28345. this.lights.splice(index, 1);
  28346. this.sortLightsByPriority();
  28347. }
  28348. this.onLightRemovedObservable.notifyObservers(toRemove);
  28349. return index;
  28350. };
  28351. /**
  28352. * Remove a camera for the list of scene's cameras
  28353. * @param toRemove defines the camera to remove
  28354. * @returns the index where the camera was in the camera list
  28355. */
  28356. Scene.prototype.removeCamera = function (toRemove) {
  28357. var index = this.cameras.indexOf(toRemove);
  28358. if (index !== -1) {
  28359. // Remove from the scene if mesh found
  28360. this.cameras.splice(index, 1);
  28361. }
  28362. // Remove from activeCameras
  28363. var index2 = this.activeCameras.indexOf(toRemove);
  28364. if (index2 !== -1) {
  28365. // Remove from the scene if mesh found
  28366. this.activeCameras.splice(index2, 1);
  28367. }
  28368. // Reset the activeCamera
  28369. if (this.activeCamera === toRemove) {
  28370. if (this.cameras.length > 0) {
  28371. this.activeCamera = this.cameras[0];
  28372. }
  28373. else {
  28374. this.activeCamera = null;
  28375. }
  28376. }
  28377. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28378. return index;
  28379. };
  28380. /**
  28381. * Remove a particle system for the list of scene's particle systems
  28382. * @param toRemove defines the particle system to remove
  28383. * @returns the index where the particle system was in the particle system list
  28384. */
  28385. Scene.prototype.removeParticleSystem = function (toRemove) {
  28386. var index = this.particleSystems.indexOf(toRemove);
  28387. if (index !== -1) {
  28388. this.particleSystems.splice(index, 1);
  28389. }
  28390. return index;
  28391. };
  28392. /**
  28393. * Remove a animation for the list of scene's animations
  28394. * @param toRemove defines the animation to remove
  28395. * @returns the index where the animation was in the animation list
  28396. */
  28397. Scene.prototype.removeAnimation = function (toRemove) {
  28398. var index = this.animations.indexOf(toRemove);
  28399. if (index !== -1) {
  28400. this.animations.splice(index, 1);
  28401. }
  28402. return index;
  28403. };
  28404. /**
  28405. * Removes the given animation group from this scene.
  28406. * @param toRemove The animation group to remove
  28407. * @returns The index of the removed animation group
  28408. */
  28409. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28410. var index = this.animationGroups.indexOf(toRemove);
  28411. if (index !== -1) {
  28412. this.animationGroups.splice(index, 1);
  28413. }
  28414. return index;
  28415. };
  28416. /**
  28417. * Removes the given multi-material from this scene.
  28418. * @param toRemove The multi-material to remove
  28419. * @returns The index of the removed multi-material
  28420. */
  28421. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28422. var index = this.multiMaterials.indexOf(toRemove);
  28423. if (index !== -1) {
  28424. this.multiMaterials.splice(index, 1);
  28425. }
  28426. return index;
  28427. };
  28428. /**
  28429. * Removes the given material from this scene.
  28430. * @param toRemove The material to remove
  28431. * @returns The index of the removed material
  28432. */
  28433. Scene.prototype.removeMaterial = function (toRemove) {
  28434. var index = toRemove._indexInSceneMaterialArray;
  28435. if (index !== -1) {
  28436. if (index !== this.materials.length - 1) {
  28437. var lastMaterial = this.materials[this.materials.length - 1];
  28438. this.materials[index] = lastMaterial;
  28439. lastMaterial._indexInSceneMaterialArray = index;
  28440. }
  28441. toRemove._indexInSceneMaterialArray = -1;
  28442. this.materials.pop();
  28443. }
  28444. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28445. return index;
  28446. };
  28447. /**
  28448. * Removes the given action manager from this scene.
  28449. * @param toRemove The action manager to remove
  28450. * @returns The index of the removed action manager
  28451. */
  28452. Scene.prototype.removeActionManager = function (toRemove) {
  28453. var index = this.actionManagers.indexOf(toRemove);
  28454. if (index !== -1) {
  28455. this.actionManagers.splice(index, 1);
  28456. }
  28457. return index;
  28458. };
  28459. /**
  28460. * Removes the given texture from this scene.
  28461. * @param toRemove The texture to remove
  28462. * @returns The index of the removed texture
  28463. */
  28464. Scene.prototype.removeTexture = function (toRemove) {
  28465. var index = this.textures.indexOf(toRemove);
  28466. if (index !== -1) {
  28467. this.textures.splice(index, 1);
  28468. }
  28469. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28470. return index;
  28471. };
  28472. /**
  28473. * Adds the given light to this scene
  28474. * @param newLight The light to add
  28475. */
  28476. Scene.prototype.addLight = function (newLight) {
  28477. this.lights.push(newLight);
  28478. this.sortLightsByPriority();
  28479. // Add light to all meshes (To support if the light is removed and then readded)
  28480. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28481. var mesh = _a[_i];
  28482. if (mesh._lightSources.indexOf(newLight) === -1) {
  28483. mesh._lightSources.push(newLight);
  28484. mesh._resyncLightSources();
  28485. }
  28486. }
  28487. this.onNewLightAddedObservable.notifyObservers(newLight);
  28488. };
  28489. /**
  28490. * Sorts the list list based on light priorities
  28491. */
  28492. Scene.prototype.sortLightsByPriority = function () {
  28493. if (this.requireLightSorting) {
  28494. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28495. }
  28496. };
  28497. /**
  28498. * Adds the given camera to this scene
  28499. * @param newCamera The camera to add
  28500. */
  28501. Scene.prototype.addCamera = function (newCamera) {
  28502. this.cameras.push(newCamera);
  28503. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28504. };
  28505. /**
  28506. * Adds the given skeleton to this scene
  28507. * @param newSkeleton The skeleton to add
  28508. */
  28509. Scene.prototype.addSkeleton = function (newSkeleton) {
  28510. this.skeletons.push(newSkeleton);
  28511. };
  28512. /**
  28513. * Adds the given particle system to this scene
  28514. * @param newParticleSystem The particle system to add
  28515. */
  28516. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28517. this.particleSystems.push(newParticleSystem);
  28518. };
  28519. /**
  28520. * Adds the given animation to this scene
  28521. * @param newAnimation The animation to add
  28522. */
  28523. Scene.prototype.addAnimation = function (newAnimation) {
  28524. this.animations.push(newAnimation);
  28525. };
  28526. /**
  28527. * Adds the given animation group to this scene.
  28528. * @param newAnimationGroup The animation group to add
  28529. */
  28530. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28531. this.animationGroups.push(newAnimationGroup);
  28532. };
  28533. /**
  28534. * Adds the given multi-material to this scene
  28535. * @param newMultiMaterial The multi-material to add
  28536. */
  28537. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28538. this.multiMaterials.push(newMultiMaterial);
  28539. };
  28540. /**
  28541. * Adds the given material to this scene
  28542. * @param newMaterial The material to add
  28543. */
  28544. Scene.prototype.addMaterial = function (newMaterial) {
  28545. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28546. this.materials.push(newMaterial);
  28547. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28548. };
  28549. /**
  28550. * Adds the given morph target to this scene
  28551. * @param newMorphTargetManager The morph target to add
  28552. */
  28553. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28554. this.morphTargetManagers.push(newMorphTargetManager);
  28555. };
  28556. /**
  28557. * Adds the given geometry to this scene
  28558. * @param newGeometry The geometry to add
  28559. */
  28560. Scene.prototype.addGeometry = function (newGeometry) {
  28561. if (this.geometriesById) {
  28562. this.geometriesById[newGeometry.id] = this.geometries.length;
  28563. }
  28564. this.geometries.push(newGeometry);
  28565. };
  28566. /**
  28567. * Adds the given action manager to this scene
  28568. * @param newActionManager The action manager to add
  28569. */
  28570. Scene.prototype.addActionManager = function (newActionManager) {
  28571. this.actionManagers.push(newActionManager);
  28572. };
  28573. /**
  28574. * Adds the given texture to this scene.
  28575. * @param newTexture The texture to add
  28576. */
  28577. Scene.prototype.addTexture = function (newTexture) {
  28578. this.textures.push(newTexture);
  28579. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28580. };
  28581. /**
  28582. * Switch active camera
  28583. * @param newCamera defines the new active camera
  28584. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28585. */
  28586. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28587. if (attachControl === void 0) { attachControl = true; }
  28588. var canvas = this._engine.getRenderingCanvas();
  28589. if (!canvas) {
  28590. return;
  28591. }
  28592. if (this.activeCamera) {
  28593. this.activeCamera.detachControl(canvas);
  28594. }
  28595. this.activeCamera = newCamera;
  28596. if (attachControl) {
  28597. newCamera.attachControl(canvas);
  28598. }
  28599. };
  28600. /**
  28601. * sets the active camera of the scene using its ID
  28602. * @param id defines the camera's ID
  28603. * @return the new active camera or null if none found.
  28604. */
  28605. Scene.prototype.setActiveCameraByID = function (id) {
  28606. var camera = this.getCameraByID(id);
  28607. if (camera) {
  28608. this.activeCamera = camera;
  28609. return camera;
  28610. }
  28611. return null;
  28612. };
  28613. /**
  28614. * sets the active camera of the scene using its name
  28615. * @param name defines the camera's name
  28616. * @returns the new active camera or null if none found.
  28617. */
  28618. Scene.prototype.setActiveCameraByName = function (name) {
  28619. var camera = this.getCameraByName(name);
  28620. if (camera) {
  28621. this.activeCamera = camera;
  28622. return camera;
  28623. }
  28624. return null;
  28625. };
  28626. /**
  28627. * get an animation group using its name
  28628. * @param name defines the material's name
  28629. * @return the animation group or null if none found.
  28630. */
  28631. Scene.prototype.getAnimationGroupByName = function (name) {
  28632. for (var index = 0; index < this.animationGroups.length; index++) {
  28633. if (this.animationGroups[index].name === name) {
  28634. return this.animationGroups[index];
  28635. }
  28636. }
  28637. return null;
  28638. };
  28639. /**
  28640. * get a material using its id
  28641. * @param id defines the material's ID
  28642. * @return the material or null if none found.
  28643. */
  28644. Scene.prototype.getMaterialByID = function (id) {
  28645. for (var index = 0; index < this.materials.length; index++) {
  28646. if (this.materials[index].id === id) {
  28647. return this.materials[index];
  28648. }
  28649. }
  28650. return null;
  28651. };
  28652. /**
  28653. * Gets a material using its name
  28654. * @param name defines the material's name
  28655. * @return the material or null if none found.
  28656. */
  28657. Scene.prototype.getMaterialByName = function (name) {
  28658. for (var index = 0; index < this.materials.length; index++) {
  28659. if (this.materials[index].name === name) {
  28660. return this.materials[index];
  28661. }
  28662. }
  28663. return null;
  28664. };
  28665. /**
  28666. * Gets a camera using its id
  28667. * @param id defines the id to look for
  28668. * @returns the camera or null if not found
  28669. */
  28670. Scene.prototype.getCameraByID = function (id) {
  28671. for (var index = 0; index < this.cameras.length; index++) {
  28672. if (this.cameras[index].id === id) {
  28673. return this.cameras[index];
  28674. }
  28675. }
  28676. return null;
  28677. };
  28678. /**
  28679. * Gets a camera using its unique id
  28680. * @param uniqueId defines the unique id to look for
  28681. * @returns the camera or null if not found
  28682. */
  28683. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28684. for (var index = 0; index < this.cameras.length; index++) {
  28685. if (this.cameras[index].uniqueId === uniqueId) {
  28686. return this.cameras[index];
  28687. }
  28688. }
  28689. return null;
  28690. };
  28691. /**
  28692. * Gets a camera using its name
  28693. * @param name defines the camera's name
  28694. * @return the camera or null if none found.
  28695. */
  28696. Scene.prototype.getCameraByName = function (name) {
  28697. for (var index = 0; index < this.cameras.length; index++) {
  28698. if (this.cameras[index].name === name) {
  28699. return this.cameras[index];
  28700. }
  28701. }
  28702. return null;
  28703. };
  28704. /**
  28705. * Gets a bone using its id
  28706. * @param id defines the bone's id
  28707. * @return the bone or null if not found
  28708. */
  28709. Scene.prototype.getBoneByID = function (id) {
  28710. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28711. var skeleton = this.skeletons[skeletonIndex];
  28712. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28713. if (skeleton.bones[boneIndex].id === id) {
  28714. return skeleton.bones[boneIndex];
  28715. }
  28716. }
  28717. }
  28718. return null;
  28719. };
  28720. /**
  28721. * Gets a bone using its id
  28722. * @param name defines the bone's name
  28723. * @return the bone or null if not found
  28724. */
  28725. Scene.prototype.getBoneByName = function (name) {
  28726. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28727. var skeleton = this.skeletons[skeletonIndex];
  28728. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28729. if (skeleton.bones[boneIndex].name === name) {
  28730. return skeleton.bones[boneIndex];
  28731. }
  28732. }
  28733. }
  28734. return null;
  28735. };
  28736. /**
  28737. * Gets a light node using its name
  28738. * @param name defines the the light's name
  28739. * @return the light or null if none found.
  28740. */
  28741. Scene.prototype.getLightByName = function (name) {
  28742. for (var index = 0; index < this.lights.length; index++) {
  28743. if (this.lights[index].name === name) {
  28744. return this.lights[index];
  28745. }
  28746. }
  28747. return null;
  28748. };
  28749. /**
  28750. * Gets a light node using its id
  28751. * @param id defines the light's id
  28752. * @return the light or null if none found.
  28753. */
  28754. Scene.prototype.getLightByID = function (id) {
  28755. for (var index = 0; index < this.lights.length; index++) {
  28756. if (this.lights[index].id === id) {
  28757. return this.lights[index];
  28758. }
  28759. }
  28760. return null;
  28761. };
  28762. /**
  28763. * Gets a light node using its scene-generated unique ID
  28764. * @param uniqueId defines the light's unique id
  28765. * @return the light or null if none found.
  28766. */
  28767. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28768. for (var index = 0; index < this.lights.length; index++) {
  28769. if (this.lights[index].uniqueId === uniqueId) {
  28770. return this.lights[index];
  28771. }
  28772. }
  28773. return null;
  28774. };
  28775. /**
  28776. * Gets a particle system by id
  28777. * @param id defines the particle system id
  28778. * @return the corresponding system or null if none found
  28779. */
  28780. Scene.prototype.getParticleSystemByID = function (id) {
  28781. for (var index = 0; index < this.particleSystems.length; index++) {
  28782. if (this.particleSystems[index].id === id) {
  28783. return this.particleSystems[index];
  28784. }
  28785. }
  28786. return null;
  28787. };
  28788. /**
  28789. * Gets a geometry using its ID
  28790. * @param id defines the geometry's id
  28791. * @return the geometry or null if none found.
  28792. */
  28793. Scene.prototype.getGeometryByID = function (id) {
  28794. if (this.geometriesById) {
  28795. var index_1 = this.geometriesById[id];
  28796. if (index_1 !== undefined) {
  28797. return this.geometries[index_1];
  28798. }
  28799. }
  28800. else {
  28801. for (var index = 0; index < this.geometries.length; index++) {
  28802. if (this.geometries[index].id === id) {
  28803. return this.geometries[index];
  28804. }
  28805. }
  28806. }
  28807. return null;
  28808. };
  28809. Scene.prototype._getGeometryByUniqueID = function (id) {
  28810. for (var index = 0; index < this.geometries.length; index++) {
  28811. if (this.geometries[index].uniqueId === id) {
  28812. return this.geometries[index];
  28813. }
  28814. }
  28815. return null;
  28816. };
  28817. /**
  28818. * Add a new geometry to this scene
  28819. * @param geometry defines the geometry to be added to the scene.
  28820. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28821. * @return a boolean defining if the geometry was added or not
  28822. */
  28823. Scene.prototype.pushGeometry = function (geometry, force) {
  28824. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28825. return false;
  28826. }
  28827. this.addGeometry(geometry);
  28828. //notify the collision coordinator
  28829. if (this.collisionCoordinator) {
  28830. this.collisionCoordinator.onGeometryAdded(geometry);
  28831. }
  28832. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28833. return true;
  28834. };
  28835. /**
  28836. * Removes an existing geometry
  28837. * @param geometry defines the geometry to be removed from the scene
  28838. * @return a boolean defining if the geometry was removed or not
  28839. */
  28840. Scene.prototype.removeGeometry = function (geometry) {
  28841. var index;
  28842. if (this.geometriesById) {
  28843. index = this.geometriesById[geometry.id];
  28844. if (index === undefined) {
  28845. return false;
  28846. }
  28847. }
  28848. else {
  28849. index = this.geometries.indexOf(geometry);
  28850. if (index < 0) {
  28851. return false;
  28852. }
  28853. }
  28854. if (index !== this.geometries.length - 1) {
  28855. var lastGeometry = this.geometries[this.geometries.length - 1];
  28856. this.geometries[index] = lastGeometry;
  28857. if (this.geometriesById) {
  28858. this.geometriesById[lastGeometry.id] = index;
  28859. this.geometriesById[geometry.id] = undefined;
  28860. }
  28861. }
  28862. this.geometries.pop();
  28863. //notify the collision coordinator
  28864. if (this.collisionCoordinator) {
  28865. this.collisionCoordinator.onGeometryDeleted(geometry);
  28866. }
  28867. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28868. return true;
  28869. };
  28870. /**
  28871. * Gets the list of geometries attached to the scene
  28872. * @returns an array of Geometry
  28873. */
  28874. Scene.prototype.getGeometries = function () {
  28875. return this.geometries;
  28876. };
  28877. /**
  28878. * Gets the first added mesh found of a given ID
  28879. * @param id defines the id to search for
  28880. * @return the mesh found or null if not found at all
  28881. */
  28882. Scene.prototype.getMeshByID = function (id) {
  28883. for (var index = 0; index < this.meshes.length; index++) {
  28884. if (this.meshes[index].id === id) {
  28885. return this.meshes[index];
  28886. }
  28887. }
  28888. return null;
  28889. };
  28890. /**
  28891. * Gets a list of meshes using their id
  28892. * @param id defines the id to search for
  28893. * @returns a list of meshes
  28894. */
  28895. Scene.prototype.getMeshesByID = function (id) {
  28896. return this.meshes.filter(function (m) {
  28897. return m.id === id;
  28898. });
  28899. };
  28900. /**
  28901. * Gets the first added transform node found of a given ID
  28902. * @param id defines the id to search for
  28903. * @return the found transform node or null if not found at all.
  28904. */
  28905. Scene.prototype.getTransformNodeByID = function (id) {
  28906. for (var index = 0; index < this.transformNodes.length; index++) {
  28907. if (this.transformNodes[index].id === id) {
  28908. return this.transformNodes[index];
  28909. }
  28910. }
  28911. return null;
  28912. };
  28913. /**
  28914. * Gets a list of transform nodes using their id
  28915. * @param id defines the id to search for
  28916. * @returns a list of transform nodes
  28917. */
  28918. Scene.prototype.getTransformNodesByID = function (id) {
  28919. return this.transformNodes.filter(function (m) {
  28920. return m.id === id;
  28921. });
  28922. };
  28923. /**
  28924. * Gets a mesh with its auto-generated unique id
  28925. * @param uniqueId defines the unique id to search for
  28926. * @return the found mesh or null if not found at all.
  28927. */
  28928. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28929. for (var index = 0; index < this.meshes.length; index++) {
  28930. if (this.meshes[index].uniqueId === uniqueId) {
  28931. return this.meshes[index];
  28932. }
  28933. }
  28934. return null;
  28935. };
  28936. /**
  28937. * Gets a the last added mesh using a given id
  28938. * @param id defines the id to search for
  28939. * @return the found mesh or null if not found at all.
  28940. */
  28941. Scene.prototype.getLastMeshByID = function (id) {
  28942. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28943. if (this.meshes[index].id === id) {
  28944. return this.meshes[index];
  28945. }
  28946. }
  28947. return null;
  28948. };
  28949. /**
  28950. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28951. * @param id defines the id to search for
  28952. * @return the found node or null if not found at all
  28953. */
  28954. Scene.prototype.getLastEntryByID = function (id) {
  28955. var index;
  28956. for (index = this.meshes.length - 1; index >= 0; index--) {
  28957. if (this.meshes[index].id === id) {
  28958. return this.meshes[index];
  28959. }
  28960. }
  28961. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28962. if (this.transformNodes[index].id === id) {
  28963. return this.transformNodes[index];
  28964. }
  28965. }
  28966. for (index = this.cameras.length - 1; index >= 0; index--) {
  28967. if (this.cameras[index].id === id) {
  28968. return this.cameras[index];
  28969. }
  28970. }
  28971. for (index = this.lights.length - 1; index >= 0; index--) {
  28972. if (this.lights[index].id === id) {
  28973. return this.lights[index];
  28974. }
  28975. }
  28976. return null;
  28977. };
  28978. /**
  28979. * Gets a node (Mesh, Camera, Light) using a given id
  28980. * @param id defines the id to search for
  28981. * @return the found node or null if not found at all
  28982. */
  28983. Scene.prototype.getNodeByID = function (id) {
  28984. var mesh = this.getMeshByID(id);
  28985. if (mesh) {
  28986. return mesh;
  28987. }
  28988. var transformNode = this.getTransformNodeByID(id);
  28989. if (transformNode) {
  28990. return transformNode;
  28991. }
  28992. var light = this.getLightByID(id);
  28993. if (light) {
  28994. return light;
  28995. }
  28996. var camera = this.getCameraByID(id);
  28997. if (camera) {
  28998. return camera;
  28999. }
  29000. var bone = this.getBoneByID(id);
  29001. if (bone) {
  29002. return bone;
  29003. }
  29004. return null;
  29005. };
  29006. /**
  29007. * Gets a node (Mesh, Camera, Light) using a given name
  29008. * @param name defines the name to search for
  29009. * @return the found node or null if not found at all.
  29010. */
  29011. Scene.prototype.getNodeByName = function (name) {
  29012. var mesh = this.getMeshByName(name);
  29013. if (mesh) {
  29014. return mesh;
  29015. }
  29016. var transformNode = this.getTransformNodeByName(name);
  29017. if (transformNode) {
  29018. return transformNode;
  29019. }
  29020. var light = this.getLightByName(name);
  29021. if (light) {
  29022. return light;
  29023. }
  29024. var camera = this.getCameraByName(name);
  29025. if (camera) {
  29026. return camera;
  29027. }
  29028. var bone = this.getBoneByName(name);
  29029. if (bone) {
  29030. return bone;
  29031. }
  29032. return null;
  29033. };
  29034. /**
  29035. * Gets a mesh using a given name
  29036. * @param name defines the name to search for
  29037. * @return the found mesh or null if not found at all.
  29038. */
  29039. Scene.prototype.getMeshByName = function (name) {
  29040. for (var index = 0; index < this.meshes.length; index++) {
  29041. if (this.meshes[index].name === name) {
  29042. return this.meshes[index];
  29043. }
  29044. }
  29045. return null;
  29046. };
  29047. /**
  29048. * Gets a transform node using a given name
  29049. * @param name defines the name to search for
  29050. * @return the found transform node or null if not found at all.
  29051. */
  29052. Scene.prototype.getTransformNodeByName = function (name) {
  29053. for (var index = 0; index < this.transformNodes.length; index++) {
  29054. if (this.transformNodes[index].name === name) {
  29055. return this.transformNodes[index];
  29056. }
  29057. }
  29058. return null;
  29059. };
  29060. /**
  29061. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29062. * @param id defines the id to search for
  29063. * @return the found skeleton or null if not found at all.
  29064. */
  29065. Scene.prototype.getLastSkeletonByID = function (id) {
  29066. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29067. if (this.skeletons[index].id === id) {
  29068. return this.skeletons[index];
  29069. }
  29070. }
  29071. return null;
  29072. };
  29073. /**
  29074. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29075. * @param id defines the id to search for
  29076. * @return the found skeleton or null if not found at all.
  29077. */
  29078. Scene.prototype.getSkeletonById = function (id) {
  29079. for (var index = 0; index < this.skeletons.length; index++) {
  29080. if (this.skeletons[index].id === id) {
  29081. return this.skeletons[index];
  29082. }
  29083. }
  29084. return null;
  29085. };
  29086. /**
  29087. * Gets a skeleton using a given name
  29088. * @param name defines the name to search for
  29089. * @return the found skeleton or null if not found at all.
  29090. */
  29091. Scene.prototype.getSkeletonByName = function (name) {
  29092. for (var index = 0; index < this.skeletons.length; index++) {
  29093. if (this.skeletons[index].name === name) {
  29094. return this.skeletons[index];
  29095. }
  29096. }
  29097. return null;
  29098. };
  29099. /**
  29100. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29101. * @param id defines the id to search for
  29102. * @return the found morph target manager or null if not found at all.
  29103. */
  29104. Scene.prototype.getMorphTargetManagerById = function (id) {
  29105. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29106. if (this.morphTargetManagers[index].uniqueId === id) {
  29107. return this.morphTargetManagers[index];
  29108. }
  29109. }
  29110. return null;
  29111. };
  29112. /**
  29113. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29114. * @param id defines the id to search for
  29115. * @return the found morph target or null if not found at all.
  29116. */
  29117. Scene.prototype.getMorphTargetById = function (id) {
  29118. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29119. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29120. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29121. var target = morphTargetManager.getTarget(index);
  29122. if (target.id === id) {
  29123. return target;
  29124. }
  29125. }
  29126. }
  29127. return null;
  29128. };
  29129. /**
  29130. * Gets a boolean indicating if the given mesh is active
  29131. * @param mesh defines the mesh to look for
  29132. * @returns true if the mesh is in the active list
  29133. */
  29134. Scene.prototype.isActiveMesh = function (mesh) {
  29135. return (this._activeMeshes.indexOf(mesh) !== -1);
  29136. };
  29137. Object.defineProperty(Scene.prototype, "uid", {
  29138. /**
  29139. * Return a unique id as a string which can serve as an identifier for the scene
  29140. */
  29141. get: function () {
  29142. if (!this._uid) {
  29143. this._uid = BABYLON.Tools.RandomId();
  29144. }
  29145. return this._uid;
  29146. },
  29147. enumerable: true,
  29148. configurable: true
  29149. });
  29150. /**
  29151. * Add an externaly attached data from its key.
  29152. * This method call will fail and return false, if such key already exists.
  29153. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29154. * @param key the unique key that identifies the data
  29155. * @param data the data object to associate to the key for this Engine instance
  29156. * @return true if no such key were already present and the data was added successfully, false otherwise
  29157. */
  29158. Scene.prototype.addExternalData = function (key, data) {
  29159. if (!this._externalData) {
  29160. this._externalData = new BABYLON.StringDictionary();
  29161. }
  29162. return this._externalData.add(key, data);
  29163. };
  29164. /**
  29165. * Get an externaly attached data from its key
  29166. * @param key the unique key that identifies the data
  29167. * @return the associated data, if present (can be null), or undefined if not present
  29168. */
  29169. Scene.prototype.getExternalData = function (key) {
  29170. if (!this._externalData) {
  29171. return null;
  29172. }
  29173. return this._externalData.get(key);
  29174. };
  29175. /**
  29176. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29177. * @param key the unique key that identifies the data
  29178. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29179. * @return the associated data, can be null if the factory returned null.
  29180. */
  29181. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29182. if (!this._externalData) {
  29183. this._externalData = new BABYLON.StringDictionary();
  29184. }
  29185. return this._externalData.getOrAddWithFactory(key, factory);
  29186. };
  29187. /**
  29188. * Remove an externaly attached data from the Engine instance
  29189. * @param key the unique key that identifies the data
  29190. * @return true if the data was successfully removed, false if it doesn't exist
  29191. */
  29192. Scene.prototype.removeExternalData = function (key) {
  29193. return this._externalData.remove(key);
  29194. };
  29195. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29196. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29197. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29198. var step = _a[_i];
  29199. step.action(mesh, subMesh);
  29200. }
  29201. var material = subMesh.getMaterial();
  29202. if (material !== null && material !== undefined) {
  29203. // Render targets
  29204. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29205. if (this._processedMaterials.indexOf(material) === -1) {
  29206. this._processedMaterials.push(material);
  29207. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29208. }
  29209. }
  29210. // Dispatch
  29211. this._activeIndices.addCount(subMesh.indexCount, false);
  29212. this._renderingManager.dispatch(subMesh, mesh, material);
  29213. }
  29214. }
  29215. };
  29216. /**
  29217. * Clear the processed materials smart array preventing retention point in material dispose.
  29218. */
  29219. Scene.prototype.freeProcessedMaterials = function () {
  29220. this._processedMaterials.dispose();
  29221. };
  29222. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29223. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29224. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29225. * when disposing several meshes in a row or a hierarchy of meshes.
  29226. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29227. */
  29228. get: function () {
  29229. return this._preventFreeActiveMeshesAndRenderingGroups;
  29230. },
  29231. set: function (value) {
  29232. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29233. return;
  29234. }
  29235. if (value) {
  29236. this.freeActiveMeshes();
  29237. this.freeRenderingGroups();
  29238. }
  29239. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29240. },
  29241. enumerable: true,
  29242. configurable: true
  29243. });
  29244. /**
  29245. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29246. */
  29247. Scene.prototype.freeActiveMeshes = function () {
  29248. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29249. return;
  29250. }
  29251. this._activeMeshes.dispose();
  29252. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29253. this.activeCamera._activeMeshes.dispose();
  29254. }
  29255. if (this.activeCameras) {
  29256. for (var i = 0; i < this.activeCameras.length; i++) {
  29257. var activeCamera = this.activeCameras[i];
  29258. if (activeCamera && activeCamera._activeMeshes) {
  29259. activeCamera._activeMeshes.dispose();
  29260. }
  29261. }
  29262. }
  29263. };
  29264. /**
  29265. * Clear the info related to rendering groups preventing retention points during dispose.
  29266. */
  29267. Scene.prototype.freeRenderingGroups = function () {
  29268. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29269. return;
  29270. }
  29271. if (this._renderingManager) {
  29272. this._renderingManager.freeRenderingGroups();
  29273. }
  29274. if (this.textures) {
  29275. for (var i = 0; i < this.textures.length; i++) {
  29276. var texture = this.textures[i];
  29277. if (texture && texture.renderList) {
  29278. texture.freeRenderingGroups();
  29279. }
  29280. }
  29281. }
  29282. };
  29283. /** @hidden */
  29284. Scene.prototype._isInIntermediateRendering = function () {
  29285. return this._intermediateRendering;
  29286. };
  29287. /**
  29288. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29289. * @returns the current scene
  29290. */
  29291. Scene.prototype.freezeActiveMeshes = function () {
  29292. if (!this.activeCamera) {
  29293. return this;
  29294. }
  29295. if (!this._frustumPlanes) {
  29296. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29297. }
  29298. this._evaluateActiveMeshes();
  29299. this._activeMeshesFrozen = true;
  29300. return this;
  29301. };
  29302. /**
  29303. * Use this function to restart evaluating active meshes on every frame
  29304. * @returns the current scene
  29305. */
  29306. Scene.prototype.unfreezeActiveMeshes = function () {
  29307. this._activeMeshesFrozen = false;
  29308. return this;
  29309. };
  29310. Scene.prototype._evaluateActiveMeshes = function () {
  29311. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29312. return;
  29313. }
  29314. if (!this.activeCamera) {
  29315. return;
  29316. }
  29317. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29318. this.activeCamera._activeMeshes.reset();
  29319. this._activeMeshes.reset();
  29320. this._renderingManager.reset();
  29321. this._processedMaterials.reset();
  29322. this._activeParticleSystems.reset();
  29323. this._activeSkeletons.reset();
  29324. this._softwareSkinnedMeshes.reset();
  29325. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29326. var step = _a[_i];
  29327. step.action();
  29328. }
  29329. // Determine mesh candidates
  29330. var meshes = this.getActiveMeshCandidates();
  29331. // Check each mesh
  29332. var len = meshes.length;
  29333. for (var i = 0; i < len; i++) {
  29334. var mesh = meshes.data[i];
  29335. if (mesh.isBlocked) {
  29336. continue;
  29337. }
  29338. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29339. if (!mesh.isReady() || !mesh.isEnabled()) {
  29340. continue;
  29341. }
  29342. mesh.computeWorldMatrix();
  29343. // Intersections
  29344. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29345. this._meshesForIntersections.pushNoDuplicate(mesh);
  29346. }
  29347. // Switch to current LOD
  29348. var meshLOD = mesh.getLOD(this.activeCamera);
  29349. if (meshLOD === undefined || meshLOD === null) {
  29350. continue;
  29351. }
  29352. mesh._preActivate();
  29353. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29354. this._activeMeshes.push(mesh);
  29355. this.activeCamera._activeMeshes.push(mesh);
  29356. mesh._activate(this._renderId);
  29357. if (meshLOD !== mesh) {
  29358. meshLOD._activate(this._renderId);
  29359. }
  29360. this._activeMesh(mesh, meshLOD);
  29361. }
  29362. }
  29363. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29364. // Particle systems
  29365. if (this.particlesEnabled) {
  29366. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29367. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29368. var particleSystem = this.particleSystems[particleIndex];
  29369. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29370. continue;
  29371. }
  29372. var emitter = particleSystem.emitter;
  29373. if (!emitter.position || emitter.isEnabled()) {
  29374. this._activeParticleSystems.push(particleSystem);
  29375. particleSystem.animate();
  29376. this._renderingManager.dispatchParticles(particleSystem);
  29377. }
  29378. }
  29379. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29380. }
  29381. };
  29382. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29383. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29384. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29385. mesh.skeleton.prepare();
  29386. }
  29387. if (!mesh.computeBonesUsingShaders) {
  29388. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29389. }
  29390. }
  29391. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29392. var step = _a[_i];
  29393. step.action(sourceMesh, mesh);
  29394. }
  29395. if (mesh !== undefined && mesh !== null
  29396. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29397. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29398. var len = subMeshes.length;
  29399. for (var i = 0; i < len; i++) {
  29400. var subMesh = subMeshes.data[i];
  29401. this._evaluateSubMesh(subMesh, mesh);
  29402. }
  29403. }
  29404. };
  29405. /**
  29406. * Update the transform matrix to update from the current active camera
  29407. * @param force defines a boolean used to force the update even if cache is up to date
  29408. */
  29409. Scene.prototype.updateTransformMatrix = function (force) {
  29410. if (!this.activeCamera) {
  29411. return;
  29412. }
  29413. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29414. };
  29415. /**
  29416. * 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)
  29417. * @param alternateCamera defines the camera to use
  29418. */
  29419. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29420. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29421. };
  29422. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29423. if (camera && camera._skipRendering) {
  29424. return;
  29425. }
  29426. var engine = this._engine;
  29427. this.activeCamera = camera;
  29428. if (!this.activeCamera) {
  29429. throw new Error("Active camera not set");
  29430. }
  29431. // Viewport
  29432. engine.setViewport(this.activeCamera.viewport);
  29433. // Camera
  29434. this.resetCachedMaterial();
  29435. this._renderId++;
  29436. this.updateTransformMatrix();
  29437. if (camera._alternateCamera) {
  29438. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29439. this._alternateRendering = true;
  29440. }
  29441. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29442. // Meshes
  29443. this._evaluateActiveMeshes();
  29444. // Software skinning
  29445. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29446. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29447. mesh.applySkeleton(mesh.skeleton);
  29448. }
  29449. // Render targets
  29450. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29451. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29452. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29453. }
  29454. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29455. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29456. }
  29457. // Collects render targets from external components.
  29458. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29459. var step = _a[_i];
  29460. step.action(this._renderTargets);
  29461. }
  29462. if (this.renderTargetsEnabled) {
  29463. this._intermediateRendering = true;
  29464. if (this._renderTargets.length > 0) {
  29465. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29466. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29467. var renderTarget = this._renderTargets.data[renderIndex];
  29468. if (renderTarget._shouldRender()) {
  29469. this._renderId++;
  29470. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29471. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29472. }
  29473. }
  29474. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29475. this._renderId++;
  29476. }
  29477. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29478. var step = _c[_b];
  29479. step.action(this.activeCamera);
  29480. }
  29481. this._intermediateRendering = false;
  29482. if (this.activeCamera.outputRenderTarget) {
  29483. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29484. if (internalTexture) {
  29485. engine.bindFramebuffer(internalTexture);
  29486. }
  29487. else {
  29488. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29489. }
  29490. }
  29491. else {
  29492. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29493. }
  29494. }
  29495. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29496. // Prepare Frame
  29497. if (this.postProcessManager) {
  29498. this.postProcessManager._prepareFrame();
  29499. }
  29500. // Before Camera Draw
  29501. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29502. var step = _e[_d];
  29503. step.action(this.activeCamera);
  29504. }
  29505. // Render
  29506. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29507. this._renderingManager.render(null, null, true, true);
  29508. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29509. // After Camera Draw
  29510. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29511. var step = _g[_f];
  29512. step.action(this.activeCamera);
  29513. }
  29514. // Finalize frame
  29515. if (this.postProcessManager) {
  29516. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29517. }
  29518. // Reset some special arrays
  29519. this._renderTargets.reset();
  29520. this._alternateRendering = false;
  29521. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29522. };
  29523. Scene.prototype._processSubCameras = function (camera) {
  29524. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29525. this._renderForCamera(camera);
  29526. return;
  29527. }
  29528. // rig cameras
  29529. for (var index = 0; index < camera._rigCameras.length; index++) {
  29530. this._renderForCamera(camera._rigCameras[index], camera);
  29531. }
  29532. this.activeCamera = camera;
  29533. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29534. };
  29535. Scene.prototype._checkIntersections = function () {
  29536. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29537. var sourceMesh = this._meshesForIntersections.data[index];
  29538. if (!sourceMesh.actionManager) {
  29539. continue;
  29540. }
  29541. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29542. var action = sourceMesh.actionManager.actions[actionIndex];
  29543. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29544. var parameters = action.getTriggerParameter();
  29545. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29546. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29547. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29548. if (areIntersecting && currentIntersectionInProgress === -1) {
  29549. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29550. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29551. sourceMesh._intersectionsInProgress.push(otherMesh);
  29552. }
  29553. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29554. sourceMesh._intersectionsInProgress.push(otherMesh);
  29555. }
  29556. }
  29557. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29558. //They intersected, and now they don't.
  29559. //is this trigger an exit trigger? execute an event.
  29560. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29561. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29562. }
  29563. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29564. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29565. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29566. return otherMesh === parameterMesh;
  29567. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29568. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29569. }
  29570. }
  29571. }
  29572. }
  29573. }
  29574. };
  29575. /** @hidden */
  29576. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29577. // Do nothing. Code will be replaced if physics engine component is referenced
  29578. };
  29579. /**
  29580. * Render the scene
  29581. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29582. */
  29583. Scene.prototype.render = function (updateCameras) {
  29584. if (updateCameras === void 0) { updateCameras = true; }
  29585. if (this.isDisposed) {
  29586. return;
  29587. }
  29588. this._frameId++;
  29589. // Register components that have been associated lately to the scene.
  29590. this._registerTransientComponents();
  29591. this._activeParticles.fetchNewFrame();
  29592. this._totalVertices.fetchNewFrame();
  29593. this._activeIndices.fetchNewFrame();
  29594. this._activeBones.fetchNewFrame();
  29595. this._meshesForIntersections.reset();
  29596. this.resetCachedMaterial();
  29597. this.onBeforeAnimationsObservable.notifyObservers(this);
  29598. // Actions
  29599. if (this.actionManager) {
  29600. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29601. }
  29602. if (this._engine.isDeterministicLockStep()) {
  29603. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29604. var defaultFPS = (60.0 / 1000.0);
  29605. var defaultFrameTime = this.getDeterministicFrameTime();
  29606. var stepsTaken = 0;
  29607. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29608. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29609. internalSteps = Math.min(internalSteps, maxSubSteps);
  29610. do {
  29611. this.onBeforeStepObservable.notifyObservers(this);
  29612. // Animations
  29613. this._animationRatio = defaultFrameTime * defaultFPS;
  29614. this._animate();
  29615. this.onAfterAnimationsObservable.notifyObservers(this);
  29616. // Physics
  29617. this._advancePhysicsEngineStep(defaultFrameTime);
  29618. this.onAfterStepObservable.notifyObservers(this);
  29619. this._currentStepId++;
  29620. stepsTaken++;
  29621. deltaTime -= defaultFrameTime;
  29622. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29623. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29624. }
  29625. else {
  29626. // Animations
  29627. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29628. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29629. this._animate();
  29630. this.onAfterAnimationsObservable.notifyObservers(this);
  29631. // Physics
  29632. this._advancePhysicsEngineStep(deltaTime);
  29633. }
  29634. // Before camera update steps
  29635. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29636. var step = _a[_i];
  29637. step.action();
  29638. }
  29639. // Update Cameras
  29640. if (updateCameras) {
  29641. if (this.activeCameras.length > 0) {
  29642. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29643. var camera = this.activeCameras[cameraIndex];
  29644. camera.update();
  29645. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29646. // rig cameras
  29647. for (var index = 0; index < camera._rigCameras.length; index++) {
  29648. camera._rigCameras[index].update();
  29649. }
  29650. }
  29651. }
  29652. }
  29653. else if (this.activeCamera) {
  29654. this.activeCamera.update();
  29655. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29656. // rig cameras
  29657. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29658. this.activeCamera._rigCameras[index].update();
  29659. }
  29660. }
  29661. }
  29662. }
  29663. // Before render
  29664. this.onBeforeRenderObservable.notifyObservers(this);
  29665. // Customs render targets
  29666. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29667. var engine = this.getEngine();
  29668. var currentActiveCamera = this.activeCamera;
  29669. if (this.renderTargetsEnabled) {
  29670. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29671. this._intermediateRendering = true;
  29672. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29673. var renderTarget = this.customRenderTargets[customIndex];
  29674. if (renderTarget._shouldRender()) {
  29675. this._renderId++;
  29676. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29677. if (!this.activeCamera) {
  29678. throw new Error("Active camera not set");
  29679. }
  29680. // Viewport
  29681. engine.setViewport(this.activeCamera.viewport);
  29682. // Camera
  29683. this.updateTransformMatrix();
  29684. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29685. }
  29686. }
  29687. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29688. this._intermediateRendering = false;
  29689. this._renderId++;
  29690. }
  29691. // Restore back buffer
  29692. if (this.customRenderTargets.length > 0) {
  29693. engine.restoreDefaultFramebuffer();
  29694. }
  29695. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29696. this.activeCamera = currentActiveCamera;
  29697. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29698. var step = _c[_b];
  29699. step.action();
  29700. }
  29701. // Clear
  29702. if (this.autoClearDepthAndStencil || this.autoClear) {
  29703. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29704. }
  29705. // Collects render targets from external components.
  29706. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29707. var step = _e[_d];
  29708. step.action(this._renderTargets);
  29709. }
  29710. // Multi-cameras?
  29711. if (this.activeCameras.length > 0) {
  29712. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29713. if (cameraIndex > 0) {
  29714. this._engine.clear(null, false, true, true);
  29715. }
  29716. this._processSubCameras(this.activeCameras[cameraIndex]);
  29717. }
  29718. }
  29719. else {
  29720. if (!this.activeCamera) {
  29721. throw new Error("No camera defined");
  29722. }
  29723. this._processSubCameras(this.activeCamera);
  29724. }
  29725. // Intersection checks
  29726. this._checkIntersections();
  29727. // Executes the after render stage actions.
  29728. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29729. var step = _g[_f];
  29730. step.action();
  29731. }
  29732. // After render
  29733. if (this.afterRender) {
  29734. this.afterRender();
  29735. }
  29736. this.onAfterRenderObservable.notifyObservers(this);
  29737. // Cleaning
  29738. if (this._toBeDisposed.length) {
  29739. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29740. var data = this._toBeDisposed[index];
  29741. if (data) {
  29742. data.dispose();
  29743. }
  29744. }
  29745. this._toBeDisposed = [];
  29746. }
  29747. if (this.dumpNextRenderTargets) {
  29748. this.dumpNextRenderTargets = false;
  29749. }
  29750. this._activeBones.addCount(0, true);
  29751. this._activeIndices.addCount(0, true);
  29752. this._activeParticles.addCount(0, true);
  29753. };
  29754. /**
  29755. * Freeze all materials
  29756. * A frozen material will not be updatable but should be faster to render
  29757. */
  29758. Scene.prototype.freezeMaterials = function () {
  29759. for (var i = 0; i < this.materials.length; i++) {
  29760. this.materials[i].freeze();
  29761. }
  29762. };
  29763. /**
  29764. * Unfreeze all materials
  29765. * A frozen material will not be updatable but should be faster to render
  29766. */
  29767. Scene.prototype.unfreezeMaterials = function () {
  29768. for (var i = 0; i < this.materials.length; i++) {
  29769. this.materials[i].unfreeze();
  29770. }
  29771. };
  29772. /**
  29773. * Releases all held ressources
  29774. */
  29775. Scene.prototype.dispose = function () {
  29776. this.beforeRender = null;
  29777. this.afterRender = null;
  29778. this.skeletons = [];
  29779. this.morphTargetManagers = [];
  29780. this._transientComponents = [];
  29781. this._isReadyForMeshStage.clear();
  29782. this._beforeEvaluateActiveMeshStage.clear();
  29783. this._evaluateSubMeshStage.clear();
  29784. this._activeMeshStage.clear();
  29785. this._cameraDrawRenderTargetStage.clear();
  29786. this._beforeCameraDrawStage.clear();
  29787. this._beforeRenderTargetDrawStage.clear();
  29788. this._beforeRenderingGroupDrawStage.clear();
  29789. this._beforeRenderingMeshStage.clear();
  29790. this._afterRenderingMeshStage.clear();
  29791. this._afterRenderingGroupDrawStage.clear();
  29792. this._afterCameraDrawStage.clear();
  29793. this._afterRenderTargetDrawStage.clear();
  29794. this._afterRenderStage.clear();
  29795. this._beforeCameraUpdateStage.clear();
  29796. this._beforeClearStage.clear();
  29797. this._gatherRenderTargetsStage.clear();
  29798. this._gatherActiveCameraRenderTargetsStage.clear();
  29799. this._pointerMoveStage.clear();
  29800. this._pointerDownStage.clear();
  29801. this._pointerUpStage.clear();
  29802. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29803. var component = _a[_i];
  29804. component.dispose();
  29805. }
  29806. this.importedMeshesFiles = new Array();
  29807. this.stopAllAnimations();
  29808. this.resetCachedMaterial();
  29809. // Smart arrays
  29810. if (this.activeCamera) {
  29811. this.activeCamera._activeMeshes.dispose();
  29812. this.activeCamera = null;
  29813. }
  29814. this._activeMeshes.dispose();
  29815. this._renderingManager.dispose();
  29816. this._processedMaterials.dispose();
  29817. this._activeParticleSystems.dispose();
  29818. this._activeSkeletons.dispose();
  29819. this._softwareSkinnedMeshes.dispose();
  29820. this._renderTargets.dispose();
  29821. this._registeredForLateAnimationBindings.dispose();
  29822. this._meshesForIntersections.dispose();
  29823. this._toBeDisposed = [];
  29824. // Abort active requests
  29825. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29826. var request = _c[_b];
  29827. request.abort();
  29828. }
  29829. // Events
  29830. this.onDisposeObservable.notifyObservers(this);
  29831. this.onDisposeObservable.clear();
  29832. this.onBeforeRenderObservable.clear();
  29833. this.onAfterRenderObservable.clear();
  29834. this.onBeforeRenderTargetsRenderObservable.clear();
  29835. this.onAfterRenderTargetsRenderObservable.clear();
  29836. this.onAfterStepObservable.clear();
  29837. this.onBeforeStepObservable.clear();
  29838. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29839. this.onAfterActiveMeshesEvaluationObservable.clear();
  29840. this.onBeforeParticlesRenderingObservable.clear();
  29841. this.onAfterParticlesRenderingObservable.clear();
  29842. this.onBeforeDrawPhaseObservable.clear();
  29843. this.onAfterDrawPhaseObservable.clear();
  29844. this.onBeforeAnimationsObservable.clear();
  29845. this.onAfterAnimationsObservable.clear();
  29846. this.onDataLoadedObservable.clear();
  29847. this.onBeforeRenderingGroupObservable.clear();
  29848. this.onAfterRenderingGroupObservable.clear();
  29849. this.onMeshImportedObservable.clear();
  29850. this.onBeforeCameraRenderObservable.clear();
  29851. this.onAfterCameraRenderObservable.clear();
  29852. this.onReadyObservable.clear();
  29853. this.onNewCameraAddedObservable.clear();
  29854. this.onCameraRemovedObservable.clear();
  29855. this.onNewLightAddedObservable.clear();
  29856. this.onLightRemovedObservable.clear();
  29857. this.onNewGeometryAddedObservable.clear();
  29858. this.onGeometryRemovedObservable.clear();
  29859. this.onNewTransformNodeAddedObservable.clear();
  29860. this.onTransformNodeRemovedObservable.clear();
  29861. this.onNewMeshAddedObservable.clear();
  29862. this.onMeshRemovedObservable.clear();
  29863. this.onNewMaterialAddedObservable.clear();
  29864. this.onMaterialRemovedObservable.clear();
  29865. this.onNewTextureAddedObservable.clear();
  29866. this.onTextureRemovedObservable.clear();
  29867. this.onPrePointerObservable.clear();
  29868. this.onPointerObservable.clear();
  29869. this.onPreKeyboardObservable.clear();
  29870. this.onKeyboardObservable.clear();
  29871. this.onActiveCameraChanged.clear();
  29872. this.detachControl();
  29873. // Detach cameras
  29874. var canvas = this._engine.getRenderingCanvas();
  29875. if (canvas) {
  29876. var index;
  29877. for (index = 0; index < this.cameras.length; index++) {
  29878. this.cameras[index].detachControl(canvas);
  29879. }
  29880. }
  29881. // Release animation groups
  29882. while (this.animationGroups.length) {
  29883. this.animationGroups[0].dispose();
  29884. }
  29885. // Release lights
  29886. while (this.lights.length) {
  29887. this.lights[0].dispose();
  29888. }
  29889. // Release meshes
  29890. while (this.meshes.length) {
  29891. this.meshes[0].dispose(true);
  29892. }
  29893. while (this.transformNodes.length) {
  29894. this.removeTransformNode(this.transformNodes[0]);
  29895. }
  29896. // Release cameras
  29897. while (this.cameras.length) {
  29898. this.cameras[0].dispose();
  29899. }
  29900. // Release materials
  29901. if (this.defaultMaterial) {
  29902. this.defaultMaterial.dispose();
  29903. }
  29904. while (this.multiMaterials.length) {
  29905. this.multiMaterials[0].dispose();
  29906. }
  29907. while (this.materials.length) {
  29908. this.materials[0].dispose();
  29909. }
  29910. // Release particles
  29911. while (this.particleSystems.length) {
  29912. this.particleSystems[0].dispose();
  29913. }
  29914. // Release postProcesses
  29915. while (this.postProcesses.length) {
  29916. this.postProcesses[0].dispose();
  29917. }
  29918. // Release textures
  29919. while (this.textures.length) {
  29920. this.textures[0].dispose();
  29921. }
  29922. // Release UBO
  29923. this._sceneUbo.dispose();
  29924. if (this._alternateSceneUbo) {
  29925. this._alternateSceneUbo.dispose();
  29926. }
  29927. // Post-processes
  29928. this.postProcessManager.dispose();
  29929. // Remove from engine
  29930. index = this._engine.scenes.indexOf(this);
  29931. if (index > -1) {
  29932. this._engine.scenes.splice(index, 1);
  29933. }
  29934. this._engine.wipeCaches(true);
  29935. this._isDisposed = true;
  29936. };
  29937. Object.defineProperty(Scene.prototype, "isDisposed", {
  29938. /**
  29939. * Gets if the scene is already disposed
  29940. */
  29941. get: function () {
  29942. return this._isDisposed;
  29943. },
  29944. enumerable: true,
  29945. configurable: true
  29946. });
  29947. /**
  29948. * Call this function to reduce memory footprint of the scene.
  29949. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29950. */
  29951. Scene.prototype.clearCachedVertexData = function () {
  29952. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29953. var mesh = this.meshes[meshIndex];
  29954. var geometry = mesh.geometry;
  29955. if (geometry) {
  29956. geometry._indices = [];
  29957. for (var vbName in geometry._vertexBuffers) {
  29958. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29959. continue;
  29960. }
  29961. geometry._vertexBuffers[vbName]._buffer._data = null;
  29962. }
  29963. }
  29964. }
  29965. };
  29966. /**
  29967. * This function will remove the local cached buffer data from texture.
  29968. * It will save memory but will prevent the texture from being rebuilt
  29969. */
  29970. Scene.prototype.cleanCachedTextureBuffer = function () {
  29971. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29972. var baseTexture = _a[_i];
  29973. var buffer = baseTexture._buffer;
  29974. if (buffer) {
  29975. baseTexture._buffer = null;
  29976. }
  29977. }
  29978. };
  29979. /**
  29980. * Get the world extend vectors with an optional filter
  29981. *
  29982. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29983. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29984. */
  29985. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29986. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29987. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29988. filterPredicate = filterPredicate || (function () { return true; });
  29989. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29990. mesh.computeWorldMatrix(true);
  29991. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29992. return;
  29993. }
  29994. var boundingInfo = mesh.getBoundingInfo();
  29995. var minBox = boundingInfo.boundingBox.minimumWorld;
  29996. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29997. BABYLON.Tools.CheckExtends(minBox, min, max);
  29998. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29999. });
  30000. return {
  30001. min: min,
  30002. max: max
  30003. };
  30004. };
  30005. // Picking
  30006. /**
  30007. * Creates a ray that can be used to pick in the scene
  30008. * @param x defines the x coordinate of the origin (on-screen)
  30009. * @param y defines the y coordinate of the origin (on-screen)
  30010. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30011. * @param camera defines the camera to use for the picking
  30012. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30013. * @returns a Ray
  30014. */
  30015. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  30016. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30017. var result = BABYLON.Ray.Zero();
  30018. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  30019. return result;
  30020. };
  30021. /**
  30022. * Creates a ray that can be used to pick in the scene
  30023. * @param x defines the x coordinate of the origin (on-screen)
  30024. * @param y defines the y coordinate of the origin (on-screen)
  30025. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30026. * @param result defines the ray where to store the picking ray
  30027. * @param camera defines the camera to use for the picking
  30028. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30029. * @returns the current scene
  30030. */
  30031. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  30032. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30033. var engine = this._engine;
  30034. if (!camera) {
  30035. if (!this.activeCamera) {
  30036. throw new Error("Active camera not set");
  30037. }
  30038. camera = this.activeCamera;
  30039. }
  30040. var cameraViewport = camera.viewport;
  30041. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30042. // Moving coordinates to local viewport world
  30043. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30044. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30045. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  30046. return this;
  30047. };
  30048. /**
  30049. * Creates a ray that can be used to pick in the scene
  30050. * @param x defines the x coordinate of the origin (on-screen)
  30051. * @param y defines the y coordinate of the origin (on-screen)
  30052. * @param camera defines the camera to use for the picking
  30053. * @returns a Ray
  30054. */
  30055. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  30056. var result = BABYLON.Ray.Zero();
  30057. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  30058. return result;
  30059. };
  30060. /**
  30061. * Creates a ray that can be used to pick in the scene
  30062. * @param x defines the x coordinate of the origin (on-screen)
  30063. * @param y defines the y coordinate of the origin (on-screen)
  30064. * @param result defines the ray where to store the picking ray
  30065. * @param camera defines the camera to use for the picking
  30066. * @returns the current scene
  30067. */
  30068. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30069. if (!BABYLON.PickingInfo) {
  30070. return this;
  30071. }
  30072. var engine = this._engine;
  30073. if (!camera) {
  30074. if (!this.activeCamera) {
  30075. throw new Error("Active camera not set");
  30076. }
  30077. camera = this.activeCamera;
  30078. }
  30079. var cameraViewport = camera.viewport;
  30080. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30081. var identity = BABYLON.Matrix.Identity();
  30082. // Moving coordinates to local viewport world
  30083. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30084. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30085. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30086. return this;
  30087. };
  30088. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30089. if (!BABYLON.PickingInfo) {
  30090. return null;
  30091. }
  30092. var pickingInfo = null;
  30093. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30094. var mesh = this.meshes[meshIndex];
  30095. if (predicate) {
  30096. if (!predicate(mesh)) {
  30097. continue;
  30098. }
  30099. }
  30100. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30101. continue;
  30102. }
  30103. var world = mesh.getWorldMatrix();
  30104. var ray = rayFunction(world);
  30105. var result = mesh.intersects(ray, fastCheck);
  30106. if (!result || !result.hit) {
  30107. continue;
  30108. }
  30109. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30110. continue;
  30111. }
  30112. pickingInfo = result;
  30113. if (fastCheck) {
  30114. break;
  30115. }
  30116. }
  30117. return pickingInfo || new BABYLON.PickingInfo();
  30118. };
  30119. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30120. if (!BABYLON.PickingInfo) {
  30121. return null;
  30122. }
  30123. var pickingInfos = new Array();
  30124. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30125. var mesh = this.meshes[meshIndex];
  30126. if (predicate) {
  30127. if (!predicate(mesh)) {
  30128. continue;
  30129. }
  30130. }
  30131. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30132. continue;
  30133. }
  30134. var world = mesh.getWorldMatrix();
  30135. var ray = rayFunction(world);
  30136. var result = mesh.intersects(ray, false);
  30137. if (!result || !result.hit) {
  30138. continue;
  30139. }
  30140. pickingInfos.push(result);
  30141. }
  30142. return pickingInfos;
  30143. };
  30144. /** Launch a ray to try to pick a mesh in the scene
  30145. * @param x position on screen
  30146. * @param y position on screen
  30147. * @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
  30148. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30149. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30150. * @returns a PickingInfo
  30151. */
  30152. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30153. var _this = this;
  30154. if (!BABYLON.PickingInfo) {
  30155. return null;
  30156. }
  30157. var result = this._internalPick(function (world) {
  30158. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30159. return _this._tempPickingRay;
  30160. }, predicate, fastCheck);
  30161. if (result) {
  30162. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30163. }
  30164. return result;
  30165. };
  30166. /** Use the given ray to pick a mesh in the scene
  30167. * @param ray The ray to use to pick meshes
  30168. * @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
  30169. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30170. * @returns a PickingInfo
  30171. */
  30172. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30173. var _this = this;
  30174. var result = this._internalPick(function (world) {
  30175. if (!_this._pickWithRayInverseMatrix) {
  30176. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30177. }
  30178. world.invertToRef(_this._pickWithRayInverseMatrix);
  30179. if (!_this._cachedRayForTransform) {
  30180. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30181. }
  30182. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30183. return _this._cachedRayForTransform;
  30184. }, predicate, fastCheck);
  30185. if (result) {
  30186. result.ray = ray;
  30187. }
  30188. return result;
  30189. };
  30190. /**
  30191. * Launch a ray to try to pick a mesh in the scene
  30192. * @param x X position on screen
  30193. * @param y Y position on screen
  30194. * @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
  30195. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30196. * @returns an array of PickingInfo
  30197. */
  30198. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30199. var _this = this;
  30200. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30201. };
  30202. /**
  30203. * Launch a ray to try to pick a mesh in the scene
  30204. * @param ray Ray to use
  30205. * @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
  30206. * @returns an array of PickingInfo
  30207. */
  30208. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30209. var _this = this;
  30210. return this._internalMultiPick(function (world) {
  30211. if (!_this._pickWithRayInverseMatrix) {
  30212. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30213. }
  30214. world.invertToRef(_this._pickWithRayInverseMatrix);
  30215. if (!_this._cachedRayForTransform) {
  30216. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30217. }
  30218. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30219. return _this._cachedRayForTransform;
  30220. }, predicate);
  30221. };
  30222. /**
  30223. * Force the value of meshUnderPointer
  30224. * @param mesh defines the mesh to use
  30225. */
  30226. Scene.prototype.setPointerOverMesh = function (mesh) {
  30227. if (this._pointerOverMesh === mesh) {
  30228. return;
  30229. }
  30230. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30231. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30232. }
  30233. this._pointerOverMesh = mesh;
  30234. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30235. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30236. }
  30237. };
  30238. /**
  30239. * Gets the mesh under the pointer
  30240. * @returns a Mesh or null if no mesh is under the pointer
  30241. */
  30242. Scene.prototype.getPointerOverMesh = function () {
  30243. return this._pointerOverMesh;
  30244. };
  30245. // Misc.
  30246. /** @hidden */
  30247. Scene.prototype._rebuildGeometries = function () {
  30248. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30249. var geometry = _a[_i];
  30250. geometry._rebuild();
  30251. }
  30252. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30253. var mesh = _c[_b];
  30254. mesh._rebuild();
  30255. }
  30256. if (this.postProcessManager) {
  30257. this.postProcessManager._rebuild();
  30258. }
  30259. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30260. var component = _e[_d];
  30261. component.rebuild();
  30262. }
  30263. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30264. var system = _g[_f];
  30265. system.rebuild();
  30266. }
  30267. };
  30268. /** @hidden */
  30269. Scene.prototype._rebuildTextures = function () {
  30270. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30271. var texture = _a[_i];
  30272. texture._rebuild();
  30273. }
  30274. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30275. };
  30276. // Tags
  30277. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30278. if (tagsQuery === undefined) {
  30279. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30280. return list;
  30281. }
  30282. var listByTags = [];
  30283. forEach = forEach || (function (item) { return; });
  30284. for (var i in list) {
  30285. var item = list[i];
  30286. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30287. listByTags.push(item);
  30288. forEach(item);
  30289. }
  30290. }
  30291. return listByTags;
  30292. };
  30293. /**
  30294. * Get a list of meshes by tags
  30295. * @param tagsQuery defines the tags query to use
  30296. * @param forEach defines a predicate used to filter results
  30297. * @returns an array of Mesh
  30298. */
  30299. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30300. return this._getByTags(this.meshes, tagsQuery, forEach);
  30301. };
  30302. /**
  30303. * Get a list of cameras by tags
  30304. * @param tagsQuery defines the tags query to use
  30305. * @param forEach defines a predicate used to filter results
  30306. * @returns an array of Camera
  30307. */
  30308. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30309. return this._getByTags(this.cameras, tagsQuery, forEach);
  30310. };
  30311. /**
  30312. * Get a list of lights by tags
  30313. * @param tagsQuery defines the tags query to use
  30314. * @param forEach defines a predicate used to filter results
  30315. * @returns an array of Light
  30316. */
  30317. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30318. return this._getByTags(this.lights, tagsQuery, forEach);
  30319. };
  30320. /**
  30321. * Get a list of materials by tags
  30322. * @param tagsQuery defines the tags query to use
  30323. * @param forEach defines a predicate used to filter results
  30324. * @returns an array of Material
  30325. */
  30326. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30327. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30328. };
  30329. /**
  30330. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30331. * This allowed control for front to back rendering or reversly depending of the special needs.
  30332. *
  30333. * @param renderingGroupId The rendering group id corresponding to its index
  30334. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30335. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30336. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30337. */
  30338. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30339. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30340. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30341. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30342. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30343. };
  30344. /**
  30345. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30346. *
  30347. * @param renderingGroupId The rendering group id corresponding to its index
  30348. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30349. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30350. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30351. */
  30352. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30353. if (depth === void 0) { depth = true; }
  30354. if (stencil === void 0) { stencil = true; }
  30355. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30356. };
  30357. /**
  30358. * Gets the current auto clear configuration for one rendering group of the rendering
  30359. * manager.
  30360. * @param index the rendering group index to get the information for
  30361. * @returns The auto clear setup for the requested rendering group
  30362. */
  30363. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30364. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30365. };
  30366. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30367. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30368. get: function () {
  30369. return this._blockMaterialDirtyMechanism;
  30370. },
  30371. set: function (value) {
  30372. if (this._blockMaterialDirtyMechanism === value) {
  30373. return;
  30374. }
  30375. this._blockMaterialDirtyMechanism = value;
  30376. if (!value) { // Do a complete update
  30377. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30378. }
  30379. },
  30380. enumerable: true,
  30381. configurable: true
  30382. });
  30383. /**
  30384. * Will flag all materials as dirty to trigger new shader compilation
  30385. * @param flag defines the flag used to specify which material part must be marked as dirty
  30386. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30387. */
  30388. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30389. if (this._blockMaterialDirtyMechanism) {
  30390. return;
  30391. }
  30392. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30393. var material = _a[_i];
  30394. if (predicate && !predicate(material)) {
  30395. continue;
  30396. }
  30397. material.markAsDirty(flag);
  30398. }
  30399. };
  30400. /** @hidden */
  30401. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30402. var _this = this;
  30403. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30404. this._activeRequests.push(request);
  30405. request.onCompleteObservable.add(function (request) {
  30406. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30407. });
  30408. return request;
  30409. };
  30410. /** @hidden */
  30411. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30412. var _this = this;
  30413. return new Promise(function (resolve, reject) {
  30414. _this._loadFile(url, function (data) {
  30415. resolve(data);
  30416. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30417. reject(exception);
  30418. });
  30419. });
  30420. };
  30421. // Statics
  30422. Scene._uniqueIdCounter = 0;
  30423. /** The fog is deactivated */
  30424. Scene.FOGMODE_NONE = 0;
  30425. /** The fog density is following an exponential function */
  30426. Scene.FOGMODE_EXP = 1;
  30427. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30428. Scene.FOGMODE_EXP2 = 2;
  30429. /** The fog density is following a linear function. */
  30430. Scene.FOGMODE_LINEAR = 3;
  30431. /**
  30432. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30433. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30434. */
  30435. Scene.MinDeltaTime = 1.0;
  30436. /**
  30437. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30438. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30439. */
  30440. Scene.MaxDeltaTime = 1000.0;
  30441. /** The distance in pixel that you have to move to prevent some events */
  30442. Scene.DragMovementThreshold = 10; // in pixels
  30443. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30444. Scene.LongPressDelay = 500; // in milliseconds
  30445. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30446. Scene.DoubleClickDelay = 300; // in milliseconds
  30447. /** If you need to check double click without raising a single click at first click, enable this flag */
  30448. Scene.ExclusiveDoubleClickMode = false;
  30449. return Scene;
  30450. }(BABYLON.AbstractScene));
  30451. BABYLON.Scene = Scene;
  30452. })(BABYLON || (BABYLON = {}));
  30453. //# sourceMappingURL=babylon.scene.js.map
  30454. var BABYLON;
  30455. (function (BABYLON) {
  30456. /**
  30457. * Set of assets to keep when moving a scene into an asset container.
  30458. */
  30459. var KeepAssets = /** @class */ (function (_super) {
  30460. __extends(KeepAssets, _super);
  30461. function KeepAssets() {
  30462. return _super !== null && _super.apply(this, arguments) || this;
  30463. }
  30464. return KeepAssets;
  30465. }(BABYLON.AbstractScene));
  30466. BABYLON.KeepAssets = KeepAssets;
  30467. /**
  30468. * Container with a set of assets that can be added or removed from a scene.
  30469. */
  30470. var AssetContainer = /** @class */ (function (_super) {
  30471. __extends(AssetContainer, _super);
  30472. /**
  30473. * Instantiates an AssetContainer.
  30474. * @param scene The scene the AssetContainer belongs to.
  30475. */
  30476. function AssetContainer(scene) {
  30477. var _this = _super.call(this) || this;
  30478. _this.scene = scene;
  30479. _this["sounds"] = [];
  30480. _this["effectLayers"] = [];
  30481. _this["layers"] = [];
  30482. _this["lensFlareSystems"] = [];
  30483. _this["proceduralTextures"] = [];
  30484. _this["reflectionProbes"] = [];
  30485. return _this;
  30486. }
  30487. /**
  30488. * Adds all the assets from the container to the scene.
  30489. */
  30490. AssetContainer.prototype.addAllToScene = function () {
  30491. var _this = this;
  30492. this.cameras.forEach(function (o) {
  30493. _this.scene.addCamera(o);
  30494. });
  30495. this.lights.forEach(function (o) {
  30496. _this.scene.addLight(o);
  30497. });
  30498. this.meshes.forEach(function (o) {
  30499. _this.scene.addMesh(o);
  30500. });
  30501. this.skeletons.forEach(function (o) {
  30502. _this.scene.addSkeleton(o);
  30503. });
  30504. this.animations.forEach(function (o) {
  30505. _this.scene.addAnimation(o);
  30506. });
  30507. this.animationGroups.forEach(function (o) {
  30508. _this.scene.addAnimationGroup(o);
  30509. });
  30510. this.multiMaterials.forEach(function (o) {
  30511. _this.scene.addMultiMaterial(o);
  30512. });
  30513. this.materials.forEach(function (o) {
  30514. _this.scene.addMaterial(o);
  30515. });
  30516. this.morphTargetManagers.forEach(function (o) {
  30517. _this.scene.addMorphTargetManager(o);
  30518. });
  30519. this.geometries.forEach(function (o) {
  30520. _this.scene.addGeometry(o);
  30521. });
  30522. this.transformNodes.forEach(function (o) {
  30523. _this.scene.addTransformNode(o);
  30524. });
  30525. this.actionManagers.forEach(function (o) {
  30526. _this.scene.addActionManager(o);
  30527. });
  30528. this.textures.forEach(function (o) {
  30529. _this.scene.addTexture(o);
  30530. });
  30531. this.reflectionProbes.forEach(function (o) {
  30532. _this.scene.addReflectionProbe(o);
  30533. });
  30534. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30535. var component = _a[_i];
  30536. component.addFromContainer(this);
  30537. }
  30538. };
  30539. /**
  30540. * Removes all the assets in the container from the scene
  30541. */
  30542. AssetContainer.prototype.removeAllFromScene = function () {
  30543. var _this = this;
  30544. this.cameras.forEach(function (o) {
  30545. _this.scene.removeCamera(o);
  30546. });
  30547. this.lights.forEach(function (o) {
  30548. _this.scene.removeLight(o);
  30549. });
  30550. this.meshes.forEach(function (o) {
  30551. _this.scene.removeMesh(o);
  30552. });
  30553. this.skeletons.forEach(function (o) {
  30554. _this.scene.removeSkeleton(o);
  30555. });
  30556. this.animations.forEach(function (o) {
  30557. _this.scene.removeAnimation(o);
  30558. });
  30559. this.animationGroups.forEach(function (o) {
  30560. _this.scene.removeAnimationGroup(o);
  30561. });
  30562. this.multiMaterials.forEach(function (o) {
  30563. _this.scene.removeMultiMaterial(o);
  30564. });
  30565. this.materials.forEach(function (o) {
  30566. _this.scene.removeMaterial(o);
  30567. });
  30568. this.morphTargetManagers.forEach(function (o) {
  30569. _this.scene.removeMorphTargetManager(o);
  30570. });
  30571. this.geometries.forEach(function (o) {
  30572. _this.scene.removeGeometry(o);
  30573. });
  30574. this.transformNodes.forEach(function (o) {
  30575. _this.scene.removeTransformNode(o);
  30576. });
  30577. this.actionManagers.forEach(function (o) {
  30578. _this.scene.removeActionManager(o);
  30579. });
  30580. this.textures.forEach(function (o) {
  30581. _this.scene.removeTexture(o);
  30582. });
  30583. this.reflectionProbes.forEach(function (o) {
  30584. _this.scene.removeReflectionProbe(o);
  30585. });
  30586. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30587. var component = _a[_i];
  30588. component.removeFromContainer(this);
  30589. }
  30590. };
  30591. /**
  30592. * Disposes all the assets in the container
  30593. */
  30594. AssetContainer.prototype.dispose = function () {
  30595. this.cameras.forEach(function (o) {
  30596. o.dispose();
  30597. });
  30598. this.lights.forEach(function (o) {
  30599. o.dispose();
  30600. });
  30601. this.meshes.forEach(function (o) {
  30602. o.dispose();
  30603. });
  30604. this.skeletons.forEach(function (o) {
  30605. o.dispose();
  30606. });
  30607. this.animationGroups.forEach(function (o) {
  30608. o.dispose();
  30609. });
  30610. this.multiMaterials.forEach(function (o) {
  30611. o.dispose();
  30612. });
  30613. this.materials.forEach(function (o) {
  30614. o.dispose();
  30615. });
  30616. this.geometries.forEach(function (o) {
  30617. o.dispose();
  30618. });
  30619. this.transformNodes.forEach(function (o) {
  30620. o.dispose();
  30621. });
  30622. this.actionManagers.forEach(function (o) {
  30623. o.dispose();
  30624. });
  30625. this.textures.forEach(function (o) {
  30626. o.dispose();
  30627. });
  30628. this.reflectionProbes.forEach(function (o) {
  30629. o.dispose();
  30630. });
  30631. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30632. var component = _a[_i];
  30633. component.dispose();
  30634. }
  30635. };
  30636. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30637. if (!sourceAssets) {
  30638. return;
  30639. }
  30640. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30641. var asset = sourceAssets_1[_i];
  30642. var move = true;
  30643. if (keepAssets) {
  30644. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30645. var keepAsset = keepAssets_1[_a];
  30646. if (asset === keepAsset) {
  30647. move = false;
  30648. break;
  30649. }
  30650. }
  30651. }
  30652. if (move) {
  30653. targetAssets.push(asset);
  30654. }
  30655. }
  30656. };
  30657. /**
  30658. * Removes all the assets contained in the scene and adds them to the container.
  30659. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30660. */
  30661. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30662. if (keepAssets === undefined) {
  30663. keepAssets = new KeepAssets();
  30664. }
  30665. for (var key in this) {
  30666. if (this.hasOwnProperty(key)) {
  30667. this[key] = this[key] || [];
  30668. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30669. }
  30670. }
  30671. this.removeAllFromScene();
  30672. };
  30673. /**
  30674. * 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.
  30675. * @returns the root mesh
  30676. */
  30677. AssetContainer.prototype.createRootMesh = function () {
  30678. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30679. this.meshes.forEach(function (m) {
  30680. if (!m.parent) {
  30681. rootMesh.addChild(m);
  30682. }
  30683. });
  30684. this.meshes.unshift(rootMesh);
  30685. return rootMesh;
  30686. };
  30687. return AssetContainer;
  30688. }(BABYLON.AbstractScene));
  30689. BABYLON.AssetContainer = AssetContainer;
  30690. })(BABYLON || (BABYLON = {}));
  30691. //# sourceMappingURL=babylon.assetContainer.js.map
  30692. var BABYLON;
  30693. (function (BABYLON) {
  30694. /**
  30695. * Class used to store data that will be store in GPU memory
  30696. */
  30697. var Buffer = /** @class */ (function () {
  30698. /**
  30699. * Constructor
  30700. * @param engine the engine
  30701. * @param data the data to use for this buffer
  30702. * @param updatable whether the data is updatable
  30703. * @param stride the stride (optional)
  30704. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30705. * @param instanced whether the buffer is instanced (optional)
  30706. * @param useBytes set to true if the stride in in bytes (optional)
  30707. */
  30708. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30709. if (stride === void 0) { stride = 0; }
  30710. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30711. if (instanced === void 0) { instanced = false; }
  30712. if (useBytes === void 0) { useBytes = false; }
  30713. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30714. this._engine = engine.getScene().getEngine();
  30715. }
  30716. else {
  30717. this._engine = engine;
  30718. }
  30719. this._updatable = updatable;
  30720. this._instanced = instanced;
  30721. this._data = data;
  30722. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30723. if (!postponeInternalCreation) { // by default
  30724. this.create();
  30725. }
  30726. }
  30727. /**
  30728. * Create a new VertexBuffer based on the current buffer
  30729. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30730. * @param offset defines offset in the buffer (0 by default)
  30731. * @param size defines the size in floats of attributes (position is 3 for instance)
  30732. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30733. * @param instanced defines if the vertex buffer contains indexed data
  30734. * @param useBytes defines if the offset and stride are in bytes
  30735. * @returns the new vertex buffer
  30736. */
  30737. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30738. if (useBytes === void 0) { useBytes = false; }
  30739. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30740. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30741. // a lot of these parameters are ignored as they are overriden by the buffer
  30742. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30743. };
  30744. // Properties
  30745. /**
  30746. * Gets a boolean indicating if the Buffer is updatable?
  30747. * @returns true if the buffer is updatable
  30748. */
  30749. Buffer.prototype.isUpdatable = function () {
  30750. return this._updatable;
  30751. };
  30752. /**
  30753. * Gets current buffer's data
  30754. * @returns a DataArray or null
  30755. */
  30756. Buffer.prototype.getData = function () {
  30757. return this._data;
  30758. };
  30759. /**
  30760. * Gets underlying native buffer
  30761. * @returns underlying native buffer
  30762. */
  30763. Buffer.prototype.getBuffer = function () {
  30764. return this._buffer;
  30765. };
  30766. /**
  30767. * Gets the stride in float32 units (i.e. byte stride / 4).
  30768. * May not be an integer if the byte stride is not divisible by 4.
  30769. * DEPRECATED. Use byteStride instead.
  30770. * @returns the stride in float32 units
  30771. */
  30772. Buffer.prototype.getStrideSize = function () {
  30773. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30774. };
  30775. // Methods
  30776. /**
  30777. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30778. * @param data defines the data to store
  30779. */
  30780. Buffer.prototype.create = function (data) {
  30781. if (data === void 0) { data = null; }
  30782. if (!data && this._buffer) {
  30783. return; // nothing to do
  30784. }
  30785. data = data || this._data;
  30786. if (!data) {
  30787. return;
  30788. }
  30789. if (!this._buffer) { // create buffer
  30790. if (this._updatable) {
  30791. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30792. this._data = data;
  30793. }
  30794. else {
  30795. this._buffer = this._engine.createVertexBuffer(data);
  30796. }
  30797. }
  30798. else if (this._updatable) { // update buffer
  30799. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30800. this._data = data;
  30801. }
  30802. };
  30803. /** @hidden */
  30804. Buffer.prototype._rebuild = function () {
  30805. this._buffer = null;
  30806. this.create(this._data);
  30807. };
  30808. /**
  30809. * Update current buffer data
  30810. * @param data defines the data to store
  30811. */
  30812. Buffer.prototype.update = function (data) {
  30813. this.create(data);
  30814. };
  30815. /**
  30816. * Updates the data directly.
  30817. * @param data the new data
  30818. * @param offset the new offset
  30819. * @param vertexCount the vertex count (optional)
  30820. * @param useBytes set to true if the offset is in bytes
  30821. */
  30822. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30823. if (useBytes === void 0) { useBytes = false; }
  30824. if (!this._buffer) {
  30825. return;
  30826. }
  30827. if (this._updatable) { // update buffer
  30828. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30829. this._data = null;
  30830. }
  30831. };
  30832. /**
  30833. * Release all resources
  30834. */
  30835. Buffer.prototype.dispose = function () {
  30836. if (!this._buffer) {
  30837. return;
  30838. }
  30839. if (this._engine._releaseBuffer(this._buffer)) {
  30840. this._buffer = null;
  30841. }
  30842. };
  30843. return Buffer;
  30844. }());
  30845. BABYLON.Buffer = Buffer;
  30846. })(BABYLON || (BABYLON = {}));
  30847. //# sourceMappingURL=babylon.buffer.js.map
  30848. var BABYLON;
  30849. (function (BABYLON) {
  30850. /**
  30851. * Specialized buffer used to store vertex data
  30852. */
  30853. var VertexBuffer = /** @class */ (function () {
  30854. /**
  30855. * Constructor
  30856. * @param engine the engine
  30857. * @param data the data to use for this vertex buffer
  30858. * @param kind the vertex buffer kind
  30859. * @param updatable whether the data is updatable
  30860. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30861. * @param stride the stride (optional)
  30862. * @param instanced whether the buffer is instanced (optional)
  30863. * @param offset the offset of the data (optional)
  30864. * @param size the number of components (optional)
  30865. * @param type the type of the component (optional)
  30866. * @param normalized whether the data contains normalized data (optional)
  30867. * @param useBytes set to true if stride and offset are in bytes (optional)
  30868. */
  30869. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30870. if (normalized === void 0) { normalized = false; }
  30871. if (useBytes === void 0) { useBytes = false; }
  30872. if (data instanceof BABYLON.Buffer) {
  30873. this._buffer = data;
  30874. this._ownsBuffer = false;
  30875. }
  30876. else {
  30877. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30878. this._ownsBuffer = true;
  30879. }
  30880. this._kind = kind;
  30881. if (type == undefined) {
  30882. var data_1 = this.getData();
  30883. this.type = VertexBuffer.FLOAT;
  30884. if (data_1 instanceof Int8Array) {
  30885. this.type = VertexBuffer.BYTE;
  30886. }
  30887. else if (data_1 instanceof Uint8Array) {
  30888. this.type = VertexBuffer.UNSIGNED_BYTE;
  30889. }
  30890. else if (data_1 instanceof Int16Array) {
  30891. this.type = VertexBuffer.SHORT;
  30892. }
  30893. else if (data_1 instanceof Uint16Array) {
  30894. this.type = VertexBuffer.UNSIGNED_SHORT;
  30895. }
  30896. else if (data_1 instanceof Int32Array) {
  30897. this.type = VertexBuffer.INT;
  30898. }
  30899. else if (data_1 instanceof Uint32Array) {
  30900. this.type = VertexBuffer.UNSIGNED_INT;
  30901. }
  30902. }
  30903. else {
  30904. this.type = type;
  30905. }
  30906. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30907. if (useBytes) {
  30908. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30909. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30910. this.byteOffset = offset || 0;
  30911. }
  30912. else {
  30913. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30914. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30915. this.byteOffset = (offset || 0) * typeByteLength;
  30916. }
  30917. this.normalized = normalized;
  30918. this._instanced = instanced !== undefined ? instanced : false;
  30919. this._instanceDivisor = instanced ? 1 : 0;
  30920. }
  30921. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30922. /**
  30923. * Gets or sets the instance divisor when in instanced mode
  30924. */
  30925. get: function () {
  30926. return this._instanceDivisor;
  30927. },
  30928. set: function (value) {
  30929. this._instanceDivisor = value;
  30930. if (value == 0) {
  30931. this._instanced = false;
  30932. }
  30933. else {
  30934. this._instanced = true;
  30935. }
  30936. },
  30937. enumerable: true,
  30938. configurable: true
  30939. });
  30940. /** @hidden */
  30941. VertexBuffer.prototype._rebuild = function () {
  30942. if (!this._buffer) {
  30943. return;
  30944. }
  30945. this._buffer._rebuild();
  30946. };
  30947. /**
  30948. * Returns the kind of the VertexBuffer (string)
  30949. * @returns a string
  30950. */
  30951. VertexBuffer.prototype.getKind = function () {
  30952. return this._kind;
  30953. };
  30954. // Properties
  30955. /**
  30956. * Gets a boolean indicating if the VertexBuffer is updatable?
  30957. * @returns true if the buffer is updatable
  30958. */
  30959. VertexBuffer.prototype.isUpdatable = function () {
  30960. return this._buffer.isUpdatable();
  30961. };
  30962. /**
  30963. * Gets current buffer's data
  30964. * @returns a DataArray or null
  30965. */
  30966. VertexBuffer.prototype.getData = function () {
  30967. return this._buffer.getData();
  30968. };
  30969. /**
  30970. * Gets underlying native buffer
  30971. * @returns underlying native buffer
  30972. */
  30973. VertexBuffer.prototype.getBuffer = function () {
  30974. return this._buffer.getBuffer();
  30975. };
  30976. /**
  30977. * Gets the stride in float32 units (i.e. byte stride / 4).
  30978. * May not be an integer if the byte stride is not divisible by 4.
  30979. * DEPRECATED. Use byteStride instead.
  30980. * @returns the stride in float32 units
  30981. */
  30982. VertexBuffer.prototype.getStrideSize = function () {
  30983. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30984. };
  30985. /**
  30986. * Returns the offset as a multiple of the type byte length.
  30987. * DEPRECATED. Use byteOffset instead.
  30988. * @returns the offset in bytes
  30989. */
  30990. VertexBuffer.prototype.getOffset = function () {
  30991. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30992. };
  30993. /**
  30994. * Returns the number of components per vertex attribute (integer)
  30995. * @returns the size in float
  30996. */
  30997. VertexBuffer.prototype.getSize = function () {
  30998. return this._size;
  30999. };
  31000. /**
  31001. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  31002. * @returns true if this buffer is instanced
  31003. */
  31004. VertexBuffer.prototype.getIsInstanced = function () {
  31005. return this._instanced;
  31006. };
  31007. /**
  31008. * Returns the instancing divisor, zero for non-instanced (integer).
  31009. * @returns a number
  31010. */
  31011. VertexBuffer.prototype.getInstanceDivisor = function () {
  31012. return this._instanceDivisor;
  31013. };
  31014. // Methods
  31015. /**
  31016. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  31017. * @param data defines the data to store
  31018. */
  31019. VertexBuffer.prototype.create = function (data) {
  31020. this._buffer.create(data);
  31021. };
  31022. /**
  31023. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  31024. * This function will create a new buffer if the current one is not updatable
  31025. * @param data defines the data to store
  31026. */
  31027. VertexBuffer.prototype.update = function (data) {
  31028. this._buffer.update(data);
  31029. };
  31030. /**
  31031. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  31032. * Returns the directly updated WebGLBuffer.
  31033. * @param data the new data
  31034. * @param offset the new offset
  31035. * @param useBytes set to true if the offset is in bytes
  31036. */
  31037. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  31038. if (useBytes === void 0) { useBytes = false; }
  31039. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  31040. };
  31041. /**
  31042. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  31043. */
  31044. VertexBuffer.prototype.dispose = function () {
  31045. if (this._ownsBuffer) {
  31046. this._buffer.dispose();
  31047. }
  31048. };
  31049. /**
  31050. * Enumerates each value of this vertex buffer as numbers.
  31051. * @param count the number of values to enumerate
  31052. * @param callback the callback function called for each value
  31053. */
  31054. VertexBuffer.prototype.forEach = function (count, callback) {
  31055. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  31056. };
  31057. /**
  31058. * Deduces the stride given a kind.
  31059. * @param kind The kind string to deduce
  31060. * @returns The deduced stride
  31061. */
  31062. VertexBuffer.DeduceStride = function (kind) {
  31063. switch (kind) {
  31064. case VertexBuffer.UVKind:
  31065. case VertexBuffer.UV2Kind:
  31066. case VertexBuffer.UV3Kind:
  31067. case VertexBuffer.UV4Kind:
  31068. case VertexBuffer.UV5Kind:
  31069. case VertexBuffer.UV6Kind:
  31070. return 2;
  31071. case VertexBuffer.NormalKind:
  31072. case VertexBuffer.PositionKind:
  31073. return 3;
  31074. case VertexBuffer.ColorKind:
  31075. case VertexBuffer.MatricesIndicesKind:
  31076. case VertexBuffer.MatricesIndicesExtraKind:
  31077. case VertexBuffer.MatricesWeightsKind:
  31078. case VertexBuffer.MatricesWeightsExtraKind:
  31079. case VertexBuffer.TangentKind:
  31080. return 4;
  31081. default:
  31082. throw new Error("Invalid kind '" + kind + "'");
  31083. }
  31084. };
  31085. /**
  31086. * Gets the byte length of the given type.
  31087. * @param type the type
  31088. * @returns the number of bytes
  31089. */
  31090. VertexBuffer.GetTypeByteLength = function (type) {
  31091. switch (type) {
  31092. case VertexBuffer.BYTE:
  31093. case VertexBuffer.UNSIGNED_BYTE:
  31094. return 1;
  31095. case VertexBuffer.SHORT:
  31096. case VertexBuffer.UNSIGNED_SHORT:
  31097. return 2;
  31098. case VertexBuffer.INT:
  31099. case VertexBuffer.FLOAT:
  31100. return 4;
  31101. default:
  31102. throw new Error("Invalid type '" + type + "'");
  31103. }
  31104. };
  31105. /**
  31106. * Enumerates each value of the given parameters as numbers.
  31107. * @param data the data to enumerate
  31108. * @param byteOffset the byte offset of the data
  31109. * @param byteStride the byte stride of the data
  31110. * @param componentCount the number of components per element
  31111. * @param componentType the type of the component
  31112. * @param count the total number of components
  31113. * @param normalized whether the data is normalized
  31114. * @param callback the callback function called for each value
  31115. */
  31116. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31117. if (data instanceof Array) {
  31118. var offset = byteOffset / 4;
  31119. var stride = byteStride / 4;
  31120. for (var index = 0; index < count; index += componentCount) {
  31121. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31122. callback(data[offset + componentIndex], index + componentIndex);
  31123. }
  31124. offset += stride;
  31125. }
  31126. }
  31127. else {
  31128. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31129. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31130. for (var index = 0; index < count; index += componentCount) {
  31131. var componentByteOffset = byteOffset;
  31132. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31133. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31134. callback(value, index + componentIndex);
  31135. componentByteOffset += componentByteLength;
  31136. }
  31137. byteOffset += byteStride;
  31138. }
  31139. }
  31140. };
  31141. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31142. switch (type) {
  31143. case VertexBuffer.BYTE: {
  31144. var value = dataView.getInt8(byteOffset);
  31145. if (normalized) {
  31146. value = Math.max(value / 127, -1);
  31147. }
  31148. return value;
  31149. }
  31150. case VertexBuffer.UNSIGNED_BYTE: {
  31151. var value = dataView.getUint8(byteOffset);
  31152. if (normalized) {
  31153. value = value / 255;
  31154. }
  31155. return value;
  31156. }
  31157. case VertexBuffer.SHORT: {
  31158. var value = dataView.getInt16(byteOffset, true);
  31159. if (normalized) {
  31160. value = Math.max(value / 16383, -1);
  31161. }
  31162. return value;
  31163. }
  31164. case VertexBuffer.UNSIGNED_SHORT: {
  31165. var value = dataView.getUint16(byteOffset, true);
  31166. if (normalized) {
  31167. value = value / 65535;
  31168. }
  31169. return value;
  31170. }
  31171. case VertexBuffer.FLOAT: {
  31172. return dataView.getFloat32(byteOffset, true);
  31173. }
  31174. default: {
  31175. throw new Error("Invalid component type " + type);
  31176. }
  31177. }
  31178. };
  31179. /**
  31180. * The byte type.
  31181. */
  31182. VertexBuffer.BYTE = 5120;
  31183. /**
  31184. * The unsigned byte type.
  31185. */
  31186. VertexBuffer.UNSIGNED_BYTE = 5121;
  31187. /**
  31188. * The short type.
  31189. */
  31190. VertexBuffer.SHORT = 5122;
  31191. /**
  31192. * The unsigned short type.
  31193. */
  31194. VertexBuffer.UNSIGNED_SHORT = 5123;
  31195. /**
  31196. * The integer type.
  31197. */
  31198. VertexBuffer.INT = 5124;
  31199. /**
  31200. * The unsigned integer type.
  31201. */
  31202. VertexBuffer.UNSIGNED_INT = 5125;
  31203. /**
  31204. * The float type.
  31205. */
  31206. VertexBuffer.FLOAT = 5126;
  31207. // Enums
  31208. /**
  31209. * Positions
  31210. */
  31211. VertexBuffer.PositionKind = "position";
  31212. /**
  31213. * Normals
  31214. */
  31215. VertexBuffer.NormalKind = "normal";
  31216. /**
  31217. * Tangents
  31218. */
  31219. VertexBuffer.TangentKind = "tangent";
  31220. /**
  31221. * Texture coordinates
  31222. */
  31223. VertexBuffer.UVKind = "uv";
  31224. /**
  31225. * Texture coordinates 2
  31226. */
  31227. VertexBuffer.UV2Kind = "uv2";
  31228. /**
  31229. * Texture coordinates 3
  31230. */
  31231. VertexBuffer.UV3Kind = "uv3";
  31232. /**
  31233. * Texture coordinates 4
  31234. */
  31235. VertexBuffer.UV4Kind = "uv4";
  31236. /**
  31237. * Texture coordinates 5
  31238. */
  31239. VertexBuffer.UV5Kind = "uv5";
  31240. /**
  31241. * Texture coordinates 6
  31242. */
  31243. VertexBuffer.UV6Kind = "uv6";
  31244. /**
  31245. * Colors
  31246. */
  31247. VertexBuffer.ColorKind = "color";
  31248. /**
  31249. * Matrix indices (for bones)
  31250. */
  31251. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31252. /**
  31253. * Matrix weights (for bones)
  31254. */
  31255. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31256. /**
  31257. * Additional matrix indices (for bones)
  31258. */
  31259. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31260. /**
  31261. * Additional matrix weights (for bones)
  31262. */
  31263. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31264. return VertexBuffer;
  31265. }());
  31266. BABYLON.VertexBuffer = VertexBuffer;
  31267. })(BABYLON || (BABYLON = {}));
  31268. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31269. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31270. var BABYLON;
  31271. (function (BABYLON) {
  31272. /**
  31273. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31274. */
  31275. var DummyInternalTextureTracker = /** @class */ (function () {
  31276. function DummyInternalTextureTracker() {
  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. }
  31286. return DummyInternalTextureTracker;
  31287. }());
  31288. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31289. })(BABYLON || (BABYLON = {}));
  31290. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31291. var BABYLON;
  31292. (function (BABYLON) {
  31293. /**
  31294. * Class used to store data associated with WebGL texture data for the engine
  31295. * This class should not be used directly
  31296. */
  31297. var InternalTexture = /** @class */ (function () {
  31298. /**
  31299. * Creates a new InternalTexture
  31300. * @param engine defines the engine to use
  31301. * @param dataSource defines the type of data that will be used
  31302. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31303. */
  31304. function InternalTexture(engine, dataSource, delayAllocation) {
  31305. if (delayAllocation === void 0) { delayAllocation = false; }
  31306. /**
  31307. * Observable called when the texture is loaded
  31308. */
  31309. this.onLoadedObservable = new BABYLON.Observable();
  31310. /**
  31311. * Gets or set the previous tracker in the list
  31312. */
  31313. this.previous = null;
  31314. /**
  31315. * Gets or set the next tracker in the list
  31316. */
  31317. this.next = null;
  31318. // Private
  31319. /** @hidden */
  31320. this._invertVScale = false;
  31321. /** @hidden */
  31322. this._initialSlot = -1;
  31323. /** @hidden */
  31324. this._designatedSlot = -1;
  31325. /** @hidden */
  31326. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31327. /** @hidden */
  31328. this._comparisonFunction = 0;
  31329. /** @hidden */
  31330. this._sphericalPolynomial = null;
  31331. /** @hidden */
  31332. this._lodGenerationScale = 0;
  31333. /** @hidden */
  31334. this._lodGenerationOffset = 0;
  31335. /** @hidden */
  31336. this._isRGBD = false;
  31337. /** @hidden */
  31338. this._references = 1;
  31339. this._engine = engine;
  31340. this._dataSource = dataSource;
  31341. if (!delayAllocation) {
  31342. this._webGLTexture = engine._createTexture();
  31343. }
  31344. }
  31345. /**
  31346. * Gets the Engine the texture belongs to.
  31347. * @returns The babylon engine
  31348. */
  31349. InternalTexture.prototype.getEngine = function () {
  31350. return this._engine;
  31351. };
  31352. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31353. /**
  31354. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31355. */
  31356. get: function () {
  31357. return this._dataSource;
  31358. },
  31359. enumerable: true,
  31360. configurable: true
  31361. });
  31362. /**
  31363. * Increments the number of references (ie. the number of Texture that point to it)
  31364. */
  31365. InternalTexture.prototype.incrementReferences = function () {
  31366. this._references++;
  31367. };
  31368. /**
  31369. * Change the size of the texture (not the size of the content)
  31370. * @param width defines the new width
  31371. * @param height defines the new height
  31372. * @param depth defines the new depth (1 by default)
  31373. */
  31374. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31375. if (depth === void 0) { depth = 1; }
  31376. this.width = width;
  31377. this.height = height;
  31378. this.depth = depth;
  31379. this.baseWidth = width;
  31380. this.baseHeight = height;
  31381. this.baseDepth = depth;
  31382. this._size = width * height * depth;
  31383. };
  31384. /** @hidden */
  31385. InternalTexture.prototype._rebuild = function () {
  31386. var _this = this;
  31387. var proxy;
  31388. this.isReady = false;
  31389. this._cachedCoordinatesMode = null;
  31390. this._cachedWrapU = null;
  31391. this._cachedWrapV = null;
  31392. this._cachedAnisotropicFilteringLevel = null;
  31393. switch (this._dataSource) {
  31394. case InternalTexture.DATASOURCE_TEMP:
  31395. return;
  31396. case InternalTexture.DATASOURCE_URL:
  31397. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31398. proxy._swapAndDie(_this);
  31399. _this.isReady = true;
  31400. }, null, this._buffer, undefined, this.format);
  31401. return;
  31402. case InternalTexture.DATASOURCE_RAW:
  31403. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31404. proxy._swapAndDie(this);
  31405. this.isReady = true;
  31406. return;
  31407. case InternalTexture.DATASOURCE_RAW3D:
  31408. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31409. proxy._swapAndDie(this);
  31410. this.isReady = true;
  31411. return;
  31412. case InternalTexture.DATASOURCE_DYNAMIC:
  31413. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31414. proxy._swapAndDie(this);
  31415. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31416. // The engine will make sure to update content so no need to flag it as isReady = true
  31417. return;
  31418. case InternalTexture.DATASOURCE_RENDERTARGET:
  31419. var options = new BABYLON.RenderTargetCreationOptions();
  31420. options.generateDepthBuffer = this._generateDepthBuffer;
  31421. options.generateMipMaps = this.generateMipMaps;
  31422. options.generateStencilBuffer = this._generateStencilBuffer;
  31423. options.samplingMode = this.samplingMode;
  31424. options.type = this.type;
  31425. if (this.isCube) {
  31426. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31427. }
  31428. else {
  31429. var size = {
  31430. width: this.width,
  31431. height: this.height
  31432. };
  31433. proxy = this._engine.createRenderTargetTexture(size, options);
  31434. }
  31435. proxy._swapAndDie(this);
  31436. this.isReady = true;
  31437. return;
  31438. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31439. var depthTextureOptions = {
  31440. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31441. comparisonFunction: this._comparisonFunction,
  31442. generateStencil: this._generateStencilBuffer,
  31443. isCube: this.isCube
  31444. };
  31445. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31446. proxy._swapAndDie(this);
  31447. this.isReady = true;
  31448. return;
  31449. case InternalTexture.DATASOURCE_CUBE:
  31450. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31451. proxy._swapAndDie(_this);
  31452. _this.isReady = true;
  31453. }, null, this.format, this._extension);
  31454. return;
  31455. case InternalTexture.DATASOURCE_CUBERAW:
  31456. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31457. proxy._swapAndDie(this);
  31458. this.isReady = true;
  31459. return;
  31460. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31461. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31462. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31463. proxy._swapAndDie(_this);
  31464. _this.isReady = true;
  31465. });
  31466. return;
  31467. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31468. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31469. if (proxy) {
  31470. proxy._swapAndDie(_this);
  31471. }
  31472. _this.isReady = true;
  31473. }, null, this.format, this._extension);
  31474. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31475. return;
  31476. }
  31477. };
  31478. /** @hidden */
  31479. InternalTexture.prototype._swapAndDie = function (target) {
  31480. target._webGLTexture = this._webGLTexture;
  31481. if (this._framebuffer) {
  31482. target._framebuffer = this._framebuffer;
  31483. }
  31484. if (this._depthStencilBuffer) {
  31485. target._depthStencilBuffer = this._depthStencilBuffer;
  31486. }
  31487. if (this._lodTextureHigh) {
  31488. if (target._lodTextureHigh) {
  31489. target._lodTextureHigh.dispose();
  31490. }
  31491. target._lodTextureHigh = this._lodTextureHigh;
  31492. }
  31493. if (this._lodTextureMid) {
  31494. if (target._lodTextureMid) {
  31495. target._lodTextureMid.dispose();
  31496. }
  31497. target._lodTextureMid = this._lodTextureMid;
  31498. }
  31499. if (this._lodTextureLow) {
  31500. if (target._lodTextureLow) {
  31501. target._lodTextureLow.dispose();
  31502. }
  31503. target._lodTextureLow = this._lodTextureLow;
  31504. }
  31505. var cache = this._engine.getLoadedTexturesCache();
  31506. var index = cache.indexOf(this);
  31507. if (index !== -1) {
  31508. cache.splice(index, 1);
  31509. }
  31510. };
  31511. /**
  31512. * Dispose the current allocated resources
  31513. */
  31514. InternalTexture.prototype.dispose = function () {
  31515. if (!this._webGLTexture) {
  31516. return;
  31517. }
  31518. this._references--;
  31519. if (this._references === 0) {
  31520. this._engine._releaseTexture(this);
  31521. this._webGLTexture = null;
  31522. this.previous = null;
  31523. this.next = null;
  31524. }
  31525. };
  31526. /**
  31527. * The source of the texture data is unknown
  31528. */
  31529. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31530. /**
  31531. * Texture data comes from an URL
  31532. */
  31533. InternalTexture.DATASOURCE_URL = 1;
  31534. /**
  31535. * Texture data is only used for temporary storage
  31536. */
  31537. InternalTexture.DATASOURCE_TEMP = 2;
  31538. /**
  31539. * Texture data comes from raw data (ArrayBuffer)
  31540. */
  31541. InternalTexture.DATASOURCE_RAW = 3;
  31542. /**
  31543. * Texture content is dynamic (video or dynamic texture)
  31544. */
  31545. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31546. /**
  31547. * Texture content is generated by rendering to it
  31548. */
  31549. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31550. /**
  31551. * Texture content is part of a multi render target process
  31552. */
  31553. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31554. /**
  31555. * Texture data comes from a cube data file
  31556. */
  31557. InternalTexture.DATASOURCE_CUBE = 7;
  31558. /**
  31559. * Texture data comes from a raw cube data
  31560. */
  31561. InternalTexture.DATASOURCE_CUBERAW = 8;
  31562. /**
  31563. * Texture data come from a prefiltered cube data file
  31564. */
  31565. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31566. /**
  31567. * Texture content is raw 3D data
  31568. */
  31569. InternalTexture.DATASOURCE_RAW3D = 10;
  31570. /**
  31571. * Texture content is a depth texture
  31572. */
  31573. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31574. /**
  31575. * Texture data comes from a raw cube data encoded with RGBD
  31576. */
  31577. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31578. return InternalTexture;
  31579. }());
  31580. BABYLON.InternalTexture = InternalTexture;
  31581. })(BABYLON || (BABYLON = {}));
  31582. //# sourceMappingURL=babylon.internalTexture.js.map
  31583. var BABYLON;
  31584. (function (BABYLON) {
  31585. /**
  31586. * Base class of all the textures in babylon.
  31587. * It groups all the common properties the materials, post process, lights... might need
  31588. * in order to make a correct use of the texture.
  31589. */
  31590. var BaseTexture = /** @class */ (function () {
  31591. /**
  31592. * Instantiates a new BaseTexture.
  31593. * Base class of all the textures in babylon.
  31594. * It groups all the common properties the materials, post process, lights... might need
  31595. * in order to make a correct use of the texture.
  31596. * @param scene Define the scene the texture blongs to
  31597. */
  31598. function BaseTexture(scene) {
  31599. /**
  31600. * Gets or sets an object used to store user defined information.
  31601. */
  31602. this.metadata = null;
  31603. /**
  31604. * For internal use only. Please do not use.
  31605. */
  31606. this.reservedDataStore = null;
  31607. this._hasAlpha = false;
  31608. /**
  31609. * Defines if the alpha value should be determined via the rgb values.
  31610. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31611. */
  31612. this.getAlphaFromRGB = false;
  31613. /**
  31614. * Intensity or strength of the texture.
  31615. * It is commonly used by materials to fine tune the intensity of the texture
  31616. */
  31617. this.level = 1;
  31618. /**
  31619. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31620. * This is part of the texture as textures usually maps to one uv set.
  31621. */
  31622. this.coordinatesIndex = 0;
  31623. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31624. /**
  31625. * | Value | Type | Description |
  31626. * | ----- | ------------------ | ----------- |
  31627. * | 0 | CLAMP_ADDRESSMODE | |
  31628. * | 1 | WRAP_ADDRESSMODE | |
  31629. * | 2 | MIRROR_ADDRESSMODE | |
  31630. */
  31631. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31632. /**
  31633. * | Value | Type | Description |
  31634. * | ----- | ------------------ | ----------- |
  31635. * | 0 | CLAMP_ADDRESSMODE | |
  31636. * | 1 | WRAP_ADDRESSMODE | |
  31637. * | 2 | MIRROR_ADDRESSMODE | |
  31638. */
  31639. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31640. /**
  31641. * | Value | Type | Description |
  31642. * | ----- | ------------------ | ----------- |
  31643. * | 0 | CLAMP_ADDRESSMODE | |
  31644. * | 1 | WRAP_ADDRESSMODE | |
  31645. * | 2 | MIRROR_ADDRESSMODE | |
  31646. */
  31647. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31648. /**
  31649. * With compliant hardware and browser (supporting anisotropic filtering)
  31650. * this defines the level of anisotropic filtering in the texture.
  31651. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31652. */
  31653. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31654. /**
  31655. * Define if the texture is a cube texture or if false a 2d texture.
  31656. */
  31657. this.isCube = false;
  31658. /**
  31659. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31660. */
  31661. this.is3D = false;
  31662. /**
  31663. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31664. * HDR texture are usually stored in linear space.
  31665. * This only impacts the PBR and Background materials
  31666. */
  31667. this.gammaSpace = true;
  31668. /**
  31669. * Is Z inverted in the texture (useful in a cube texture).
  31670. */
  31671. this.invertZ = false;
  31672. /**
  31673. * @hidden
  31674. */
  31675. this.lodLevelInAlpha = false;
  31676. /**
  31677. * Define if the texture is a render target.
  31678. */
  31679. this.isRenderTarget = false;
  31680. /**
  31681. * Define the list of animation attached to the texture.
  31682. */
  31683. this.animations = new Array();
  31684. /**
  31685. * An event triggered when the texture is disposed.
  31686. */
  31687. this.onDisposeObservable = new BABYLON.Observable();
  31688. /**
  31689. * Define the current state of the loading sequence when in delayed load mode.
  31690. */
  31691. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31692. this._cachedSize = BABYLON.Size.Zero();
  31693. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31694. if (this._scene) {
  31695. this.uniqueId = this._scene.getUniqueId();
  31696. this._scene.addTexture(this);
  31697. }
  31698. this._uid = null;
  31699. }
  31700. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31701. get: function () {
  31702. return this._hasAlpha;
  31703. },
  31704. /**
  31705. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31706. */
  31707. set: function (value) {
  31708. if (this._hasAlpha === value) {
  31709. return;
  31710. }
  31711. this._hasAlpha = value;
  31712. if (this._scene) {
  31713. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31714. }
  31715. },
  31716. enumerable: true,
  31717. configurable: true
  31718. });
  31719. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31720. get: function () {
  31721. return this._coordinatesMode;
  31722. },
  31723. /**
  31724. * How a texture is mapped.
  31725. *
  31726. * | Value | Type | Description |
  31727. * | ----- | ----------------------------------- | ----------- |
  31728. * | 0 | EXPLICIT_MODE | |
  31729. * | 1 | SPHERICAL_MODE | |
  31730. * | 2 | PLANAR_MODE | |
  31731. * | 3 | CUBIC_MODE | |
  31732. * | 4 | PROJECTION_MODE | |
  31733. * | 5 | SKYBOX_MODE | |
  31734. * | 6 | INVCUBIC_MODE | |
  31735. * | 7 | EQUIRECTANGULAR_MODE | |
  31736. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31737. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31738. */
  31739. set: function (value) {
  31740. if (this._coordinatesMode === value) {
  31741. return;
  31742. }
  31743. this._coordinatesMode = value;
  31744. if (this._scene) {
  31745. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31746. }
  31747. },
  31748. enumerable: true,
  31749. configurable: true
  31750. });
  31751. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31752. /**
  31753. * Gets whether or not the texture contains RGBD data.
  31754. */
  31755. get: function () {
  31756. return this._texture != null && this._texture._isRGBD;
  31757. },
  31758. enumerable: true,
  31759. configurable: true
  31760. });
  31761. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31762. /**
  31763. * Are mip maps generated for this texture or not.
  31764. */
  31765. get: function () {
  31766. return false;
  31767. },
  31768. enumerable: true,
  31769. configurable: true
  31770. });
  31771. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31772. /**
  31773. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31774. */
  31775. get: function () {
  31776. if (this._texture) {
  31777. return this._texture._lodGenerationOffset;
  31778. }
  31779. return 0.0;
  31780. },
  31781. set: function (value) {
  31782. if (this._texture) {
  31783. this._texture._lodGenerationOffset = value;
  31784. }
  31785. },
  31786. enumerable: true,
  31787. configurable: true
  31788. });
  31789. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31790. /**
  31791. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31792. */
  31793. get: function () {
  31794. if (this._texture) {
  31795. return this._texture._lodGenerationScale;
  31796. }
  31797. return 0.0;
  31798. },
  31799. set: function (value) {
  31800. if (this._texture) {
  31801. this._texture._lodGenerationScale = value;
  31802. }
  31803. },
  31804. enumerable: true,
  31805. configurable: true
  31806. });
  31807. Object.defineProperty(BaseTexture.prototype, "uid", {
  31808. /**
  31809. * Define the unique id of the texture in the scene.
  31810. */
  31811. get: function () {
  31812. if (!this._uid) {
  31813. this._uid = BABYLON.Tools.RandomId();
  31814. }
  31815. return this._uid;
  31816. },
  31817. enumerable: true,
  31818. configurable: true
  31819. });
  31820. /**
  31821. * Return a string representation of the texture.
  31822. * @returns the texture as a string
  31823. */
  31824. BaseTexture.prototype.toString = function () {
  31825. return this.name;
  31826. };
  31827. /**
  31828. * Get the class name of the texture.
  31829. * @returns "BaseTexture"
  31830. */
  31831. BaseTexture.prototype.getClassName = function () {
  31832. return "BaseTexture";
  31833. };
  31834. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31835. /**
  31836. * Callback triggered when the texture has been disposed.
  31837. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31838. */
  31839. set: function (callback) {
  31840. if (this._onDisposeObserver) {
  31841. this.onDisposeObservable.remove(this._onDisposeObserver);
  31842. }
  31843. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31844. },
  31845. enumerable: true,
  31846. configurable: true
  31847. });
  31848. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31849. /**
  31850. * Define if the texture is preventinga material to render or not.
  31851. * If not and the texture is not ready, the engine will use a default black texture instead.
  31852. */
  31853. get: function () {
  31854. return true;
  31855. },
  31856. enumerable: true,
  31857. configurable: true
  31858. });
  31859. /**
  31860. * Get the scene the texture belongs to.
  31861. * @returns the scene or null if undefined
  31862. */
  31863. BaseTexture.prototype.getScene = function () {
  31864. return this._scene;
  31865. };
  31866. /**
  31867. * Get the texture transform matrix used to offset tile the texture for istance.
  31868. * @returns the transformation matrix
  31869. */
  31870. BaseTexture.prototype.getTextureMatrix = function () {
  31871. return BABYLON.Matrix.IdentityReadOnly;
  31872. };
  31873. /**
  31874. * Get the texture reflection matrix used to rotate/transform the reflection.
  31875. * @returns the reflection matrix
  31876. */
  31877. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31878. return BABYLON.Matrix.IdentityReadOnly;
  31879. };
  31880. /**
  31881. * Get the underlying lower level texture from Babylon.
  31882. * @returns the insternal texture
  31883. */
  31884. BaseTexture.prototype.getInternalTexture = function () {
  31885. return this._texture;
  31886. };
  31887. /**
  31888. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31889. * @returns true if ready or not blocking
  31890. */
  31891. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31892. return !this.isBlocking || this.isReady();
  31893. };
  31894. /**
  31895. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31896. * @returns true if fully ready
  31897. */
  31898. BaseTexture.prototype.isReady = function () {
  31899. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31900. this.delayLoad();
  31901. return false;
  31902. }
  31903. if (this._texture) {
  31904. return this._texture.isReady;
  31905. }
  31906. return false;
  31907. };
  31908. /**
  31909. * Get the size of the texture.
  31910. * @returns the texture size.
  31911. */
  31912. BaseTexture.prototype.getSize = function () {
  31913. if (this._texture) {
  31914. if (this._texture.width) {
  31915. this._cachedSize.width = this._texture.width;
  31916. this._cachedSize.height = this._texture.height;
  31917. return this._cachedSize;
  31918. }
  31919. if (this._texture._size) {
  31920. this._cachedSize.width = this._texture._size;
  31921. this._cachedSize.height = this._texture._size;
  31922. return this._cachedSize;
  31923. }
  31924. }
  31925. return this._cachedSize;
  31926. };
  31927. /**
  31928. * Get the base size of the texture.
  31929. * It can be different from the size if the texture has been resized for POT for instance
  31930. * @returns the base size
  31931. */
  31932. BaseTexture.prototype.getBaseSize = function () {
  31933. if (!this.isReady() || !this._texture) {
  31934. return BABYLON.Size.Zero();
  31935. }
  31936. if (this._texture._size) {
  31937. return new BABYLON.Size(this._texture._size, this._texture._size);
  31938. }
  31939. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31940. };
  31941. /**
  31942. * Update the sampling mode of the texture.
  31943. * Default is Trilinear mode.
  31944. *
  31945. * | Value | Type | Description |
  31946. * | ----- | ------------------ | ----------- |
  31947. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31948. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31949. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31950. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31951. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31952. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31953. * | 7 | NEAREST_LINEAR | |
  31954. * | 8 | NEAREST_NEAREST | |
  31955. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31956. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31957. * | 11 | LINEAR_LINEAR | |
  31958. * | 12 | LINEAR_NEAREST | |
  31959. *
  31960. * > _mag_: magnification filter (close to the viewer)
  31961. * > _min_: minification filter (far from the viewer)
  31962. * > _mip_: filter used between mip map levels
  31963. *@param samplingMode Define the new sampling mode of the texture
  31964. */
  31965. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  31966. if (!this._texture) {
  31967. return;
  31968. }
  31969. var scene = this.getScene();
  31970. if (!scene) {
  31971. return;
  31972. }
  31973. this._samplingMode = samplingMode;
  31974. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31975. };
  31976. /**
  31977. * Scales the texture if is `canRescale()`
  31978. * @param ratio the resize factor we want to use to rescale
  31979. */
  31980. BaseTexture.prototype.scale = function (ratio) {
  31981. };
  31982. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31983. /**
  31984. * Get if the texture can rescale.
  31985. */
  31986. get: function () {
  31987. return false;
  31988. },
  31989. enumerable: true,
  31990. configurable: true
  31991. });
  31992. /** @hidden */
  31993. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31994. if (!this._scene) {
  31995. return null;
  31996. }
  31997. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31998. for (var index = 0; index < texturesCache.length; index++) {
  31999. var texturesCacheEntry = texturesCache[index];
  32000. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  32001. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  32002. texturesCacheEntry.incrementReferences();
  32003. return texturesCacheEntry;
  32004. }
  32005. }
  32006. }
  32007. return null;
  32008. };
  32009. /** @hidden */
  32010. BaseTexture.prototype._rebuild = function () {
  32011. };
  32012. /**
  32013. * Triggers the load sequence in delayed load mode.
  32014. */
  32015. BaseTexture.prototype.delayLoad = function () {
  32016. };
  32017. /**
  32018. * Clones the texture.
  32019. * @returns the cloned texture
  32020. */
  32021. BaseTexture.prototype.clone = function () {
  32022. return null;
  32023. };
  32024. Object.defineProperty(BaseTexture.prototype, "textureType", {
  32025. /**
  32026. * Get the texture underlying type (INT, FLOAT...)
  32027. */
  32028. get: function () {
  32029. if (!this._texture) {
  32030. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32031. }
  32032. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32033. },
  32034. enumerable: true,
  32035. configurable: true
  32036. });
  32037. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  32038. /**
  32039. * Get the texture underlying format (RGB, RGBA...)
  32040. */
  32041. get: function () {
  32042. if (!this._texture) {
  32043. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32044. }
  32045. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32046. },
  32047. enumerable: true,
  32048. configurable: true
  32049. });
  32050. /**
  32051. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  32052. * This will returns an RGBA array buffer containing either in values (0-255) or
  32053. * float values (0-1) depending of the underlying buffer type.
  32054. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  32055. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  32056. * @param buffer defines a user defined buffer to fill with data (can be null)
  32057. * @returns The Array buffer containing the pixels data.
  32058. */
  32059. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  32060. if (faceIndex === void 0) { faceIndex = 0; }
  32061. if (level === void 0) { level = 0; }
  32062. if (buffer === void 0) { buffer = null; }
  32063. if (!this._texture) {
  32064. return null;
  32065. }
  32066. var size = this.getSize();
  32067. var width = size.width;
  32068. var height = size.height;
  32069. var scene = this.getScene();
  32070. if (!scene) {
  32071. return null;
  32072. }
  32073. var engine = scene.getEngine();
  32074. if (level != 0) {
  32075. width = width / Math.pow(2, level);
  32076. height = height / Math.pow(2, level);
  32077. width = Math.round(width);
  32078. height = Math.round(height);
  32079. }
  32080. if (this._texture.isCube) {
  32081. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32082. }
  32083. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32084. };
  32085. /**
  32086. * Release and destroy the underlying lower level texture aka internalTexture.
  32087. */
  32088. BaseTexture.prototype.releaseInternalTexture = function () {
  32089. if (this._texture) {
  32090. this._texture.dispose();
  32091. this._texture = null;
  32092. }
  32093. };
  32094. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32095. /**
  32096. * Get the polynomial representation of the texture data.
  32097. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32098. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32099. */
  32100. get: function () {
  32101. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32102. return null;
  32103. }
  32104. if (!this._texture._sphericalPolynomial) {
  32105. this._texture._sphericalPolynomial =
  32106. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32107. }
  32108. return this._texture._sphericalPolynomial;
  32109. },
  32110. set: function (value) {
  32111. if (this._texture) {
  32112. this._texture._sphericalPolynomial = value;
  32113. }
  32114. },
  32115. enumerable: true,
  32116. configurable: true
  32117. });
  32118. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32119. /** @hidden */
  32120. get: function () {
  32121. if (this._texture) {
  32122. return this._texture._lodTextureHigh;
  32123. }
  32124. return null;
  32125. },
  32126. enumerable: true,
  32127. configurable: true
  32128. });
  32129. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32130. /** @hidden */
  32131. get: function () {
  32132. if (this._texture) {
  32133. return this._texture._lodTextureMid;
  32134. }
  32135. return null;
  32136. },
  32137. enumerable: true,
  32138. configurable: true
  32139. });
  32140. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32141. /** @hidden */
  32142. get: function () {
  32143. if (this._texture) {
  32144. return this._texture._lodTextureLow;
  32145. }
  32146. return null;
  32147. },
  32148. enumerable: true,
  32149. configurable: true
  32150. });
  32151. /**
  32152. * Dispose the texture and release its associated resources.
  32153. */
  32154. BaseTexture.prototype.dispose = function () {
  32155. if (!this._scene) {
  32156. return;
  32157. }
  32158. // Animations
  32159. this._scene.stopAnimation(this);
  32160. // Remove from scene
  32161. this._scene._removePendingData(this);
  32162. var index = this._scene.textures.indexOf(this);
  32163. if (index >= 0) {
  32164. this._scene.textures.splice(index, 1);
  32165. }
  32166. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32167. if (this._texture === undefined) {
  32168. return;
  32169. }
  32170. // Release
  32171. this.releaseInternalTexture();
  32172. // Callback
  32173. this.onDisposeObservable.notifyObservers(this);
  32174. this.onDisposeObservable.clear();
  32175. };
  32176. /**
  32177. * Serialize the texture into a JSON representation that can be parsed later on.
  32178. * @returns the JSON representation of the texture
  32179. */
  32180. BaseTexture.prototype.serialize = function () {
  32181. if (!this.name) {
  32182. return null;
  32183. }
  32184. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32185. // Animations
  32186. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32187. return serializationObject;
  32188. };
  32189. /**
  32190. * Helper function to be called back once a list of texture contains only ready textures.
  32191. * @param textures Define the list of textures to wait for
  32192. * @param callback Define the callback triggered once the entire list will be ready
  32193. */
  32194. BaseTexture.WhenAllReady = function (textures, callback) {
  32195. var numRemaining = textures.length;
  32196. if (numRemaining === 0) {
  32197. callback();
  32198. return;
  32199. }
  32200. var _loop_1 = function () {
  32201. texture = textures[i];
  32202. if (texture.isReady()) {
  32203. if (--numRemaining === 0) {
  32204. callback();
  32205. }
  32206. }
  32207. else {
  32208. onLoadObservable = texture.onLoadObservable;
  32209. var onLoadCallback_1 = function () {
  32210. onLoadObservable.removeCallback(onLoadCallback_1);
  32211. if (--numRemaining === 0) {
  32212. callback();
  32213. }
  32214. };
  32215. onLoadObservable.add(onLoadCallback_1);
  32216. }
  32217. };
  32218. var texture, onLoadObservable;
  32219. for (var i = 0; i < textures.length; i++) {
  32220. _loop_1();
  32221. }
  32222. };
  32223. /**
  32224. * Default anisotropic filtering level for the application.
  32225. * It is set to 4 as a good tradeoff between perf and quality.
  32226. */
  32227. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32228. __decorate([
  32229. BABYLON.serialize()
  32230. ], BaseTexture.prototype, "uniqueId", void 0);
  32231. __decorate([
  32232. BABYLON.serialize()
  32233. ], BaseTexture.prototype, "name", void 0);
  32234. __decorate([
  32235. BABYLON.serialize()
  32236. ], BaseTexture.prototype, "metadata", void 0);
  32237. __decorate([
  32238. BABYLON.serialize("hasAlpha")
  32239. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32240. __decorate([
  32241. BABYLON.serialize()
  32242. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32243. __decorate([
  32244. BABYLON.serialize()
  32245. ], BaseTexture.prototype, "level", void 0);
  32246. __decorate([
  32247. BABYLON.serialize()
  32248. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32249. __decorate([
  32250. BABYLON.serialize("coordinatesMode")
  32251. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32252. __decorate([
  32253. BABYLON.serialize()
  32254. ], BaseTexture.prototype, "wrapU", void 0);
  32255. __decorate([
  32256. BABYLON.serialize()
  32257. ], BaseTexture.prototype, "wrapV", void 0);
  32258. __decorate([
  32259. BABYLON.serialize()
  32260. ], BaseTexture.prototype, "wrapR", void 0);
  32261. __decorate([
  32262. BABYLON.serialize()
  32263. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32264. __decorate([
  32265. BABYLON.serialize()
  32266. ], BaseTexture.prototype, "isCube", void 0);
  32267. __decorate([
  32268. BABYLON.serialize()
  32269. ], BaseTexture.prototype, "is3D", void 0);
  32270. __decorate([
  32271. BABYLON.serialize()
  32272. ], BaseTexture.prototype, "gammaSpace", void 0);
  32273. __decorate([
  32274. BABYLON.serialize()
  32275. ], BaseTexture.prototype, "invertZ", void 0);
  32276. __decorate([
  32277. BABYLON.serialize()
  32278. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32279. __decorate([
  32280. BABYLON.serialize()
  32281. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32282. __decorate([
  32283. BABYLON.serialize()
  32284. ], BaseTexture.prototype, "lodGenerationScale", null);
  32285. __decorate([
  32286. BABYLON.serialize()
  32287. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32288. return BaseTexture;
  32289. }());
  32290. BABYLON.BaseTexture = BaseTexture;
  32291. })(BABYLON || (BABYLON = {}));
  32292. //# sourceMappingURL=babylon.baseTexture.js.map
  32293. var BABYLON;
  32294. (function (BABYLON) {
  32295. /**
  32296. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32297. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32298. */
  32299. var Texture = /** @class */ (function (_super) {
  32300. __extends(Texture, _super);
  32301. /**
  32302. * Instantiates a new texture.
  32303. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32304. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32305. * @param url define the url of the picture to load as a texture
  32306. * @param scene define the scene the texture will belong to
  32307. * @param noMipmap define if the texture will require mip maps or not
  32308. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32309. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32310. * @param onLoad define a callback triggered when the texture has been loaded
  32311. * @param onError define a callback triggered when an error occurred during the loading session
  32312. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32313. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32314. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32315. */
  32316. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32317. if (noMipmap === void 0) { noMipmap = false; }
  32318. if (invertY === void 0) { invertY = true; }
  32319. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32320. if (onLoad === void 0) { onLoad = null; }
  32321. if (onError === void 0) { onError = null; }
  32322. if (buffer === void 0) { buffer = null; }
  32323. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32324. var _this = _super.call(this, scene) || this;
  32325. /**
  32326. * Define an offset on the texture to offset the u coordinates of the UVs
  32327. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32328. */
  32329. _this.uOffset = 0;
  32330. /**
  32331. * Define an offset on the texture to offset the v coordinates of the UVs
  32332. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32333. */
  32334. _this.vOffset = 0;
  32335. /**
  32336. * Define an offset on the texture to scale the u coordinates of the UVs
  32337. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32338. */
  32339. _this.uScale = 1.0;
  32340. /**
  32341. * Define an offset on the texture to scale the v coordinates of the UVs
  32342. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32343. */
  32344. _this.vScale = 1.0;
  32345. /**
  32346. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32347. * @see http://doc.babylonjs.com/how_to/more_materials
  32348. */
  32349. _this.uAng = 0;
  32350. /**
  32351. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32352. * @see http://doc.babylonjs.com/how_to/more_materials
  32353. */
  32354. _this.vAng = 0;
  32355. /**
  32356. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32357. * @see http://doc.babylonjs.com/how_to/more_materials
  32358. */
  32359. _this.wAng = 0;
  32360. /**
  32361. * Defines the center of rotation (U)
  32362. */
  32363. _this.uRotationCenter = 0.5;
  32364. /**
  32365. * Defines the center of rotation (V)
  32366. */
  32367. _this.vRotationCenter = 0.5;
  32368. /**
  32369. * Defines the center of rotation (W)
  32370. */
  32371. _this.wRotationCenter = 0.5;
  32372. /**
  32373. * Observable triggered once the texture has been loaded.
  32374. */
  32375. _this.onLoadObservable = new BABYLON.Observable();
  32376. _this._isBlocking = true;
  32377. _this.name = url || "";
  32378. _this.url = url;
  32379. _this._noMipmap = noMipmap;
  32380. _this._invertY = invertY;
  32381. _this._samplingMode = samplingMode;
  32382. _this._buffer = buffer;
  32383. _this._deleteBuffer = deleteBuffer;
  32384. if (format) {
  32385. _this._format = format;
  32386. }
  32387. scene = _this.getScene();
  32388. if (!scene) {
  32389. return _this;
  32390. }
  32391. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32392. var load = function () {
  32393. if (_this._texture && _this._texture._invertVScale) {
  32394. _this.vScale *= -1;
  32395. }
  32396. if (_this.onLoadObservable.hasObservers()) {
  32397. _this.onLoadObservable.notifyObservers(_this);
  32398. }
  32399. if (onLoad) {
  32400. onLoad();
  32401. }
  32402. if (!_this.isBlocking && scene) {
  32403. scene.resetCachedMaterial();
  32404. }
  32405. };
  32406. if (!_this.url) {
  32407. _this._delayedOnLoad = load;
  32408. _this._delayedOnError = onError;
  32409. return _this;
  32410. }
  32411. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32412. if (!_this._texture) {
  32413. if (!scene.useDelayedTextureLoading) {
  32414. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32415. if (deleteBuffer) {
  32416. delete _this._buffer;
  32417. }
  32418. }
  32419. else {
  32420. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32421. _this._delayedOnLoad = load;
  32422. _this._delayedOnError = onError;
  32423. }
  32424. }
  32425. else {
  32426. if (_this._texture.isReady) {
  32427. BABYLON.Tools.SetImmediate(function () { return load(); });
  32428. }
  32429. else {
  32430. _this._texture.onLoadedObservable.add(load);
  32431. }
  32432. }
  32433. return _this;
  32434. }
  32435. Object.defineProperty(Texture.prototype, "noMipmap", {
  32436. /**
  32437. * Are mip maps generated for this texture or not.
  32438. */
  32439. get: function () {
  32440. return this._noMipmap;
  32441. },
  32442. enumerable: true,
  32443. configurable: true
  32444. });
  32445. Object.defineProperty(Texture.prototype, "isBlocking", {
  32446. get: function () {
  32447. return this._isBlocking;
  32448. },
  32449. /**
  32450. * Is the texture preventing material to render while loading.
  32451. * If false, a default texture will be used instead of the loading one during the preparation step.
  32452. */
  32453. set: function (value) {
  32454. this._isBlocking = value;
  32455. },
  32456. enumerable: true,
  32457. configurable: true
  32458. });
  32459. Object.defineProperty(Texture.prototype, "samplingMode", {
  32460. /**
  32461. * Get the current sampling mode associated with the texture.
  32462. */
  32463. get: function () {
  32464. return this._samplingMode;
  32465. },
  32466. enumerable: true,
  32467. configurable: true
  32468. });
  32469. Object.defineProperty(Texture.prototype, "invertY", {
  32470. /**
  32471. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32472. */
  32473. get: function () {
  32474. return this._invertY;
  32475. },
  32476. enumerable: true,
  32477. configurable: true
  32478. });
  32479. /**
  32480. * Update the url (and optional buffer) of this texture if url was null during construction.
  32481. * @param url the url of the texture
  32482. * @param buffer the buffer of the texture (defaults to null)
  32483. * @param onLoad callback called when the texture is loaded (defaults to null)
  32484. */
  32485. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32486. if (buffer === void 0) { buffer = null; }
  32487. if (this.url) {
  32488. this.releaseInternalTexture();
  32489. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32490. }
  32491. this.url = url;
  32492. this._buffer = buffer;
  32493. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32494. if (onLoad) {
  32495. this._delayedOnLoad = onLoad;
  32496. }
  32497. this.delayLoad();
  32498. };
  32499. /**
  32500. * Finish the loading sequence of a texture flagged as delayed load.
  32501. * @hidden
  32502. */
  32503. Texture.prototype.delayLoad = function () {
  32504. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32505. return;
  32506. }
  32507. var scene = this.getScene();
  32508. if (!scene) {
  32509. return;
  32510. }
  32511. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32512. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32513. if (!this._texture) {
  32514. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32515. if (this._deleteBuffer) {
  32516. delete this._buffer;
  32517. }
  32518. }
  32519. else {
  32520. if (this._delayedOnLoad) {
  32521. if (this._texture.isReady) {
  32522. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32523. }
  32524. else {
  32525. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32526. }
  32527. }
  32528. }
  32529. this._delayedOnLoad = null;
  32530. this._delayedOnError = null;
  32531. };
  32532. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32533. x *= this.uScale;
  32534. y *= this.vScale;
  32535. x -= this.uRotationCenter * this.uScale;
  32536. y -= this.vRotationCenter * this.vScale;
  32537. z -= this.wRotationCenter;
  32538. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32539. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32540. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32541. t.z += this.wRotationCenter;
  32542. };
  32543. /**
  32544. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32545. * @returns the transform matrix of the texture.
  32546. */
  32547. Texture.prototype.getTextureMatrix = function () {
  32548. var _this = this;
  32549. if (this.uOffset === this._cachedUOffset &&
  32550. this.vOffset === this._cachedVOffset &&
  32551. this.uScale === this._cachedUScale &&
  32552. this.vScale === this._cachedVScale &&
  32553. this.uAng === this._cachedUAng &&
  32554. this.vAng === this._cachedVAng &&
  32555. this.wAng === this._cachedWAng) {
  32556. return this._cachedTextureMatrix;
  32557. }
  32558. this._cachedUOffset = this.uOffset;
  32559. this._cachedVOffset = this.vOffset;
  32560. this._cachedUScale = this.uScale;
  32561. this._cachedVScale = this.vScale;
  32562. this._cachedUAng = this.uAng;
  32563. this._cachedVAng = this.vAng;
  32564. this._cachedWAng = this.wAng;
  32565. if (!this._cachedTextureMatrix) {
  32566. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32567. this._rowGenerationMatrix = new BABYLON.Matrix();
  32568. this._t0 = BABYLON.Vector3.Zero();
  32569. this._t1 = BABYLON.Vector3.Zero();
  32570. this._t2 = BABYLON.Vector3.Zero();
  32571. }
  32572. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32573. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32574. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32575. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32576. this._t1.subtractInPlace(this._t0);
  32577. this._t2.subtractInPlace(this._t0);
  32578. 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);
  32579. var scene = this.getScene();
  32580. if (!scene) {
  32581. return this._cachedTextureMatrix;
  32582. }
  32583. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32584. return mat.hasTexture(_this);
  32585. });
  32586. return this._cachedTextureMatrix;
  32587. };
  32588. /**
  32589. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32590. * @returns The reflection texture transform
  32591. */
  32592. Texture.prototype.getReflectionTextureMatrix = function () {
  32593. var _this = this;
  32594. var scene = this.getScene();
  32595. if (!scene) {
  32596. return this._cachedTextureMatrix;
  32597. }
  32598. if (this.uOffset === this._cachedUOffset &&
  32599. this.vOffset === this._cachedVOffset &&
  32600. this.uScale === this._cachedUScale &&
  32601. this.vScale === this._cachedVScale &&
  32602. this.coordinatesMode === this._cachedCoordinatesMode) {
  32603. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32604. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32605. return this._cachedTextureMatrix;
  32606. }
  32607. }
  32608. else {
  32609. return this._cachedTextureMatrix;
  32610. }
  32611. }
  32612. if (!this._cachedTextureMatrix) {
  32613. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32614. }
  32615. if (!this._projectionModeMatrix) {
  32616. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32617. }
  32618. this._cachedUOffset = this.uOffset;
  32619. this._cachedVOffset = this.vOffset;
  32620. this._cachedUScale = this.uScale;
  32621. this._cachedVScale = this.vScale;
  32622. this._cachedCoordinatesMode = this.coordinatesMode;
  32623. switch (this.coordinatesMode) {
  32624. case Texture.PLANAR_MODE:
  32625. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32626. this._cachedTextureMatrix[0] = this.uScale;
  32627. this._cachedTextureMatrix[5] = this.vScale;
  32628. this._cachedTextureMatrix[12] = this.uOffset;
  32629. this._cachedTextureMatrix[13] = this.vOffset;
  32630. break;
  32631. case Texture.PROJECTION_MODE:
  32632. 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);
  32633. var projectionMatrix = scene.getProjectionMatrix();
  32634. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32635. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32636. break;
  32637. default:
  32638. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32639. break;
  32640. }
  32641. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32642. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32643. });
  32644. return this._cachedTextureMatrix;
  32645. };
  32646. /**
  32647. * Clones the texture.
  32648. * @returns the cloned texture
  32649. */
  32650. Texture.prototype.clone = function () {
  32651. var _this = this;
  32652. return BABYLON.SerializationHelper.Clone(function () {
  32653. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32654. }, this);
  32655. };
  32656. /**
  32657. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32658. * @returns The JSON representation of the texture
  32659. */
  32660. Texture.prototype.serialize = function () {
  32661. var serializationObject = _super.prototype.serialize.call(this);
  32662. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32663. serializationObject.base64String = this._buffer;
  32664. serializationObject.name = serializationObject.name.replace("data:", "");
  32665. }
  32666. serializationObject.invertY = this._invertY;
  32667. serializationObject.samplingMode = this.samplingMode;
  32668. return serializationObject;
  32669. };
  32670. /**
  32671. * Get the current class name of the texture useful for serialization or dynamic coding.
  32672. * @returns "Texture"
  32673. */
  32674. Texture.prototype.getClassName = function () {
  32675. return "Texture";
  32676. };
  32677. /**
  32678. * Dispose the texture and release its associated resources.
  32679. */
  32680. Texture.prototype.dispose = function () {
  32681. _super.prototype.dispose.call(this);
  32682. this.onLoadObservable.clear();
  32683. this._delayedOnLoad = null;
  32684. this._delayedOnError = null;
  32685. };
  32686. /**
  32687. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32688. * @param parsedTexture Define the JSON representation of the texture
  32689. * @param scene Define the scene the parsed texture should be instantiated in
  32690. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32691. * @returns The parsed texture if successful
  32692. */
  32693. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32694. if (parsedTexture.customType) {
  32695. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32696. // Update Sampling Mode
  32697. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32698. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32699. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32700. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32701. }
  32702. }
  32703. return parsedCustomTexture;
  32704. }
  32705. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32706. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32707. }
  32708. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32709. return null;
  32710. }
  32711. var texture = BABYLON.SerializationHelper.Parse(function () {
  32712. var generateMipMaps = true;
  32713. if (parsedTexture.noMipmap) {
  32714. generateMipMaps = false;
  32715. }
  32716. if (parsedTexture.mirrorPlane) {
  32717. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32718. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32719. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32720. return mirrorTexture;
  32721. }
  32722. else if (parsedTexture.isRenderTarget) {
  32723. var renderTargetTexture = null;
  32724. if (parsedTexture.isCube) {
  32725. // Search for an existing reflection probe (which contains a cube render target texture)
  32726. if (scene.reflectionProbes) {
  32727. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32728. var probe = scene.reflectionProbes[index];
  32729. if (probe.name === parsedTexture.name) {
  32730. return probe.cubeTexture;
  32731. }
  32732. }
  32733. }
  32734. }
  32735. else {
  32736. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32737. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32738. }
  32739. return renderTargetTexture;
  32740. }
  32741. else {
  32742. var texture;
  32743. if (parsedTexture.base64String) {
  32744. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32745. }
  32746. else {
  32747. var url = rootUrl + parsedTexture.name;
  32748. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32749. url = parsedTexture.url;
  32750. }
  32751. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32752. }
  32753. return texture;
  32754. }
  32755. }, parsedTexture, scene);
  32756. // Update Sampling Mode
  32757. if (parsedTexture.samplingMode) {
  32758. var sampling = parsedTexture.samplingMode;
  32759. if (texture && texture._samplingMode !== sampling) {
  32760. texture.updateSamplingMode(sampling);
  32761. }
  32762. }
  32763. // Animations
  32764. if (texture && parsedTexture.animations) {
  32765. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32766. var parsedAnimation = parsedTexture.animations[animationIndex];
  32767. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32768. }
  32769. }
  32770. return texture;
  32771. };
  32772. /**
  32773. * Creates a texture from its base 64 representation.
  32774. * @param data Define the base64 payload without the data: prefix
  32775. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32776. * @param scene Define the scene the texture should belong to
  32777. * @param noMipmap Forces the texture to not create mip map information if true
  32778. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32779. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32780. * @param onLoad define a callback triggered when the texture has been loaded
  32781. * @param onError define a callback triggered when an error occurred during the loading session
  32782. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32783. * @returns the created texture
  32784. */
  32785. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32786. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32787. if (onLoad === void 0) { onLoad = null; }
  32788. if (onError === void 0) { onError = null; }
  32789. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32790. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32791. };
  32792. /**
  32793. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32794. * @param data Define the base64 payload without the data: prefix
  32795. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32796. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32797. * @param scene Define the scene the texture should belong to
  32798. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32799. * @param noMipmap Forces the texture to not create mip map information if true
  32800. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32801. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32802. * @param onLoad define a callback triggered when the texture has been loaded
  32803. * @param onError define a callback triggered when an error occurred during the loading session
  32804. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32805. * @returns the created texture
  32806. */
  32807. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32808. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32809. if (noMipmap === void 0) { noMipmap = false; }
  32810. if (invertY === void 0) { invertY = true; }
  32811. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32812. if (onLoad === void 0) { onLoad = null; }
  32813. if (onError === void 0) { onError = null; }
  32814. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32815. if (name.substr(0, 5) !== "data:") {
  32816. name = "data:" + name;
  32817. }
  32818. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32819. };
  32820. /** nearest is mag = nearest and min = nearest and mip = linear */
  32821. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32822. /** nearest is mag = nearest and min = nearest and mip = linear */
  32823. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32824. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32825. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32826. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32827. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32828. /** Trilinear is mag = linear and min = linear and mip = linear */
  32829. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32830. /** Trilinear is mag = linear and min = linear and mip = linear */
  32831. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32832. /** mag = nearest and min = nearest and mip = nearest */
  32833. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32834. /** mag = nearest and min = linear and mip = nearest */
  32835. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32836. /** mag = nearest and min = linear and mip = linear */
  32837. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32838. /** mag = nearest and min = linear and mip = none */
  32839. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32840. /** mag = nearest and min = nearest and mip = none */
  32841. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32842. /** mag = linear and min = nearest and mip = nearest */
  32843. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32844. /** mag = linear and min = nearest and mip = linear */
  32845. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32846. /** mag = linear and min = linear and mip = none */
  32847. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32848. /** mag = linear and min = nearest and mip = none */
  32849. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32850. /** Explicit coordinates mode */
  32851. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32852. /** Spherical coordinates mode */
  32853. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32854. /** Planar coordinates mode */
  32855. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32856. /** Cubic coordinates mode */
  32857. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32858. /** Projection coordinates mode */
  32859. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32860. /** Inverse Cubic coordinates mode */
  32861. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32862. /** Inverse Cubic coordinates mode */
  32863. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32864. /** Equirectangular coordinates mode */
  32865. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32866. /** Equirectangular Fixed coordinates mode */
  32867. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32868. /** Equirectangular Fixed Mirrored coordinates mode */
  32869. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32870. /** Texture is not repeating outside of 0..1 UVs */
  32871. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32872. /** Texture is repeating outside of 0..1 UVs */
  32873. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32874. /** Texture is repeating and mirrored */
  32875. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32876. /**
  32877. * 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
  32878. */
  32879. Texture.UseSerializedUrlIfAny = false;
  32880. __decorate([
  32881. BABYLON.serialize()
  32882. ], Texture.prototype, "url", void 0);
  32883. __decorate([
  32884. BABYLON.serialize()
  32885. ], Texture.prototype, "uOffset", void 0);
  32886. __decorate([
  32887. BABYLON.serialize()
  32888. ], Texture.prototype, "vOffset", void 0);
  32889. __decorate([
  32890. BABYLON.serialize()
  32891. ], Texture.prototype, "uScale", void 0);
  32892. __decorate([
  32893. BABYLON.serialize()
  32894. ], Texture.prototype, "vScale", void 0);
  32895. __decorate([
  32896. BABYLON.serialize()
  32897. ], Texture.prototype, "uAng", void 0);
  32898. __decorate([
  32899. BABYLON.serialize()
  32900. ], Texture.prototype, "vAng", void 0);
  32901. __decorate([
  32902. BABYLON.serialize()
  32903. ], Texture.prototype, "wAng", void 0);
  32904. __decorate([
  32905. BABYLON.serialize()
  32906. ], Texture.prototype, "uRotationCenter", void 0);
  32907. __decorate([
  32908. BABYLON.serialize()
  32909. ], Texture.prototype, "vRotationCenter", void 0);
  32910. __decorate([
  32911. BABYLON.serialize()
  32912. ], Texture.prototype, "wRotationCenter", void 0);
  32913. __decorate([
  32914. BABYLON.serialize()
  32915. ], Texture.prototype, "isBlocking", null);
  32916. return Texture;
  32917. }(BABYLON.BaseTexture));
  32918. BABYLON.Texture = Texture;
  32919. })(BABYLON || (BABYLON = {}));
  32920. //# sourceMappingURL=babylon.texture.js.map
  32921. var BABYLON;
  32922. (function (BABYLON) {
  32923. /**
  32924. * @hidden
  32925. **/
  32926. var _CreationDataStorage = /** @class */ (function () {
  32927. function _CreationDataStorage() {
  32928. }
  32929. return _CreationDataStorage;
  32930. }());
  32931. BABYLON._CreationDataStorage = _CreationDataStorage;
  32932. /**
  32933. * @hidden
  32934. **/
  32935. var _InstanceDataStorage = /** @class */ (function () {
  32936. function _InstanceDataStorage() {
  32937. this.visibleInstances = {};
  32938. this.renderIdForInstances = new Array();
  32939. this.batchCache = new _InstancesBatch();
  32940. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32941. }
  32942. return _InstanceDataStorage;
  32943. }());
  32944. /**
  32945. * @hidden
  32946. **/
  32947. var _InstancesBatch = /** @class */ (function () {
  32948. function _InstancesBatch() {
  32949. this.mustReturn = false;
  32950. this.visibleInstances = new Array();
  32951. this.renderSelf = new Array();
  32952. }
  32953. return _InstancesBatch;
  32954. }());
  32955. BABYLON._InstancesBatch = _InstancesBatch;
  32956. /**
  32957. * Class used to represent renderable models
  32958. */
  32959. var Mesh = /** @class */ (function (_super) {
  32960. __extends(Mesh, _super);
  32961. /**
  32962. * @constructor
  32963. * @param name The value used by scene.getMeshByName() to do a lookup.
  32964. * @param scene The scene to add this mesh to.
  32965. * @param parent The parent of this mesh, if it has one
  32966. * @param source An optional Mesh from which geometry is shared, cloned.
  32967. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32968. * When false, achieved by calling a clone(), also passing False.
  32969. * This will make creation of children, recursive.
  32970. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32971. */
  32972. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32973. if (scene === void 0) { scene = null; }
  32974. if (parent === void 0) { parent = null; }
  32975. if (source === void 0) { source = null; }
  32976. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32977. var _this = _super.call(this, name, scene) || this;
  32978. // Members
  32979. /**
  32980. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32981. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32982. */
  32983. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32984. /**
  32985. * Gets the list of instances created from this mesh
  32986. * it is not supposed to be modified manually.
  32987. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32988. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32989. */
  32990. _this.instances = new Array();
  32991. _this._LODLevels = new Array();
  32992. /** @hidden */
  32993. _this._instanceDataStorage = new _InstanceDataStorage();
  32994. // Use by builder only to know what orientation were the mesh build in.
  32995. /** @hidden */
  32996. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32997. /**
  32998. * Use this property to change the original side orientation defined at construction time
  32999. */
  33000. _this.overrideMaterialSideOrientation = null;
  33001. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  33002. // Will be used to save a source mesh reference, If any
  33003. _this._source = null;
  33004. scene = _this.getScene();
  33005. if (source) {
  33006. // Geometry
  33007. if (source._geometry) {
  33008. source._geometry.applyToMesh(_this);
  33009. }
  33010. // Deep copy
  33011. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  33012. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  33013. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  33014. ], ["_poseMatrix"]);
  33015. // Source mesh
  33016. _this._source = source;
  33017. if (scene.useClonedMeshhMap) {
  33018. if (!source.meshMap) {
  33019. source.meshMap = {};
  33020. }
  33021. source.meshMap[_this.uniqueId] = _this;
  33022. }
  33023. // Construction Params
  33024. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  33025. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  33026. _this._creationDataStorage = source._creationDataStorage;
  33027. // Animation ranges
  33028. if (_this._source._ranges) {
  33029. var ranges = _this._source._ranges;
  33030. for (var name in ranges) {
  33031. if (!ranges.hasOwnProperty(name)) {
  33032. continue;
  33033. }
  33034. if (!ranges[name]) {
  33035. continue;
  33036. }
  33037. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  33038. }
  33039. }
  33040. // Metadata
  33041. if (source.metadata && source.metadata.clone) {
  33042. _this.metadata = source.metadata.clone();
  33043. }
  33044. else {
  33045. _this.metadata = source.metadata;
  33046. }
  33047. // Tags
  33048. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  33049. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  33050. }
  33051. // Parent
  33052. _this.parent = source.parent;
  33053. // Pivot
  33054. _this.setPivotMatrix(source.getPivotMatrix());
  33055. _this.id = name + "." + source.id;
  33056. // Material
  33057. _this.material = source.material;
  33058. var index;
  33059. if (!doNotCloneChildren) {
  33060. // Children
  33061. var directDescendants = source.getDescendants(true);
  33062. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  33063. var child = directDescendants[index_1];
  33064. if (child.clone) {
  33065. child.clone(name + "." + child.name, _this);
  33066. }
  33067. }
  33068. }
  33069. // Physics clone
  33070. var physicsEngine = _this.getScene().getPhysicsEngine();
  33071. if (clonePhysicsImpostor && physicsEngine) {
  33072. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33073. if (impostor) {
  33074. _this.physicsImpostor = impostor.clone(_this);
  33075. }
  33076. }
  33077. // Particles
  33078. for (index = 0; index < scene.particleSystems.length; index++) {
  33079. var system = scene.particleSystems[index];
  33080. if (system.emitter === source) {
  33081. system.clone(system.name, _this);
  33082. }
  33083. }
  33084. _this.refreshBoundingInfo();
  33085. _this.computeWorldMatrix(true);
  33086. }
  33087. // Parent
  33088. if (parent !== null) {
  33089. _this.parent = parent;
  33090. }
  33091. return _this;
  33092. }
  33093. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33094. /**
  33095. * An event triggered before rendering the mesh
  33096. */
  33097. get: function () {
  33098. if (!this._onBeforeRenderObservable) {
  33099. this._onBeforeRenderObservable = new BABYLON.Observable();
  33100. }
  33101. return this._onBeforeRenderObservable;
  33102. },
  33103. enumerable: true,
  33104. configurable: true
  33105. });
  33106. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33107. /**
  33108. * An event triggered after rendering the mesh
  33109. */
  33110. get: function () {
  33111. if (!this._onAfterRenderObservable) {
  33112. this._onAfterRenderObservable = new BABYLON.Observable();
  33113. }
  33114. return this._onAfterRenderObservable;
  33115. },
  33116. enumerable: true,
  33117. configurable: true
  33118. });
  33119. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33120. /**
  33121. * An event triggered before drawing the mesh
  33122. */
  33123. get: function () {
  33124. if (!this._onBeforeDrawObservable) {
  33125. this._onBeforeDrawObservable = new BABYLON.Observable();
  33126. }
  33127. return this._onBeforeDrawObservable;
  33128. },
  33129. enumerable: true,
  33130. configurable: true
  33131. });
  33132. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33133. /**
  33134. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33135. */
  33136. set: function (callback) {
  33137. if (this._onBeforeDrawObserver) {
  33138. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33139. }
  33140. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33141. },
  33142. enumerable: true,
  33143. configurable: true
  33144. });
  33145. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33146. /**
  33147. * Gets or sets the morph target manager
  33148. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33149. */
  33150. get: function () {
  33151. return this._morphTargetManager;
  33152. },
  33153. set: function (value) {
  33154. if (this._morphTargetManager === value) {
  33155. return;
  33156. }
  33157. this._morphTargetManager = value;
  33158. this._syncGeometryWithMorphTargetManager();
  33159. },
  33160. enumerable: true,
  33161. configurable: true
  33162. });
  33163. Object.defineProperty(Mesh.prototype, "source", {
  33164. /**
  33165. * Gets the source mesh (the one used to clone this one from)
  33166. */
  33167. get: function () {
  33168. return this._source;
  33169. },
  33170. enumerable: true,
  33171. configurable: true
  33172. });
  33173. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33174. /**
  33175. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33176. */
  33177. get: function () {
  33178. return this._unIndexed;
  33179. },
  33180. set: function (value) {
  33181. if (this._unIndexed !== value) {
  33182. this._unIndexed = value;
  33183. this._markSubMeshesAsAttributesDirty();
  33184. }
  33185. },
  33186. enumerable: true,
  33187. configurable: true
  33188. });
  33189. // Methods
  33190. /**
  33191. * Gets the class name
  33192. * @returns the string "Mesh".
  33193. */
  33194. Mesh.prototype.getClassName = function () {
  33195. return "Mesh";
  33196. };
  33197. /**
  33198. * Returns a description of this mesh
  33199. * @param fullDetails define if full details about this mesh must be used
  33200. * @returns a descriptive string representing this mesh
  33201. */
  33202. Mesh.prototype.toString = function (fullDetails) {
  33203. var ret = _super.prototype.toString.call(this, fullDetails);
  33204. ret += ", n vertices: " + this.getTotalVertices();
  33205. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33206. if (this.animations) {
  33207. for (var i = 0; i < this.animations.length; i++) {
  33208. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33209. }
  33210. }
  33211. if (fullDetails) {
  33212. if (this._geometry) {
  33213. var ib = this.getIndices();
  33214. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33215. if (vb && ib) {
  33216. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33217. }
  33218. }
  33219. else {
  33220. ret += ", flat shading: UNKNOWN";
  33221. }
  33222. }
  33223. return ret;
  33224. };
  33225. /** @hidden */
  33226. Mesh.prototype._unBindEffect = function () {
  33227. _super.prototype._unBindEffect.call(this);
  33228. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33229. var instance = _a[_i];
  33230. instance._unBindEffect();
  33231. }
  33232. };
  33233. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33234. /**
  33235. * Gets a boolean indicating if this mesh has LOD
  33236. */
  33237. get: function () {
  33238. return this._LODLevels.length > 0;
  33239. },
  33240. enumerable: true,
  33241. configurable: true
  33242. });
  33243. /**
  33244. * Gets the list of MeshLODLevel associated with the current mesh
  33245. * @returns an array of MeshLODLevel
  33246. */
  33247. Mesh.prototype.getLODLevels = function () {
  33248. return this._LODLevels;
  33249. };
  33250. Mesh.prototype._sortLODLevels = function () {
  33251. this._LODLevels.sort(function (a, b) {
  33252. if (a.distance < b.distance) {
  33253. return 1;
  33254. }
  33255. if (a.distance > b.distance) {
  33256. return -1;
  33257. }
  33258. return 0;
  33259. });
  33260. };
  33261. /**
  33262. * Add a mesh as LOD level triggered at the given distance.
  33263. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33264. * @param distance The distance from the center of the object to show this level
  33265. * @param mesh The mesh to be added as LOD level (can be null)
  33266. * @return This mesh (for chaining)
  33267. */
  33268. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33269. if (mesh && mesh._masterMesh) {
  33270. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33271. return this;
  33272. }
  33273. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33274. this._LODLevels.push(level);
  33275. if (mesh) {
  33276. mesh._masterMesh = this;
  33277. }
  33278. this._sortLODLevels();
  33279. return this;
  33280. };
  33281. /**
  33282. * Returns the LOD level mesh at the passed distance or null if not found.
  33283. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33284. * @param distance The distance from the center of the object to show this level
  33285. * @returns a Mesh or `null`
  33286. */
  33287. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33288. for (var index = 0; index < this._LODLevels.length; index++) {
  33289. var level = this._LODLevels[index];
  33290. if (level.distance === distance) {
  33291. return level.mesh;
  33292. }
  33293. }
  33294. return null;
  33295. };
  33296. /**
  33297. * Remove a mesh from the LOD array
  33298. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33299. * @param mesh defines the mesh to be removed
  33300. * @return This mesh (for chaining)
  33301. */
  33302. Mesh.prototype.removeLODLevel = function (mesh) {
  33303. for (var index = 0; index < this._LODLevels.length; index++) {
  33304. if (this._LODLevels[index].mesh === mesh) {
  33305. this._LODLevels.splice(index, 1);
  33306. if (mesh) {
  33307. mesh._masterMesh = null;
  33308. }
  33309. }
  33310. }
  33311. this._sortLODLevels();
  33312. return this;
  33313. };
  33314. /**
  33315. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33316. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33317. * @param camera defines the camera to use to compute distance
  33318. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33319. * @return This mesh (for chaining)
  33320. */
  33321. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33322. if (!this._LODLevels || this._LODLevels.length === 0) {
  33323. return this;
  33324. }
  33325. var bSphere;
  33326. if (boundingSphere) {
  33327. bSphere = boundingSphere;
  33328. }
  33329. else {
  33330. var boundingInfo = this.getBoundingInfo();
  33331. bSphere = boundingInfo.boundingSphere;
  33332. }
  33333. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33334. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33335. if (this.onLODLevelSelection) {
  33336. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33337. }
  33338. return this;
  33339. }
  33340. for (var index = 0; index < this._LODLevels.length; index++) {
  33341. var level = this._LODLevels[index];
  33342. if (level.distance < distanceToCamera) {
  33343. if (level.mesh) {
  33344. level.mesh._preActivate();
  33345. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33346. }
  33347. if (this.onLODLevelSelection) {
  33348. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33349. }
  33350. return level.mesh;
  33351. }
  33352. }
  33353. if (this.onLODLevelSelection) {
  33354. this.onLODLevelSelection(distanceToCamera, this, this);
  33355. }
  33356. return this;
  33357. };
  33358. Object.defineProperty(Mesh.prototype, "geometry", {
  33359. /**
  33360. * Gets the mesh internal Geometry object
  33361. */
  33362. get: function () {
  33363. return this._geometry;
  33364. },
  33365. enumerable: true,
  33366. configurable: true
  33367. });
  33368. /**
  33369. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33370. * @returns the total number of vertices
  33371. */
  33372. Mesh.prototype.getTotalVertices = function () {
  33373. if (this._geometry === null || this._geometry === undefined) {
  33374. return 0;
  33375. }
  33376. return this._geometry.getTotalVertices();
  33377. };
  33378. /**
  33379. * Returns the content of an associated vertex buffer
  33380. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33381. * - BABYLON.VertexBuffer.PositionKind
  33382. * - BABYLON.VertexBuffer.UVKind
  33383. * - BABYLON.VertexBuffer.UV2Kind
  33384. * - BABYLON.VertexBuffer.UV3Kind
  33385. * - BABYLON.VertexBuffer.UV4Kind
  33386. * - BABYLON.VertexBuffer.UV5Kind
  33387. * - BABYLON.VertexBuffer.UV6Kind
  33388. * - BABYLON.VertexBuffer.ColorKind
  33389. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33390. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33391. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33392. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33393. * @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
  33394. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33395. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33396. */
  33397. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33398. if (!this._geometry) {
  33399. return null;
  33400. }
  33401. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33402. };
  33403. /**
  33404. * Returns the mesh VertexBuffer object from the requested `kind`
  33405. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33406. * - BABYLON.VertexBuffer.PositionKind
  33407. * - BABYLON.VertexBuffer.UVKind
  33408. * - BABYLON.VertexBuffer.UV2Kind
  33409. * - BABYLON.VertexBuffer.UV3Kind
  33410. * - BABYLON.VertexBuffer.UV4Kind
  33411. * - BABYLON.VertexBuffer.UV5Kind
  33412. * - BABYLON.VertexBuffer.UV6Kind
  33413. * - BABYLON.VertexBuffer.ColorKind
  33414. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33415. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33416. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33417. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33418. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33419. */
  33420. Mesh.prototype.getVertexBuffer = function (kind) {
  33421. if (!this._geometry) {
  33422. return null;
  33423. }
  33424. return this._geometry.getVertexBuffer(kind);
  33425. };
  33426. /**
  33427. * Tests if a specific vertex buffer is associated with this mesh
  33428. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33429. * - BABYLON.VertexBuffer.PositionKind
  33430. * - BABYLON.VertexBuffer.UVKind
  33431. * - BABYLON.VertexBuffer.UV2Kind
  33432. * - BABYLON.VertexBuffer.UV3Kind
  33433. * - BABYLON.VertexBuffer.UV4Kind
  33434. * - BABYLON.VertexBuffer.UV5Kind
  33435. * - BABYLON.VertexBuffer.UV6Kind
  33436. * - BABYLON.VertexBuffer.ColorKind
  33437. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33438. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33439. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33440. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33441. * @returns a boolean
  33442. */
  33443. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33444. if (!this._geometry) {
  33445. if (this._delayInfo) {
  33446. return this._delayInfo.indexOf(kind) !== -1;
  33447. }
  33448. return false;
  33449. }
  33450. return this._geometry.isVerticesDataPresent(kind);
  33451. };
  33452. /**
  33453. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33454. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33455. * - BABYLON.VertexBuffer.PositionKind
  33456. * - BABYLON.VertexBuffer.UVKind
  33457. * - BABYLON.VertexBuffer.UV2Kind
  33458. * - BABYLON.VertexBuffer.UV3Kind
  33459. * - BABYLON.VertexBuffer.UV4Kind
  33460. * - BABYLON.VertexBuffer.UV5Kind
  33461. * - BABYLON.VertexBuffer.UV6Kind
  33462. * - BABYLON.VertexBuffer.ColorKind
  33463. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33464. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33465. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33466. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33467. * @returns a boolean
  33468. */
  33469. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33470. if (!this._geometry) {
  33471. if (this._delayInfo) {
  33472. return this._delayInfo.indexOf(kind) !== -1;
  33473. }
  33474. return false;
  33475. }
  33476. return this._geometry.isVertexBufferUpdatable(kind);
  33477. };
  33478. /**
  33479. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33480. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33481. * - BABYLON.VertexBuffer.PositionKind
  33482. * - BABYLON.VertexBuffer.UVKind
  33483. * - BABYLON.VertexBuffer.UV2Kind
  33484. * - BABYLON.VertexBuffer.UV3Kind
  33485. * - BABYLON.VertexBuffer.UV4Kind
  33486. * - BABYLON.VertexBuffer.UV5Kind
  33487. * - BABYLON.VertexBuffer.UV6Kind
  33488. * - BABYLON.VertexBuffer.ColorKind
  33489. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33490. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33491. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33492. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33493. * @returns an array of strings
  33494. */
  33495. Mesh.prototype.getVerticesDataKinds = function () {
  33496. if (!this._geometry) {
  33497. var result = new Array();
  33498. if (this._delayInfo) {
  33499. this._delayInfo.forEach(function (kind, index, array) {
  33500. result.push(kind);
  33501. });
  33502. }
  33503. return result;
  33504. }
  33505. return this._geometry.getVerticesDataKinds();
  33506. };
  33507. /**
  33508. * Returns a positive integer : the total number of indices in this mesh geometry.
  33509. * @returns the numner of indices or zero if the mesh has no geometry.
  33510. */
  33511. Mesh.prototype.getTotalIndices = function () {
  33512. if (!this._geometry) {
  33513. return 0;
  33514. }
  33515. return this._geometry.getTotalIndices();
  33516. };
  33517. /**
  33518. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33519. * @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.
  33520. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33521. * @returns the indices array or an empty array if the mesh has no geometry
  33522. */
  33523. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33524. if (!this._geometry) {
  33525. return [];
  33526. }
  33527. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33528. };
  33529. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33530. get: function () {
  33531. return this._masterMesh !== null && this._masterMesh !== undefined;
  33532. },
  33533. enumerable: true,
  33534. configurable: true
  33535. });
  33536. /**
  33537. * Determine if the current mesh is ready to be rendered
  33538. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33539. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33540. * @returns true if all associated assets are ready (material, textures, shaders)
  33541. */
  33542. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33543. if (completeCheck === void 0) { completeCheck = false; }
  33544. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33545. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33546. return false;
  33547. }
  33548. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33549. return false;
  33550. }
  33551. if (!this.subMeshes || this.subMeshes.length === 0) {
  33552. return true;
  33553. }
  33554. if (!completeCheck) {
  33555. return true;
  33556. }
  33557. var engine = this.getEngine();
  33558. var scene = this.getScene();
  33559. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33560. this.computeWorldMatrix();
  33561. var mat = this.material || scene.defaultMaterial;
  33562. if (mat) {
  33563. if (mat._storeEffectOnSubMeshes) {
  33564. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33565. var subMesh = _a[_i];
  33566. var effectiveMaterial = subMesh.getMaterial();
  33567. if (effectiveMaterial) {
  33568. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33569. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33570. return false;
  33571. }
  33572. }
  33573. else {
  33574. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33575. return false;
  33576. }
  33577. }
  33578. }
  33579. }
  33580. }
  33581. else {
  33582. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33583. return false;
  33584. }
  33585. }
  33586. }
  33587. // Shadows
  33588. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33589. var light = _c[_b];
  33590. var generator = light.getShadowGenerator();
  33591. if (generator) {
  33592. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33593. var subMesh = _e[_d];
  33594. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33595. return false;
  33596. }
  33597. }
  33598. }
  33599. }
  33600. // LOD
  33601. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33602. var lod = _g[_f];
  33603. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33604. return false;
  33605. }
  33606. }
  33607. return true;
  33608. };
  33609. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33610. /**
  33611. * 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.
  33612. */
  33613. get: function () {
  33614. return this._areNormalsFrozen;
  33615. },
  33616. enumerable: true,
  33617. configurable: true
  33618. });
  33619. /**
  33620. * 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.
  33621. * @returns the current mesh
  33622. */
  33623. Mesh.prototype.freezeNormals = function () {
  33624. this._areNormalsFrozen = true;
  33625. return this;
  33626. };
  33627. /**
  33628. * 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
  33629. * @returns the current mesh
  33630. */
  33631. Mesh.prototype.unfreezeNormals = function () {
  33632. this._areNormalsFrozen = false;
  33633. return this;
  33634. };
  33635. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33636. /**
  33637. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33638. */
  33639. set: function (count) {
  33640. this._instanceDataStorage.overridenInstanceCount = count;
  33641. },
  33642. enumerable: true,
  33643. configurable: true
  33644. });
  33645. // Methods
  33646. /** @hidden */
  33647. Mesh.prototype._preActivate = function () {
  33648. var sceneRenderId = this.getScene().getRenderId();
  33649. if (this._preActivateId === sceneRenderId) {
  33650. return this;
  33651. }
  33652. this._preActivateId = sceneRenderId;
  33653. this._instanceDataStorage.visibleInstances = null;
  33654. return this;
  33655. };
  33656. /** @hidden */
  33657. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33658. if (this._instanceDataStorage.visibleInstances) {
  33659. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33660. }
  33661. return this;
  33662. };
  33663. /** @hidden */
  33664. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33665. if (!this._instanceDataStorage.visibleInstances) {
  33666. this._instanceDataStorage.visibleInstances = {
  33667. defaultRenderId: renderId,
  33668. selfDefaultRenderId: this._renderId
  33669. };
  33670. }
  33671. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33672. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33673. }
  33674. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33675. return this;
  33676. };
  33677. /**
  33678. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33679. * This means the mesh underlying bounding box and sphere are recomputed.
  33680. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33681. * @returns the current mesh
  33682. */
  33683. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33684. if (applySkeleton === void 0) { applySkeleton = false; }
  33685. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33686. return this;
  33687. }
  33688. var bias = this.geometry ? this.geometry.boundingBias : null;
  33689. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33690. return this;
  33691. };
  33692. /** @hidden */
  33693. Mesh.prototype._createGlobalSubMesh = function (force) {
  33694. var totalVertices = this.getTotalVertices();
  33695. if (!totalVertices || !this.getIndices()) {
  33696. return null;
  33697. }
  33698. // Check if we need to recreate the submeshes
  33699. if (this.subMeshes && this.subMeshes.length > 0) {
  33700. var ib = this.getIndices();
  33701. if (!ib) {
  33702. return null;
  33703. }
  33704. var totalIndices = ib.length;
  33705. var needToRecreate = false;
  33706. if (force) {
  33707. needToRecreate = true;
  33708. }
  33709. else {
  33710. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33711. var submesh = _a[_i];
  33712. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33713. needToRecreate = true;
  33714. break;
  33715. }
  33716. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33717. needToRecreate = true;
  33718. break;
  33719. }
  33720. }
  33721. }
  33722. if (!needToRecreate) {
  33723. return this.subMeshes[0];
  33724. }
  33725. }
  33726. this.releaseSubMeshes();
  33727. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33728. };
  33729. /**
  33730. * This function will subdivide the mesh into multiple submeshes
  33731. * @param count defines the expected number of submeshes
  33732. */
  33733. Mesh.prototype.subdivide = function (count) {
  33734. if (count < 1) {
  33735. return;
  33736. }
  33737. var totalIndices = this.getTotalIndices();
  33738. var subdivisionSize = (totalIndices / count) | 0;
  33739. var offset = 0;
  33740. // Ensure that subdivisionSize is a multiple of 3
  33741. while (subdivisionSize % 3 !== 0) {
  33742. subdivisionSize++;
  33743. }
  33744. this.releaseSubMeshes();
  33745. for (var index = 0; index < count; index++) {
  33746. if (offset >= totalIndices) {
  33747. break;
  33748. }
  33749. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33750. offset += subdivisionSize;
  33751. }
  33752. this.synchronizeInstances();
  33753. };
  33754. /**
  33755. * Copy a FloatArray into a specific associated vertex buffer
  33756. * @param kind defines which buffer to write to (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 data defines the data source
  33770. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33771. * @param stride defines the data stride size (can be null)
  33772. * @returns the current mesh
  33773. */
  33774. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33775. if (updatable === void 0) { updatable = false; }
  33776. if (!this._geometry) {
  33777. var vertexData = new BABYLON.VertexData();
  33778. vertexData.set(data, kind);
  33779. var scene = this.getScene();
  33780. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33781. }
  33782. else {
  33783. this._geometry.setVerticesData(kind, data, updatable, stride);
  33784. }
  33785. return this;
  33786. };
  33787. /**
  33788. * Flags an associated vertex buffer as updatable
  33789. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33790. * - BABYLON.VertexBuffer.PositionKind
  33791. * - BABYLON.VertexBuffer.UVKind
  33792. * - BABYLON.VertexBuffer.UV2Kind
  33793. * - BABYLON.VertexBuffer.UV3Kind
  33794. * - BABYLON.VertexBuffer.UV4Kind
  33795. * - BABYLON.VertexBuffer.UV5Kind
  33796. * - BABYLON.VertexBuffer.UV6Kind
  33797. * - BABYLON.VertexBuffer.ColorKind
  33798. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33799. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33800. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33801. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33802. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33803. */
  33804. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33805. if (updatable === void 0) { updatable = true; }
  33806. var vb = this.getVertexBuffer(kind);
  33807. if (!vb || vb.isUpdatable() === updatable) {
  33808. return;
  33809. }
  33810. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33811. };
  33812. /**
  33813. * Sets the mesh global Vertex Buffer
  33814. * @param buffer defines the buffer to use
  33815. * @returns the current mesh
  33816. */
  33817. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33818. if (!this._geometry) {
  33819. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33820. }
  33821. this._geometry.setVerticesBuffer(buffer);
  33822. return this;
  33823. };
  33824. /**
  33825. * Update a specific associated vertex buffer
  33826. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33827. * - BABYLON.VertexBuffer.PositionKind
  33828. * - BABYLON.VertexBuffer.UVKind
  33829. * - BABYLON.VertexBuffer.UV2Kind
  33830. * - BABYLON.VertexBuffer.UV3Kind
  33831. * - BABYLON.VertexBuffer.UV4Kind
  33832. * - BABYLON.VertexBuffer.UV5Kind
  33833. * - BABYLON.VertexBuffer.UV6Kind
  33834. * - BABYLON.VertexBuffer.ColorKind
  33835. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33836. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33837. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33838. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33839. * @param data defines the data source
  33840. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33841. * @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)
  33842. * @returns the current mesh
  33843. */
  33844. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33845. if (!this._geometry) {
  33846. return this;
  33847. }
  33848. if (!makeItUnique) {
  33849. this._geometry.updateVerticesData(kind, data, updateExtends);
  33850. }
  33851. else {
  33852. this.makeGeometryUnique();
  33853. this.updateVerticesData(kind, data, updateExtends, false);
  33854. }
  33855. return this;
  33856. };
  33857. /**
  33858. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33859. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33860. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33861. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33862. * @returns the current mesh
  33863. */
  33864. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33865. if (computeNormals === void 0) { computeNormals = true; }
  33866. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33867. if (!positions) {
  33868. return this;
  33869. }
  33870. positionFunction(positions);
  33871. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33872. if (computeNormals) {
  33873. var indices = this.getIndices();
  33874. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33875. if (!normals) {
  33876. return this;
  33877. }
  33878. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33879. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33880. }
  33881. return this;
  33882. };
  33883. /**
  33884. * Creates a un-shared specific occurence of the geometry for the mesh.
  33885. * @returns the current mesh
  33886. */
  33887. Mesh.prototype.makeGeometryUnique = function () {
  33888. if (!this._geometry) {
  33889. return this;
  33890. }
  33891. var oldGeometry = this._geometry;
  33892. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33893. oldGeometry.releaseForMesh(this, true);
  33894. geometry.applyToMesh(this);
  33895. return this;
  33896. };
  33897. /**
  33898. * Set the index buffer of this mesh
  33899. * @param indices defines the source data
  33900. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33901. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33902. * @returns the current mesh
  33903. */
  33904. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33905. if (totalVertices === void 0) { totalVertices = null; }
  33906. if (updatable === void 0) { updatable = false; }
  33907. if (!this._geometry) {
  33908. var vertexData = new BABYLON.VertexData();
  33909. vertexData.indices = indices;
  33910. var scene = this.getScene();
  33911. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33912. }
  33913. else {
  33914. this._geometry.setIndices(indices, totalVertices, updatable);
  33915. }
  33916. return this;
  33917. };
  33918. /**
  33919. * Update the current index buffer
  33920. * @param indices defines the source data
  33921. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33922. * @returns the current mesh
  33923. */
  33924. Mesh.prototype.updateIndices = function (indices, offset) {
  33925. if (!this._geometry) {
  33926. return this;
  33927. }
  33928. this._geometry.updateIndices(indices, offset);
  33929. return this;
  33930. };
  33931. /**
  33932. * Invert the geometry to move from a right handed system to a left handed one.
  33933. * @returns the current mesh
  33934. */
  33935. Mesh.prototype.toLeftHanded = function () {
  33936. if (!this._geometry) {
  33937. return this;
  33938. }
  33939. this._geometry.toLeftHanded();
  33940. return this;
  33941. };
  33942. /** @hidden */
  33943. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33944. if (!this._geometry) {
  33945. return this;
  33946. }
  33947. var engine = this.getScene().getEngine();
  33948. // Wireframe
  33949. var indexToBind;
  33950. if (this._unIndexed) {
  33951. indexToBind = null;
  33952. }
  33953. else {
  33954. switch (fillMode) {
  33955. case BABYLON.Material.PointFillMode:
  33956. indexToBind = null;
  33957. break;
  33958. case BABYLON.Material.WireFrameFillMode:
  33959. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33960. break;
  33961. default:
  33962. case BABYLON.Material.TriangleFillMode:
  33963. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33964. break;
  33965. }
  33966. }
  33967. // VBOs
  33968. this._geometry._bind(effect, indexToBind);
  33969. return this;
  33970. };
  33971. /** @hidden */
  33972. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33973. if (alternate === void 0) { alternate = false; }
  33974. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33975. return this;
  33976. }
  33977. if (this._onBeforeDrawObservable) {
  33978. this._onBeforeDrawObservable.notifyObservers(this);
  33979. }
  33980. var scene = this.getScene();
  33981. var engine = scene.getEngine();
  33982. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33983. // or triangles as points
  33984. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33985. }
  33986. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33987. // Triangles as wireframe
  33988. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33989. }
  33990. else {
  33991. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33992. }
  33993. if (scene._isAlternateRenderingEnabled && !alternate) {
  33994. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33995. if (!effect || !scene.activeCamera) {
  33996. return this;
  33997. }
  33998. scene._switchToAlternateCameraConfiguration(true);
  33999. this._effectiveMaterial.bindView(effect);
  34000. this._effectiveMaterial.bindViewProjection(effect);
  34001. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  34002. this._draw(subMesh, fillMode, instancesCount, true);
  34003. engine.setViewport(scene.activeCamera.viewport);
  34004. scene._switchToAlternateCameraConfiguration(false);
  34005. this._effectiveMaterial.bindView(effect);
  34006. this._effectiveMaterial.bindViewProjection(effect);
  34007. }
  34008. return this;
  34009. };
  34010. /**
  34011. * Registers for this mesh a javascript function called just before the rendering process
  34012. * @param func defines the function to call before rendering this mesh
  34013. * @returns the current mesh
  34014. */
  34015. Mesh.prototype.registerBeforeRender = function (func) {
  34016. this.onBeforeRenderObservable.add(func);
  34017. return this;
  34018. };
  34019. /**
  34020. * Disposes a previously registered javascript function called before the rendering
  34021. * @param func defines the function to remove
  34022. * @returns the current mesh
  34023. */
  34024. Mesh.prototype.unregisterBeforeRender = function (func) {
  34025. this.onBeforeRenderObservable.removeCallback(func);
  34026. return this;
  34027. };
  34028. /**
  34029. * Registers for this mesh a javascript function called just after the rendering is complete
  34030. * @param func defines the function to call after rendering this mesh
  34031. * @returns the current mesh
  34032. */
  34033. Mesh.prototype.registerAfterRender = function (func) {
  34034. this.onAfterRenderObservable.add(func);
  34035. return this;
  34036. };
  34037. /**
  34038. * Disposes a previously registered javascript function called after the rendering.
  34039. * @param func defines the function to remove
  34040. * @returns the current mesh
  34041. */
  34042. Mesh.prototype.unregisterAfterRender = function (func) {
  34043. this.onAfterRenderObservable.removeCallback(func);
  34044. return this;
  34045. };
  34046. /** @hidden */
  34047. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  34048. var scene = this.getScene();
  34049. var batchCache = this._instanceDataStorage.batchCache;
  34050. batchCache.mustReturn = false;
  34051. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  34052. batchCache.visibleInstances[subMeshId] = null;
  34053. if (this._instanceDataStorage.visibleInstances) {
  34054. var visibleInstances = this._instanceDataStorage.visibleInstances;
  34055. var currentRenderId = scene.getRenderId();
  34056. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  34057. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  34058. var selfRenderId = this._renderId;
  34059. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  34060. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  34061. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  34062. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  34063. }
  34064. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  34065. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  34066. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  34067. batchCache.mustReturn = true;
  34068. return batchCache;
  34069. }
  34070. if (currentRenderId !== selfRenderId) {
  34071. batchCache.renderSelf[subMeshId] = false;
  34072. }
  34073. }
  34074. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34075. }
  34076. return batchCache;
  34077. };
  34078. /** @hidden */
  34079. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34080. var visibleInstances = batch.visibleInstances[subMesh._id];
  34081. if (!visibleInstances) {
  34082. return this;
  34083. }
  34084. var matricesCount = visibleInstances.length + 1;
  34085. var bufferSize = matricesCount * 16 * 4;
  34086. var instanceStorage = this._instanceDataStorage;
  34087. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34088. var instancesBuffer = instanceStorage.instancesBuffer;
  34089. while (instanceStorage.instancesBufferSize < bufferSize) {
  34090. instanceStorage.instancesBufferSize *= 2;
  34091. }
  34092. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34093. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34094. }
  34095. var offset = 0;
  34096. var instancesCount = 0;
  34097. var world = this.getWorldMatrix();
  34098. if (batch.renderSelf[subMesh._id]) {
  34099. world.copyToArray(instanceStorage.instancesData, offset);
  34100. offset += 16;
  34101. instancesCount++;
  34102. }
  34103. if (visibleInstances) {
  34104. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34105. var instance = visibleInstances[instanceIndex];
  34106. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34107. offset += 16;
  34108. instancesCount++;
  34109. }
  34110. }
  34111. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34112. if (instancesBuffer) {
  34113. instancesBuffer.dispose();
  34114. }
  34115. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34116. instanceStorage.instancesBuffer = instancesBuffer;
  34117. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34118. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34119. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34120. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34121. }
  34122. else {
  34123. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34124. }
  34125. this._bind(subMesh, effect, fillMode);
  34126. this._draw(subMesh, fillMode, instancesCount);
  34127. engine.unbindInstanceAttributes();
  34128. return this;
  34129. };
  34130. /** @hidden */
  34131. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34132. var scene = this.getScene();
  34133. var engine = scene.getEngine();
  34134. if (hardwareInstancedRendering) {
  34135. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34136. }
  34137. else {
  34138. if (batch.renderSelf[subMesh._id]) {
  34139. // Draw
  34140. if (onBeforeDraw) {
  34141. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34142. }
  34143. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34144. }
  34145. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34146. if (visibleInstancesForSubMesh) {
  34147. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34148. var instance = visibleInstancesForSubMesh[instanceIndex];
  34149. // World
  34150. var world = instance.getWorldMatrix();
  34151. if (onBeforeDraw) {
  34152. onBeforeDraw(true, world, effectiveMaterial);
  34153. }
  34154. // Draw
  34155. this._draw(subMesh, fillMode);
  34156. }
  34157. }
  34158. }
  34159. return this;
  34160. };
  34161. /**
  34162. * 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
  34163. * @param subMesh defines the subMesh to render
  34164. * @param enableAlphaMode defines if alpha mode can be changed
  34165. * @returns the current mesh
  34166. */
  34167. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34168. if (this._checkOcclusionQuery()) {
  34169. return this;
  34170. }
  34171. var scene = this.getScene();
  34172. // Managing instances
  34173. var batch = this._getInstancesRenderList(subMesh._id);
  34174. if (batch.mustReturn) {
  34175. return this;
  34176. }
  34177. // Checking geometry state
  34178. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34179. return this;
  34180. }
  34181. if (this._onBeforeRenderObservable) {
  34182. this._onBeforeRenderObservable.notifyObservers(this);
  34183. }
  34184. var engine = scene.getEngine();
  34185. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34186. // Material
  34187. var material = subMesh.getMaterial();
  34188. if (!material) {
  34189. return this;
  34190. }
  34191. this._effectiveMaterial = material;
  34192. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34193. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34194. return this;
  34195. }
  34196. }
  34197. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34198. return this;
  34199. }
  34200. // Alpha mode
  34201. if (enableAlphaMode) {
  34202. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34203. }
  34204. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34205. var step = _a[_i];
  34206. step.action(this, subMesh, batch);
  34207. }
  34208. var effect;
  34209. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34210. effect = subMesh.effect;
  34211. }
  34212. else {
  34213. effect = this._effectiveMaterial.getEffect();
  34214. }
  34215. if (!effect) {
  34216. return this;
  34217. }
  34218. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  34219. var sideOrientation = this.overrideMaterialSideOrientation;
  34220. if (sideOrientation == null) {
  34221. sideOrientation = this._effectiveMaterial.sideOrientation;
  34222. if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
  34223. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34224. }
  34225. }
  34226. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34227. if (this._effectiveMaterial.forceDepthWrite) {
  34228. engine.setDepthWrite(true);
  34229. }
  34230. // Bind
  34231. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34232. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34233. this._bind(subMesh, effect, fillMode);
  34234. }
  34235. var world = effectiveMesh.getWorldMatrix();
  34236. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34237. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34238. }
  34239. else {
  34240. this._effectiveMaterial.bind(world, this);
  34241. }
  34242. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34243. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34244. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34245. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34246. }
  34247. // Draw
  34248. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34249. // Unbind
  34250. this._effectiveMaterial.unbind();
  34251. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34252. var step = _c[_b];
  34253. step.action(this, subMesh, batch);
  34254. }
  34255. if (this._onAfterRenderObservable) {
  34256. this._onAfterRenderObservable.notifyObservers(this);
  34257. }
  34258. return this;
  34259. };
  34260. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34261. if (isInstance && effectiveMaterial) {
  34262. effectiveMaterial.bindOnlyWorldMatrix(world);
  34263. }
  34264. };
  34265. /**
  34266. * Renormalize the mesh and patch it up if there are no weights
  34267. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34268. * However in the case of zero weights then we set just a single influence to 1.
  34269. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34270. */
  34271. Mesh.prototype.cleanMatrixWeights = function () {
  34272. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34273. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34274. this.normalizeSkinWeightsAndExtra();
  34275. }
  34276. else {
  34277. this.normalizeSkinFourWeights();
  34278. }
  34279. }
  34280. };
  34281. // faster 4 weight version.
  34282. Mesh.prototype.normalizeSkinFourWeights = function () {
  34283. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34284. var numWeights = matricesWeights.length;
  34285. for (var a = 0; a < numWeights; a += 4) {
  34286. // accumulate weights
  34287. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34288. // check for invalid weight and just set it to 1.
  34289. if (t === 0) {
  34290. matricesWeights[a] = 1;
  34291. }
  34292. else {
  34293. // renormalize so everything adds to 1 use reciprical
  34294. var recip = 1 / t;
  34295. matricesWeights[a] *= recip;
  34296. matricesWeights[a + 1] *= recip;
  34297. matricesWeights[a + 2] *= recip;
  34298. matricesWeights[a + 3] *= recip;
  34299. }
  34300. }
  34301. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34302. };
  34303. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34304. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34305. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34306. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34307. var numWeights = matricesWeights.length;
  34308. for (var a = 0; a < numWeights; a += 4) {
  34309. // accumulate weights
  34310. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34311. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34312. // check for invalid weight and just set it to 1.
  34313. if (t === 0) {
  34314. matricesWeights[a] = 1;
  34315. }
  34316. else {
  34317. // renormalize so everything adds to 1 use reciprical
  34318. var recip = 1 / t;
  34319. matricesWeights[a] *= recip;
  34320. matricesWeights[a + 1] *= recip;
  34321. matricesWeights[a + 2] *= recip;
  34322. matricesWeights[a + 3] *= recip;
  34323. // same goes for extras
  34324. matricesWeightsExtra[a] *= recip;
  34325. matricesWeightsExtra[a + 1] *= recip;
  34326. matricesWeightsExtra[a + 2] *= recip;
  34327. matricesWeightsExtra[a + 3] *= recip;
  34328. }
  34329. }
  34330. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34331. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34332. };
  34333. /**
  34334. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34335. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34336. * the user know there was an issue with importing the mesh
  34337. * @returns a validation object with skinned, valid and report string
  34338. */
  34339. Mesh.prototype.validateSkinning = function () {
  34340. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34341. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34342. if (matricesWeights === null || this.skeleton == null) {
  34343. return { skinned: false, valid: true, report: "not skinned" };
  34344. }
  34345. var numWeights = matricesWeights.length;
  34346. var numberNotSorted = 0;
  34347. var missingWeights = 0;
  34348. var maxUsedWeights = 0;
  34349. var numberNotNormalized = 0;
  34350. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34351. var usedWeightCounts = new Array();
  34352. for (var a = 0; a <= numInfluences; a++) {
  34353. usedWeightCounts[a] = 0;
  34354. }
  34355. var toleranceEpsilon = 0.001;
  34356. for (var a = 0; a < numWeights; a += 4) {
  34357. var lastWeight = matricesWeights[a];
  34358. var t = lastWeight;
  34359. var usedWeights = t === 0 ? 0 : 1;
  34360. for (var b = 1; b < numInfluences; b++) {
  34361. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34362. if (d > lastWeight) {
  34363. numberNotSorted++;
  34364. }
  34365. if (d !== 0) {
  34366. usedWeights++;
  34367. }
  34368. t += d;
  34369. lastWeight = d;
  34370. }
  34371. // count the buffer weights usage
  34372. usedWeightCounts[usedWeights]++;
  34373. // max influences
  34374. if (usedWeights > maxUsedWeights) {
  34375. maxUsedWeights = usedWeights;
  34376. }
  34377. // check for invalid weight and just set it to 1.
  34378. if (t === 0) {
  34379. missingWeights++;
  34380. }
  34381. else {
  34382. // renormalize so everything adds to 1 use reciprical
  34383. var recip = 1 / t;
  34384. var tolerance = 0;
  34385. for (b = 0; b < numInfluences; b++) {
  34386. if (b < 4) {
  34387. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34388. }
  34389. else {
  34390. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34391. }
  34392. }
  34393. // arbitary epsilon value for dicdating not normalized
  34394. if (tolerance > toleranceEpsilon) {
  34395. numberNotNormalized++;
  34396. }
  34397. }
  34398. }
  34399. // validate bone indices are in range of the skeleton
  34400. var numBones = this.skeleton.bones.length;
  34401. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34402. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34403. var numBadBoneIndices = 0;
  34404. for (var a = 0; a < numWeights; a++) {
  34405. for (var b = 0; b < numInfluences; b++) {
  34406. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34407. if (index >= numBones || index < 0) {
  34408. numBadBoneIndices++;
  34409. }
  34410. }
  34411. }
  34412. // log mesh stats
  34413. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34414. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34415. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34416. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34417. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34418. };
  34419. /** @hidden */
  34420. Mesh.prototype._checkDelayState = function () {
  34421. var scene = this.getScene();
  34422. if (this._geometry) {
  34423. this._geometry.load(scene);
  34424. }
  34425. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34426. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34427. this._queueLoad(scene);
  34428. }
  34429. return this;
  34430. };
  34431. Mesh.prototype._queueLoad = function (scene) {
  34432. var _this = this;
  34433. scene._addPendingData(this);
  34434. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34435. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34436. if (data instanceof ArrayBuffer) {
  34437. _this._delayLoadingFunction(data, _this);
  34438. }
  34439. else {
  34440. _this._delayLoadingFunction(JSON.parse(data), _this);
  34441. }
  34442. _this.instances.forEach(function (instance) {
  34443. instance._syncSubMeshes();
  34444. });
  34445. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34446. scene._removePendingData(_this);
  34447. }, function () { }, scene.offlineProvider, getBinaryData);
  34448. return this;
  34449. };
  34450. /**
  34451. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34452. * A mesh is in the frustum if its bounding box intersects the frustum
  34453. * @param frustumPlanes defines the frustum to test
  34454. * @returns true if the mesh is in the frustum planes
  34455. */
  34456. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34457. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34458. return false;
  34459. }
  34460. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34461. return false;
  34462. }
  34463. this._checkDelayState();
  34464. return true;
  34465. };
  34466. /**
  34467. * Sets the mesh material by the material or multiMaterial `id` property
  34468. * @param id is a string identifying the material or the multiMaterial
  34469. * @returns the current mesh
  34470. */
  34471. Mesh.prototype.setMaterialByID = function (id) {
  34472. var materials = this.getScene().materials;
  34473. var index;
  34474. for (index = materials.length - 1; index > -1; index--) {
  34475. if (materials[index].id === id) {
  34476. this.material = materials[index];
  34477. return this;
  34478. }
  34479. }
  34480. // Multi
  34481. var multiMaterials = this.getScene().multiMaterials;
  34482. for (index = multiMaterials.length - 1; index > -1; index--) {
  34483. if (multiMaterials[index].id === id) {
  34484. this.material = multiMaterials[index];
  34485. return this;
  34486. }
  34487. }
  34488. return this;
  34489. };
  34490. /**
  34491. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34492. * @returns an array of IAnimatable
  34493. */
  34494. Mesh.prototype.getAnimatables = function () {
  34495. var results = new Array();
  34496. if (this.material) {
  34497. results.push(this.material);
  34498. }
  34499. if (this.skeleton) {
  34500. results.push(this.skeleton);
  34501. }
  34502. return results;
  34503. };
  34504. /**
  34505. * Modifies the mesh geometry according to the passed transformation matrix.
  34506. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34507. * The mesh normals are modified using the same transformation.
  34508. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34509. * @param transform defines the transform matrix to use
  34510. * @see http://doc.babylonjs.com/resources/baking_transformations
  34511. * @returns the current mesh
  34512. */
  34513. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34514. // Position
  34515. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34516. return this;
  34517. }
  34518. var submeshes = this.subMeshes.splice(0);
  34519. this._resetPointsArrayCache();
  34520. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34521. var temp = new Array();
  34522. var index;
  34523. for (index = 0; index < data.length; index += 3) {
  34524. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34525. }
  34526. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34527. // Normals
  34528. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34529. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34530. temp = [];
  34531. for (index = 0; index < data.length; index += 3) {
  34532. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34533. }
  34534. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34535. }
  34536. // flip faces?
  34537. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34538. this.flipFaces();
  34539. }
  34540. // Restore submeshes
  34541. this.releaseSubMeshes();
  34542. this.subMeshes = submeshes;
  34543. return this;
  34544. };
  34545. /**
  34546. * Modifies the mesh geometry according to its own current World Matrix.
  34547. * The mesh World Matrix is then reset.
  34548. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34549. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34550. * @see http://doc.babylonjs.com/resources/baking_transformations
  34551. * @returns the current mesh
  34552. */
  34553. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34554. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34555. this.scaling.copyFromFloats(1, 1, 1);
  34556. this.position.copyFromFloats(0, 0, 0);
  34557. this.rotation.copyFromFloats(0, 0, 0);
  34558. //only if quaternion is already set
  34559. if (this.rotationQuaternion) {
  34560. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34561. }
  34562. this._worldMatrix = BABYLON.Matrix.Identity();
  34563. return this;
  34564. };
  34565. Object.defineProperty(Mesh.prototype, "_positions", {
  34566. // Cache
  34567. /** @hidden */
  34568. get: function () {
  34569. if (this._geometry) {
  34570. return this._geometry._positions;
  34571. }
  34572. return null;
  34573. },
  34574. enumerable: true,
  34575. configurable: true
  34576. });
  34577. /** @hidden */
  34578. Mesh.prototype._resetPointsArrayCache = function () {
  34579. if (this._geometry) {
  34580. this._geometry._resetPointsArrayCache();
  34581. }
  34582. return this;
  34583. };
  34584. /** @hidden */
  34585. Mesh.prototype._generatePointsArray = function () {
  34586. if (this._geometry) {
  34587. return this._geometry._generatePointsArray();
  34588. }
  34589. return false;
  34590. };
  34591. /**
  34592. * Returns a new Mesh object generated from the current mesh properties.
  34593. * This method must not get confused with createInstance()
  34594. * @param name is a string, the name given to the new mesh
  34595. * @param newParent can be any Node object (default `null`)
  34596. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34597. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34598. * @returns a new mesh
  34599. */
  34600. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34601. if (name === void 0) { name = ""; }
  34602. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34603. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34604. };
  34605. /**
  34606. * Releases resources associated with this mesh.
  34607. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34608. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34609. */
  34610. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34611. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34612. this.morphTargetManager = null;
  34613. if (this._geometry) {
  34614. this._geometry.releaseForMesh(this, true);
  34615. }
  34616. if (this._onBeforeDrawObservable) {
  34617. this._onBeforeDrawObservable.clear();
  34618. }
  34619. if (this._onBeforeRenderObservable) {
  34620. this._onBeforeRenderObservable.clear();
  34621. }
  34622. if (this._onAfterRenderObservable) {
  34623. this._onAfterRenderObservable.clear();
  34624. }
  34625. // Sources
  34626. if (this._scene.useClonedMeshhMap) {
  34627. if (this.meshMap) {
  34628. for (var uniqueId in this.meshMap) {
  34629. var mesh = this.meshMap[uniqueId];
  34630. if (mesh) {
  34631. mesh._source = null;
  34632. this.meshMap[uniqueId] = undefined;
  34633. }
  34634. }
  34635. }
  34636. if (this._source && this._source.meshMap) {
  34637. this._source.meshMap[this.uniqueId] = undefined;
  34638. }
  34639. }
  34640. else {
  34641. var meshes = this.getScene().meshes;
  34642. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34643. var abstractMesh = meshes_1[_i];
  34644. var mesh = abstractMesh;
  34645. if (mesh._source && mesh._source === this) {
  34646. mesh._source = null;
  34647. }
  34648. }
  34649. }
  34650. this._source = null;
  34651. // Instances
  34652. if (this._instanceDataStorage.instancesBuffer) {
  34653. this._instanceDataStorage.instancesBuffer.dispose();
  34654. this._instanceDataStorage.instancesBuffer = null;
  34655. }
  34656. while (this.instances.length) {
  34657. this.instances[0].dispose();
  34658. }
  34659. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34660. };
  34661. /**
  34662. * Modifies the mesh geometry according to a displacement map.
  34663. * 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.
  34664. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34665. * @param url is a string, the URL from the image file is to be downloaded.
  34666. * @param minHeight is the lower limit of the displacement.
  34667. * @param maxHeight is the upper limit of the displacement.
  34668. * @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.
  34669. * @param uvOffset is an optional vector2 used to offset UV.
  34670. * @param uvScale is an optional vector2 used to scale UV.
  34671. * @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.
  34672. * @returns the Mesh.
  34673. */
  34674. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34675. var _this = this;
  34676. if (forceUpdate === void 0) { forceUpdate = false; }
  34677. var scene = this.getScene();
  34678. var onload = function (img) {
  34679. // Getting height map data
  34680. var canvas = document.createElement("canvas");
  34681. var context = canvas.getContext("2d");
  34682. var heightMapWidth = img.width;
  34683. var heightMapHeight = img.height;
  34684. canvas.width = heightMapWidth;
  34685. canvas.height = heightMapHeight;
  34686. context.drawImage(img, 0, 0);
  34687. // Create VertexData from map data
  34688. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34689. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34690. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34691. //execute success callback, if set
  34692. if (onSuccess) {
  34693. onSuccess(_this);
  34694. }
  34695. };
  34696. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34697. return this;
  34698. };
  34699. /**
  34700. * Modifies the mesh geometry according to a displacementMap buffer.
  34701. * 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.
  34702. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34703. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34704. * @param heightMapWidth is the width of the buffer image.
  34705. * @param heightMapHeight is the height of the buffer image.
  34706. * @param minHeight is the lower limit of the displacement.
  34707. * @param maxHeight is the upper limit of the displacement.
  34708. * @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.
  34709. * @param uvOffset is an optional vector2 used to offset UV.
  34710. * @param uvScale is an optional vector2 used to scale UV.
  34711. * @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.
  34712. * @returns the Mesh.
  34713. */
  34714. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34715. if (forceUpdate === void 0) { forceUpdate = false; }
  34716. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34717. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34718. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34719. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34720. return this;
  34721. }
  34722. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34723. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34724. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34725. var position = BABYLON.Vector3.Zero();
  34726. var normal = BABYLON.Vector3.Zero();
  34727. var uv = BABYLON.Vector2.Zero();
  34728. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34729. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34730. for (var index = 0; index < positions.length; index += 3) {
  34731. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34732. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34733. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34734. // Compute height
  34735. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34736. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34737. var pos = (u + v * heightMapWidth) * 4;
  34738. var r = buffer[pos] / 255.0;
  34739. var g = buffer[pos + 1] / 255.0;
  34740. var b = buffer[pos + 2] / 255.0;
  34741. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34742. normal.normalize();
  34743. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34744. position = position.add(normal);
  34745. position.toArray(positions, index);
  34746. }
  34747. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34748. if (forceUpdate) {
  34749. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34750. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34751. }
  34752. else {
  34753. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34754. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34755. }
  34756. return this;
  34757. };
  34758. /**
  34759. * Modify the mesh to get a flat shading rendering.
  34760. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34761. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34762. * @returns current mesh
  34763. */
  34764. Mesh.prototype.convertToFlatShadedMesh = function () {
  34765. var kinds = this.getVerticesDataKinds();
  34766. var vbs = {};
  34767. var data = {};
  34768. var newdata = {};
  34769. var updatableNormals = false;
  34770. var kindIndex;
  34771. var kind;
  34772. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34773. kind = kinds[kindIndex];
  34774. var vertexBuffer = this.getVertexBuffer(kind);
  34775. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34776. updatableNormals = vertexBuffer.isUpdatable();
  34777. kinds.splice(kindIndex, 1);
  34778. kindIndex--;
  34779. continue;
  34780. }
  34781. vbs[kind] = vertexBuffer;
  34782. data[kind] = vbs[kind].getData();
  34783. newdata[kind] = [];
  34784. }
  34785. // Save previous submeshes
  34786. var previousSubmeshes = this.subMeshes.slice(0);
  34787. var indices = this.getIndices();
  34788. var totalIndices = this.getTotalIndices();
  34789. // Generating unique vertices per face
  34790. var index;
  34791. for (index = 0; index < totalIndices; index++) {
  34792. var vertexIndex = indices[index];
  34793. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34794. kind = kinds[kindIndex];
  34795. var stride = vbs[kind].getStrideSize();
  34796. for (var offset = 0; offset < stride; offset++) {
  34797. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34798. }
  34799. }
  34800. }
  34801. // Updating faces & normal
  34802. var normals = [];
  34803. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34804. for (index = 0; index < totalIndices; index += 3) {
  34805. indices[index] = index;
  34806. indices[index + 1] = index + 1;
  34807. indices[index + 2] = index + 2;
  34808. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34809. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34810. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34811. var p1p2 = p1.subtract(p2);
  34812. var p3p2 = p3.subtract(p2);
  34813. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34814. // Store same normals for every vertex
  34815. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34816. normals.push(normal.x);
  34817. normals.push(normal.y);
  34818. normals.push(normal.z);
  34819. }
  34820. }
  34821. this.setIndices(indices);
  34822. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34823. // Updating vertex buffers
  34824. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34825. kind = kinds[kindIndex];
  34826. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34827. }
  34828. // Updating submeshes
  34829. this.releaseSubMeshes();
  34830. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34831. var previousOne = previousSubmeshes[submeshIndex];
  34832. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34833. }
  34834. this.synchronizeInstances();
  34835. return this;
  34836. };
  34837. /**
  34838. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34839. * In other words, more vertices, no more indices and a single bigger VBO.
  34840. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34841. * @returns current mesh
  34842. */
  34843. Mesh.prototype.convertToUnIndexedMesh = function () {
  34844. var kinds = this.getVerticesDataKinds();
  34845. var vbs = {};
  34846. var data = {};
  34847. var newdata = {};
  34848. var kindIndex;
  34849. var kind;
  34850. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34851. kind = kinds[kindIndex];
  34852. var vertexBuffer = this.getVertexBuffer(kind);
  34853. vbs[kind] = vertexBuffer;
  34854. data[kind] = vbs[kind].getData();
  34855. newdata[kind] = [];
  34856. }
  34857. // Save previous submeshes
  34858. var previousSubmeshes = this.subMeshes.slice(0);
  34859. var indices = this.getIndices();
  34860. var totalIndices = this.getTotalIndices();
  34861. // Generating unique vertices per face
  34862. var index;
  34863. for (index = 0; index < totalIndices; index++) {
  34864. var vertexIndex = indices[index];
  34865. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34866. kind = kinds[kindIndex];
  34867. var stride = vbs[kind].getStrideSize();
  34868. for (var offset = 0; offset < stride; offset++) {
  34869. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34870. }
  34871. }
  34872. }
  34873. // Updating indices
  34874. for (index = 0; index < totalIndices; index += 3) {
  34875. indices[index] = index;
  34876. indices[index + 1] = index + 1;
  34877. indices[index + 2] = index + 2;
  34878. }
  34879. this.setIndices(indices);
  34880. // Updating vertex buffers
  34881. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34882. kind = kinds[kindIndex];
  34883. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34884. }
  34885. // Updating submeshes
  34886. this.releaseSubMeshes();
  34887. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34888. var previousOne = previousSubmeshes[submeshIndex];
  34889. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34890. }
  34891. this._unIndexed = true;
  34892. this.synchronizeInstances();
  34893. return this;
  34894. };
  34895. /**
  34896. * Inverses facet orientations.
  34897. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34898. * @param flipNormals will also inverts the normals
  34899. * @returns current mesh
  34900. */
  34901. Mesh.prototype.flipFaces = function (flipNormals) {
  34902. if (flipNormals === void 0) { flipNormals = false; }
  34903. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34904. var i;
  34905. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34906. for (i = 0; i < vertex_data.normals.length; i++) {
  34907. vertex_data.normals[i] *= -1;
  34908. }
  34909. }
  34910. if (vertex_data.indices) {
  34911. var temp;
  34912. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34913. // reassign indices
  34914. temp = vertex_data.indices[i + 1];
  34915. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34916. vertex_data.indices[i + 2] = temp;
  34917. }
  34918. }
  34919. vertex_data.applyToMesh(this);
  34920. return this;
  34921. };
  34922. // Instances
  34923. /**
  34924. * Creates a new InstancedMesh object from the mesh model.
  34925. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34926. * @param name defines the name of the new instance
  34927. * @returns a new InstancedMesh
  34928. */
  34929. Mesh.prototype.createInstance = function (name) {
  34930. return new BABYLON.InstancedMesh(name, this);
  34931. };
  34932. /**
  34933. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34934. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34935. * @returns the current mesh
  34936. */
  34937. Mesh.prototype.synchronizeInstances = function () {
  34938. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34939. var instance = this.instances[instanceIndex];
  34940. instance._syncSubMeshes();
  34941. }
  34942. return this;
  34943. };
  34944. /**
  34945. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34946. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34947. * This should be used together with the simplification to avoid disappearing triangles.
  34948. * @param successCallback an optional success callback to be called after the optimization finished.
  34949. * @returns the current mesh
  34950. */
  34951. Mesh.prototype.optimizeIndices = function (successCallback) {
  34952. var _this = this;
  34953. var indices = this.getIndices();
  34954. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34955. if (!positions || !indices) {
  34956. return this;
  34957. }
  34958. var vectorPositions = new Array();
  34959. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34960. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34961. }
  34962. var dupes = new Array();
  34963. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34964. var realPos = vectorPositions.length - 1 - iteration;
  34965. var testedPosition = vectorPositions[realPos];
  34966. for (var j = 0; j < realPos; ++j) {
  34967. var againstPosition = vectorPositions[j];
  34968. if (testedPosition.equals(againstPosition)) {
  34969. dupes[realPos] = j;
  34970. break;
  34971. }
  34972. }
  34973. }, function () {
  34974. for (var i = 0; i < indices.length; ++i) {
  34975. indices[i] = dupes[indices[i]] || indices[i];
  34976. }
  34977. //indices are now reordered
  34978. var originalSubMeshes = _this.subMeshes.slice(0);
  34979. _this.setIndices(indices);
  34980. _this.subMeshes = originalSubMeshes;
  34981. if (successCallback) {
  34982. successCallback(_this);
  34983. }
  34984. });
  34985. return this;
  34986. };
  34987. /**
  34988. * Serialize current mesh
  34989. * @param serializationObject defines the object which will receive the serialization data
  34990. */
  34991. Mesh.prototype.serialize = function (serializationObject) {
  34992. serializationObject.name = this.name;
  34993. serializationObject.id = this.id;
  34994. serializationObject.type = this.getClassName();
  34995. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34996. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34997. }
  34998. serializationObject.position = this.position.asArray();
  34999. if (this.rotationQuaternion) {
  35000. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  35001. }
  35002. else if (this.rotation) {
  35003. serializationObject.rotation = this.rotation.asArray();
  35004. }
  35005. serializationObject.scaling = this.scaling.asArray();
  35006. if (this._postMultiplyPivotMatrix) {
  35007. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  35008. }
  35009. else {
  35010. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  35011. }
  35012. serializationObject.isEnabled = this.isEnabled(false);
  35013. serializationObject.isVisible = this.isVisible;
  35014. serializationObject.infiniteDistance = this.infiniteDistance;
  35015. serializationObject.pickable = this.isPickable;
  35016. serializationObject.receiveShadows = this.receiveShadows;
  35017. serializationObject.billboardMode = this.billboardMode;
  35018. serializationObject.visibility = this.visibility;
  35019. serializationObject.checkCollisions = this.checkCollisions;
  35020. serializationObject.isBlocker = this.isBlocker;
  35021. // Parent
  35022. if (this.parent) {
  35023. serializationObject.parentId = this.parent.id;
  35024. }
  35025. // Geometry
  35026. serializationObject.isUnIndexed = this.isUnIndexed;
  35027. var geometry = this._geometry;
  35028. if (geometry) {
  35029. var geometryId = geometry.id;
  35030. serializationObject.geometryId = geometryId;
  35031. // SubMeshes
  35032. serializationObject.subMeshes = [];
  35033. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  35034. var subMesh = this.subMeshes[subIndex];
  35035. serializationObject.subMeshes.push({
  35036. materialIndex: subMesh.materialIndex,
  35037. verticesStart: subMesh.verticesStart,
  35038. verticesCount: subMesh.verticesCount,
  35039. indexStart: subMesh.indexStart,
  35040. indexCount: subMesh.indexCount
  35041. });
  35042. }
  35043. }
  35044. // Material
  35045. if (this.material) {
  35046. serializationObject.materialId = this.material.id;
  35047. }
  35048. else {
  35049. this.material = null;
  35050. }
  35051. // Morph targets
  35052. if (this.morphTargetManager) {
  35053. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  35054. }
  35055. // Skeleton
  35056. if (this.skeleton) {
  35057. serializationObject.skeletonId = this.skeleton.id;
  35058. }
  35059. // Physics
  35060. //TODO implement correct serialization for physics impostors.
  35061. var impostor = this.getPhysicsImpostor();
  35062. if (impostor) {
  35063. serializationObject.physicsMass = impostor.getParam("mass");
  35064. serializationObject.physicsFriction = impostor.getParam("friction");
  35065. serializationObject.physicsRestitution = impostor.getParam("mass");
  35066. serializationObject.physicsImpostor = impostor.type;
  35067. }
  35068. // Metadata
  35069. if (this.metadata) {
  35070. serializationObject.metadata = this.metadata;
  35071. }
  35072. // Instances
  35073. serializationObject.instances = [];
  35074. for (var index = 0; index < this.instances.length; index++) {
  35075. var instance = this.instances[index];
  35076. if (instance.doNotSerialize) {
  35077. continue;
  35078. }
  35079. var serializationInstance = {
  35080. name: instance.name,
  35081. id: instance.id,
  35082. position: instance.position.asArray(),
  35083. scaling: instance.scaling.asArray()
  35084. };
  35085. if (instance.parent) {
  35086. serializationInstance.parentId = instance.parent.id;
  35087. }
  35088. if (instance.rotationQuaternion) {
  35089. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35090. }
  35091. else if (instance.rotation) {
  35092. serializationInstance.rotation = instance.rotation.asArray();
  35093. }
  35094. serializationObject.instances.push(serializationInstance);
  35095. // Animations
  35096. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35097. serializationInstance.ranges = instance.serializeAnimationRanges();
  35098. }
  35099. //
  35100. // Animations
  35101. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35102. serializationObject.ranges = this.serializeAnimationRanges();
  35103. // Layer mask
  35104. serializationObject.layerMask = this.layerMask;
  35105. // Alpha
  35106. serializationObject.alphaIndex = this.alphaIndex;
  35107. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35108. // Overlay
  35109. serializationObject.overlayAlpha = this.overlayAlpha;
  35110. serializationObject.overlayColor = this.overlayColor.asArray();
  35111. serializationObject.renderOverlay = this.renderOverlay;
  35112. // Fog
  35113. serializationObject.applyFog = this.applyFog;
  35114. // Action Manager
  35115. if (this.actionManager) {
  35116. serializationObject.actions = this.actionManager.serialize(this.name);
  35117. }
  35118. };
  35119. /** @hidden */
  35120. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35121. if (!this.geometry) {
  35122. return;
  35123. }
  35124. this._markSubMeshesAsAttributesDirty();
  35125. var morphTargetManager = this._morphTargetManager;
  35126. if (morphTargetManager && morphTargetManager.vertexCount) {
  35127. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35128. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35129. this.morphTargetManager = null;
  35130. return;
  35131. }
  35132. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35133. var morphTarget = morphTargetManager.getActiveTarget(index);
  35134. var positions = morphTarget.getPositions();
  35135. if (!positions) {
  35136. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35137. return;
  35138. }
  35139. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35140. var normals = morphTarget.getNormals();
  35141. if (normals) {
  35142. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35143. }
  35144. var tangents = morphTarget.getTangents();
  35145. if (tangents) {
  35146. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35147. }
  35148. }
  35149. }
  35150. else {
  35151. var index = 0;
  35152. // Positions
  35153. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35154. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35155. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35156. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35157. }
  35158. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35159. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35160. }
  35161. index++;
  35162. }
  35163. }
  35164. };
  35165. // Statics
  35166. /**
  35167. * Returns a new Mesh object parsed from the source provided.
  35168. * @param parsedMesh is the source
  35169. * @param scene defines the hosting scene
  35170. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35171. * @returns a new Mesh
  35172. */
  35173. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35174. var mesh;
  35175. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35176. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35177. }
  35178. else {
  35179. mesh = new Mesh(parsedMesh.name, scene);
  35180. }
  35181. mesh.id = parsedMesh.id;
  35182. if (BABYLON.Tags) {
  35183. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35184. }
  35185. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35186. if (parsedMesh.metadata !== undefined) {
  35187. mesh.metadata = parsedMesh.metadata;
  35188. }
  35189. if (parsedMesh.rotationQuaternion) {
  35190. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35191. }
  35192. else if (parsedMesh.rotation) {
  35193. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35194. }
  35195. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35196. if (parsedMesh.localMatrix) {
  35197. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35198. }
  35199. else if (parsedMesh.pivotMatrix) {
  35200. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35201. }
  35202. mesh.setEnabled(parsedMesh.isEnabled);
  35203. mesh.isVisible = parsedMesh.isVisible;
  35204. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35205. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35206. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35207. if (parsedMesh.applyFog !== undefined) {
  35208. mesh.applyFog = parsedMesh.applyFog;
  35209. }
  35210. if (parsedMesh.pickable !== undefined) {
  35211. mesh.isPickable = parsedMesh.pickable;
  35212. }
  35213. if (parsedMesh.alphaIndex !== undefined) {
  35214. mesh.alphaIndex = parsedMesh.alphaIndex;
  35215. }
  35216. mesh.receiveShadows = parsedMesh.receiveShadows;
  35217. mesh.billboardMode = parsedMesh.billboardMode;
  35218. if (parsedMesh.visibility !== undefined) {
  35219. mesh.visibility = parsedMesh.visibility;
  35220. }
  35221. mesh.checkCollisions = parsedMesh.checkCollisions;
  35222. if (parsedMesh.isBlocker !== undefined) {
  35223. mesh.isBlocker = parsedMesh.isBlocker;
  35224. }
  35225. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35226. // freezeWorldMatrix
  35227. if (parsedMesh.freezeWorldMatrix) {
  35228. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35229. }
  35230. // Parent
  35231. if (parsedMesh.parentId) {
  35232. mesh._waitingParentId = parsedMesh.parentId;
  35233. }
  35234. // Actions
  35235. if (parsedMesh.actions !== undefined) {
  35236. mesh._waitingActions = parsedMesh.actions;
  35237. }
  35238. // Overlay
  35239. if (parsedMesh.overlayAlpha !== undefined) {
  35240. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35241. }
  35242. if (parsedMesh.overlayColor !== undefined) {
  35243. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35244. }
  35245. if (parsedMesh.renderOverlay !== undefined) {
  35246. mesh.renderOverlay = parsedMesh.renderOverlay;
  35247. }
  35248. // Geometry
  35249. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35250. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35251. if (parsedMesh.delayLoadingFile) {
  35252. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35253. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35254. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35255. if (parsedMesh._binaryInfo) {
  35256. mesh._binaryInfo = parsedMesh._binaryInfo;
  35257. }
  35258. mesh._delayInfo = [];
  35259. if (parsedMesh.hasUVs) {
  35260. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35261. }
  35262. if (parsedMesh.hasUVs2) {
  35263. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35264. }
  35265. if (parsedMesh.hasUVs3) {
  35266. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35267. }
  35268. if (parsedMesh.hasUVs4) {
  35269. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35270. }
  35271. if (parsedMesh.hasUVs5) {
  35272. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35273. }
  35274. if (parsedMesh.hasUVs6) {
  35275. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35276. }
  35277. if (parsedMesh.hasColors) {
  35278. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35279. }
  35280. if (parsedMesh.hasMatricesIndices) {
  35281. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35282. }
  35283. if (parsedMesh.hasMatricesWeights) {
  35284. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35285. }
  35286. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35287. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35288. mesh._checkDelayState();
  35289. }
  35290. }
  35291. else {
  35292. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35293. }
  35294. // Material
  35295. if (parsedMesh.materialId) {
  35296. mesh.setMaterialByID(parsedMesh.materialId);
  35297. }
  35298. else {
  35299. mesh.material = null;
  35300. }
  35301. // Morph targets
  35302. if (parsedMesh.morphTargetManagerId > -1) {
  35303. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35304. }
  35305. // Skeleton
  35306. if (parsedMesh.skeletonId > -1) {
  35307. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35308. if (parsedMesh.numBoneInfluencers) {
  35309. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35310. }
  35311. }
  35312. // Animations
  35313. if (parsedMesh.animations) {
  35314. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35315. var parsedAnimation = parsedMesh.animations[animationIndex];
  35316. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35317. }
  35318. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35319. }
  35320. if (parsedMesh.autoAnimate) {
  35321. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35322. }
  35323. // Layer Mask
  35324. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35325. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35326. }
  35327. else {
  35328. mesh.layerMask = 0x0FFFFFFF;
  35329. }
  35330. // Physics
  35331. if (parsedMesh.physicsImpostor) {
  35332. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35333. mass: parsedMesh.physicsMass,
  35334. friction: parsedMesh.physicsFriction,
  35335. restitution: parsedMesh.physicsRestitution
  35336. }, scene);
  35337. }
  35338. // Instances
  35339. if (parsedMesh.instances) {
  35340. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35341. var parsedInstance = parsedMesh.instances[index];
  35342. var instance = mesh.createInstance(parsedInstance.name);
  35343. if (parsedInstance.id) {
  35344. instance.id = parsedInstance.id;
  35345. }
  35346. if (BABYLON.Tags) {
  35347. if (parsedInstance.tags) {
  35348. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35349. }
  35350. else {
  35351. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35352. }
  35353. }
  35354. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35355. if (parsedInstance.parentId) {
  35356. instance._waitingParentId = parsedInstance.parentId;
  35357. }
  35358. if (parsedInstance.rotationQuaternion) {
  35359. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35360. }
  35361. else if (parsedInstance.rotation) {
  35362. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35363. }
  35364. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35365. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35366. instance.checkCollisions = parsedInstance.checkCollisions;
  35367. }
  35368. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35369. instance.isPickable = parsedInstance.pickable;
  35370. }
  35371. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35372. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35373. }
  35374. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35375. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35376. }
  35377. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35378. instance.alphaIndex = parsedInstance.alphaIndex;
  35379. }
  35380. // Physics
  35381. if (parsedInstance.physicsImpostor) {
  35382. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35383. mass: parsedInstance.physicsMass,
  35384. friction: parsedInstance.physicsFriction,
  35385. restitution: parsedInstance.physicsRestitution
  35386. }, scene);
  35387. }
  35388. // Animation
  35389. if (parsedInstance.animations) {
  35390. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35391. parsedAnimation = parsedInstance.animations[animationIndex];
  35392. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35393. }
  35394. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35395. if (parsedInstance.autoAnimate) {
  35396. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35397. }
  35398. }
  35399. }
  35400. }
  35401. return mesh;
  35402. };
  35403. /**
  35404. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35405. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35406. * @param name defines the name of the mesh to create
  35407. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35408. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35409. * @param closePath creates a seam between the first and the last points of each path of the path array
  35410. * @param offset is taken in account only if the `pathArray` is containing a single path
  35411. * @param scene defines the hosting scene
  35412. * @param updatable defines if the mesh must be flagged as updatable
  35413. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35414. * @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)
  35415. * @returns a new Mesh
  35416. */
  35417. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35418. if (closeArray === void 0) { closeArray = false; }
  35419. if (updatable === void 0) { updatable = false; }
  35420. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35421. pathArray: pathArray,
  35422. closeArray: closeArray,
  35423. closePath: closePath,
  35424. offset: offset,
  35425. updatable: updatable,
  35426. sideOrientation: sideOrientation,
  35427. instance: instance
  35428. }, scene);
  35429. };
  35430. /**
  35431. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35432. * @param name defines the name of the mesh to create
  35433. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35434. * @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
  35435. * @param scene defines the hosting scene
  35436. * @param updatable defines if the mesh must be flagged as updatable
  35437. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35438. * @returns a new Mesh
  35439. */
  35440. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35441. if (scene === void 0) { scene = null; }
  35442. var options = {
  35443. radius: radius,
  35444. tessellation: tessellation,
  35445. sideOrientation: sideOrientation,
  35446. updatable: updatable
  35447. };
  35448. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35449. };
  35450. /**
  35451. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35452. * @param name defines the name of the mesh to create
  35453. * @param size sets the size (float) of each box side (default 1)
  35454. * @param scene defines the hosting scene
  35455. * @param updatable defines if the mesh must be flagged as updatable
  35456. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35457. * @returns a new Mesh
  35458. */
  35459. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35460. if (scene === void 0) { scene = null; }
  35461. var options = {
  35462. size: size,
  35463. sideOrientation: sideOrientation,
  35464. updatable: updatable
  35465. };
  35466. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35467. };
  35468. /**
  35469. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35470. * @param name defines the name of the mesh to create
  35471. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35472. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35473. * @param scene defines the hosting scene
  35474. * @param updatable defines if the mesh must be flagged as updatable
  35475. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35476. * @returns a new Mesh
  35477. */
  35478. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35479. var options = {
  35480. segments: segments,
  35481. diameterX: diameter,
  35482. diameterY: diameter,
  35483. diameterZ: diameter,
  35484. sideOrientation: sideOrientation,
  35485. updatable: updatable
  35486. };
  35487. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35488. };
  35489. /**
  35490. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35491. * @param name defines the name of the mesh to create
  35492. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35493. * @param diameterTop set the top cap diameter (floats, default 1)
  35494. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35495. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35496. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35497. * @param scene defines the hosting scene
  35498. * @param updatable defines if the mesh must be flagged as updatable
  35499. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35500. * @returns a new Mesh
  35501. */
  35502. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35503. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35504. if (scene !== undefined) {
  35505. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35506. updatable = scene;
  35507. }
  35508. scene = subdivisions;
  35509. subdivisions = 1;
  35510. }
  35511. var options = {
  35512. height: height,
  35513. diameterTop: diameterTop,
  35514. diameterBottom: diameterBottom,
  35515. tessellation: tessellation,
  35516. subdivisions: subdivisions,
  35517. sideOrientation: sideOrientation,
  35518. updatable: updatable
  35519. };
  35520. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35521. };
  35522. // Torus (Code from SharpDX.org)
  35523. /**
  35524. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35525. * @param name defines the name of the mesh to create
  35526. * @param diameter sets the diameter size (float) of the torus (default 1)
  35527. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35528. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35529. * @param scene defines the hosting scene
  35530. * @param updatable defines if the mesh must be flagged as updatable
  35531. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35532. * @returns a new Mesh
  35533. */
  35534. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35535. var options = {
  35536. diameter: diameter,
  35537. thickness: thickness,
  35538. tessellation: tessellation,
  35539. sideOrientation: sideOrientation,
  35540. updatable: updatable
  35541. };
  35542. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35543. };
  35544. /**
  35545. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35546. * @param name defines the name of the mesh to create
  35547. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35548. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35549. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35550. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35551. * @param p the number of windings on X axis (positive integers, default 2)
  35552. * @param q the number of windings on Y axis (positive integers, default 3)
  35553. * @param scene defines the hosting scene
  35554. * @param updatable defines if the mesh must be flagged as updatable
  35555. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35556. * @returns a new Mesh
  35557. */
  35558. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35559. var options = {
  35560. radius: radius,
  35561. tube: tube,
  35562. radialSegments: radialSegments,
  35563. tubularSegments: tubularSegments,
  35564. p: p,
  35565. q: q,
  35566. sideOrientation: sideOrientation,
  35567. updatable: updatable
  35568. };
  35569. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35570. };
  35571. /**
  35572. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35573. * @param name defines the name of the mesh to create
  35574. * @param points is an array successive Vector3
  35575. * @param scene defines the hosting scene
  35576. * @param updatable defines if the mesh must be flagged as updatable
  35577. * @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).
  35578. * @returns a new Mesh
  35579. */
  35580. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35581. if (scene === void 0) { scene = null; }
  35582. if (updatable === void 0) { updatable = false; }
  35583. if (instance === void 0) { instance = null; }
  35584. var options = {
  35585. points: points,
  35586. updatable: updatable,
  35587. instance: instance
  35588. };
  35589. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35590. };
  35591. /**
  35592. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35593. * @param name defines the name of the mesh to create
  35594. * @param points is an array successive Vector3
  35595. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35596. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35597. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35598. * @param scene defines the hosting scene
  35599. * @param updatable defines if the mesh must be flagged as updatable
  35600. * @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)
  35601. * @returns a new Mesh
  35602. */
  35603. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35604. if (scene === void 0) { scene = null; }
  35605. var options = {
  35606. points: points,
  35607. dashSize: dashSize,
  35608. gapSize: gapSize,
  35609. dashNb: dashNb,
  35610. updatable: updatable,
  35611. instance: instance
  35612. };
  35613. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35614. };
  35615. /**
  35616. * Creates a polygon mesh.
  35617. * Please consider using the same method from the MeshBuilder class instead.
  35618. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35619. * 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.
  35620. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35621. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35622. * Remember you can only change the shape positions, not their number when updating a polygon.
  35623. */
  35624. /**
  35625. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35626. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35627. * @param name defines the name of the mesh to create
  35628. * @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
  35629. * @param scene defines the hosting scene
  35630. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35631. * @param updatable defines if the mesh must be flagged as updatable
  35632. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35633. * @returns a new Mesh
  35634. */
  35635. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35636. var options = {
  35637. shape: shape,
  35638. holes: holes,
  35639. updatable: updatable,
  35640. sideOrientation: sideOrientation
  35641. };
  35642. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35643. };
  35644. /**
  35645. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35646. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35647. * @param name defines the name of the mesh to create
  35648. * @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
  35649. * @param depth defines the height of extrusion
  35650. * @param scene defines the hosting scene
  35651. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35652. * @param updatable defines if the mesh must be flagged as updatable
  35653. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35654. * @returns a new Mesh
  35655. */
  35656. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35657. var options = {
  35658. shape: shape,
  35659. holes: holes,
  35660. depth: depth,
  35661. updatable: updatable,
  35662. sideOrientation: sideOrientation
  35663. };
  35664. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35665. };
  35666. /**
  35667. * Creates an extruded shape mesh.
  35668. * 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
  35669. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35670. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35671. * @param name defines the name of the mesh to create
  35672. * @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
  35673. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35674. * @param scale is the value to scale the shape
  35675. * @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
  35676. * @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
  35677. * @param scene defines the hosting scene
  35678. * @param updatable defines if the mesh must be flagged as updatable
  35679. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35680. * @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)
  35681. * @returns a new Mesh
  35682. */
  35683. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35684. if (scene === void 0) { scene = null; }
  35685. var options = {
  35686. shape: shape,
  35687. path: path,
  35688. scale: scale,
  35689. rotation: rotation,
  35690. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35691. sideOrientation: sideOrientation,
  35692. instance: instance,
  35693. updatable: updatable
  35694. };
  35695. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35696. };
  35697. /**
  35698. * Creates an custom extruded shape mesh.
  35699. * The custom extrusion is a parametric shape.
  35700. * It has no predefined shape. Its final shape will depend on the input parameters.
  35701. * Please consider using the same method from the MeshBuilder class instead
  35702. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  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 extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  35705. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35706. * @param scaleFunction is a custom Javascript function called on each path point
  35707. * @param rotationFunction is a custom Javascript function called on each path point
  35708. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35709. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35710. * @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
  35711. * @param scene defines the hosting scene
  35712. * @param updatable defines if the mesh must be flagged as updatable
  35713. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35714. * @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)
  35715. * @returns a new Mesh
  35716. */
  35717. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35718. var options = {
  35719. shape: shape,
  35720. path: path,
  35721. scaleFunction: scaleFunction,
  35722. rotationFunction: rotationFunction,
  35723. ribbonCloseArray: ribbonCloseArray,
  35724. ribbonClosePath: ribbonClosePath,
  35725. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35726. sideOrientation: sideOrientation,
  35727. instance: instance,
  35728. updatable: updatable
  35729. };
  35730. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35731. };
  35732. /**
  35733. * Creates lathe mesh.
  35734. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35735. * Please consider using the same method from the MeshBuilder class instead
  35736. * @param name defines the name of the mesh to create
  35737. * @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
  35738. * @param radius is the radius value of the lathe
  35739. * @param tessellation is the side number of the lathe.
  35740. * @param scene defines the hosting scene
  35741. * @param updatable defines if the mesh must be flagged as updatable
  35742. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35743. * @returns a new Mesh
  35744. */
  35745. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35746. var options = {
  35747. shape: shape,
  35748. radius: radius,
  35749. tessellation: tessellation,
  35750. sideOrientation: sideOrientation,
  35751. updatable: updatable
  35752. };
  35753. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35754. };
  35755. /**
  35756. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35757. * @param name defines the name of the mesh to create
  35758. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35759. * @param scene defines the hosting scene
  35760. * @param updatable defines if the mesh must be flagged as updatable
  35761. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35762. * @returns a new Mesh
  35763. */
  35764. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35765. var options = {
  35766. size: size,
  35767. width: size,
  35768. height: size,
  35769. sideOrientation: sideOrientation,
  35770. updatable: updatable
  35771. };
  35772. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35773. };
  35774. /**
  35775. * Creates a ground mesh.
  35776. * Please consider using the same method from the MeshBuilder class instead
  35777. * @param name defines the name of the mesh to create
  35778. * @param width set the width of the ground
  35779. * @param height set the height of the ground
  35780. * @param subdivisions sets the number of subdivisions per side
  35781. * @param scene defines the hosting scene
  35782. * @param updatable defines if the mesh must be flagged as updatable
  35783. * @returns a new Mesh
  35784. */
  35785. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35786. var options = {
  35787. width: width,
  35788. height: height,
  35789. subdivisions: subdivisions,
  35790. updatable: updatable
  35791. };
  35792. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35793. };
  35794. /**
  35795. * Creates a tiled ground mesh.
  35796. * Please consider using the same method from the MeshBuilder class instead
  35797. * @param name defines the name of the mesh to create
  35798. * @param xmin set the ground minimum X coordinate
  35799. * @param zmin set the ground minimum Y coordinate
  35800. * @param xmax set the ground maximum X coordinate
  35801. * @param zmax set the ground maximum Z coordinate
  35802. * @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
  35803. * @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
  35804. * @param scene defines the hosting scene
  35805. * @param updatable defines if the mesh must be flagged as updatable
  35806. * @returns a new Mesh
  35807. */
  35808. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35809. var options = {
  35810. xmin: xmin,
  35811. zmin: zmin,
  35812. xmax: xmax,
  35813. zmax: zmax,
  35814. subdivisions: subdivisions,
  35815. precision: precision,
  35816. updatable: updatable
  35817. };
  35818. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35819. };
  35820. /**
  35821. * Creates a ground mesh from a height map.
  35822. * Please consider using the same method from the MeshBuilder class instead
  35823. * @see http://doc.babylonjs.com/babylon101/height_map
  35824. * @param name defines the name of the mesh to create
  35825. * @param url sets the URL of the height map image resource
  35826. * @param width set the ground width size
  35827. * @param height set the ground height size
  35828. * @param subdivisions sets the number of subdivision per side
  35829. * @param minHeight is the minimum altitude on the ground
  35830. * @param maxHeight is the maximum altitude on the ground
  35831. * @param scene defines the hosting scene
  35832. * @param updatable defines if the mesh must be flagged as updatable
  35833. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35834. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35835. * @returns a new Mesh
  35836. */
  35837. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35838. var options = {
  35839. width: width,
  35840. height: height,
  35841. subdivisions: subdivisions,
  35842. minHeight: minHeight,
  35843. maxHeight: maxHeight,
  35844. updatable: updatable,
  35845. onReady: onReady,
  35846. alphaFilter: alphaFilter
  35847. };
  35848. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35849. };
  35850. /**
  35851. * Creates a tube mesh.
  35852. * The tube is a parametric shape.
  35853. * It has no predefined shape. Its final shape will depend on the input parameters.
  35854. * Please consider using the same method from the MeshBuilder class instead
  35855. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35856. * @param name defines the name of the mesh to create
  35857. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35858. * @param radius sets the tube radius size
  35859. * @param tessellation is the number of sides on the tubular surface
  35860. * @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
  35861. * @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
  35862. * @param scene defines the hosting scene
  35863. * @param updatable defines if the mesh must be flagged as updatable
  35864. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35865. * @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)
  35866. * @returns a new Mesh
  35867. */
  35868. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35869. var options = {
  35870. path: path,
  35871. radius: radius,
  35872. tessellation: tessellation,
  35873. radiusFunction: radiusFunction,
  35874. arc: 1,
  35875. cap: cap,
  35876. updatable: updatable,
  35877. sideOrientation: sideOrientation,
  35878. instance: instance
  35879. };
  35880. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35881. };
  35882. /**
  35883. * Creates a polyhedron mesh.
  35884. * Please consider using the same method from the MeshBuilder class instead.
  35885. * * 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
  35886. * * The parameter `size` (positive float, default 1) sets the polygon size
  35887. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35888. * * 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`
  35889. * * 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
  35890. * * 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)`)
  35891. * * 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
  35892. * * 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
  35893. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35894. * * 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
  35895. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35896. * @param name defines the name of the mesh to create
  35897. * @param options defines the options used to create the mesh
  35898. * @param scene defines the hosting scene
  35899. * @returns a new Mesh
  35900. */
  35901. Mesh.CreatePolyhedron = function (name, options, scene) {
  35902. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35903. };
  35904. /**
  35905. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35906. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35907. * * 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`)
  35908. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35909. * * 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
  35910. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35911. * * 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
  35912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35913. * @param name defines the name of the mesh
  35914. * @param options defines the options used to create the mesh
  35915. * @param scene defines the hosting scene
  35916. * @returns a new Mesh
  35917. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35918. */
  35919. Mesh.CreateIcoSphere = function (name, options, scene) {
  35920. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35921. };
  35922. /**
  35923. * Creates a decal mesh.
  35924. * Please consider using the same method from the MeshBuilder class instead.
  35925. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35926. * @param name defines the name of the mesh
  35927. * @param sourceMesh defines the mesh receiving the decal
  35928. * @param position sets the position of the decal in world coordinates
  35929. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35930. * @param size sets the decal scaling
  35931. * @param angle sets the angle to rotate the decal
  35932. * @returns a new Mesh
  35933. */
  35934. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35935. var options = {
  35936. position: position,
  35937. normal: normal,
  35938. size: size,
  35939. angle: angle
  35940. };
  35941. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35942. };
  35943. // Skeletons
  35944. /**
  35945. * Prepare internal position array for software CPU skinning
  35946. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35947. */
  35948. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35949. if (!this._sourcePositions) {
  35950. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35951. if (!source) {
  35952. return this._sourcePositions;
  35953. }
  35954. this._sourcePositions = new Float32Array(source);
  35955. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35956. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35957. }
  35958. }
  35959. return this._sourcePositions;
  35960. };
  35961. /**
  35962. * Prepare internal normal array for software CPU skinning
  35963. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35964. */
  35965. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35966. if (!this._sourceNormals) {
  35967. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35968. if (!source) {
  35969. return this._sourceNormals;
  35970. }
  35971. this._sourceNormals = new Float32Array(source);
  35972. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35973. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35974. }
  35975. }
  35976. return this._sourceNormals;
  35977. };
  35978. /**
  35979. * Updates the vertex buffer by applying transformation from the bones
  35980. * @param skeleton defines the skeleton to apply to current mesh
  35981. * @returns the current mesh
  35982. */
  35983. Mesh.prototype.applySkeleton = function (skeleton) {
  35984. if (!this.geometry) {
  35985. return this;
  35986. }
  35987. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35988. return this;
  35989. }
  35990. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35991. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35992. return this;
  35993. }
  35994. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35995. return this;
  35996. }
  35997. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35998. return this;
  35999. }
  36000. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  36001. return this;
  36002. }
  36003. if (!this._sourcePositions) {
  36004. var submeshes = this.subMeshes.slice();
  36005. this.setPositionsForCPUSkinning();
  36006. this.subMeshes = submeshes;
  36007. }
  36008. if (!this._sourceNormals) {
  36009. this.setNormalsForCPUSkinning();
  36010. }
  36011. // positionsData checks for not being Float32Array will only pass at most once
  36012. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36013. if (!positionsData) {
  36014. return this;
  36015. }
  36016. if (!(positionsData instanceof Float32Array)) {
  36017. positionsData = new Float32Array(positionsData);
  36018. }
  36019. // normalsData checks for not being Float32Array will only pass at most once
  36020. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  36021. if (!normalsData) {
  36022. return this;
  36023. }
  36024. if (!(normalsData instanceof Float32Array)) {
  36025. normalsData = new Float32Array(normalsData);
  36026. }
  36027. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  36028. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  36029. if (!matricesWeightsData || !matricesIndicesData) {
  36030. return this;
  36031. }
  36032. var needExtras = this.numBoneInfluencers > 4;
  36033. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  36034. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  36035. var skeletonMatrices = skeleton.getTransformMatrices(this);
  36036. var tempVector3 = BABYLON.Vector3.Zero();
  36037. var finalMatrix = new BABYLON.Matrix();
  36038. var tempMatrix = new BABYLON.Matrix();
  36039. var matWeightIdx = 0;
  36040. var inf;
  36041. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  36042. var weight;
  36043. for (inf = 0; inf < 4; inf++) {
  36044. weight = matricesWeightsData[matWeightIdx + inf];
  36045. if (weight > 0) {
  36046. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36047. finalMatrix.addToSelf(tempMatrix);
  36048. }
  36049. }
  36050. if (needExtras) {
  36051. for (inf = 0; inf < 4; inf++) {
  36052. weight = matricesWeightsExtraData[matWeightIdx + inf];
  36053. if (weight > 0) {
  36054. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36055. finalMatrix.addToSelf(tempMatrix);
  36056. }
  36057. }
  36058. }
  36059. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  36060. tempVector3.toArray(positionsData, index);
  36061. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  36062. tempVector3.toArray(normalsData, index);
  36063. finalMatrix.reset();
  36064. }
  36065. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  36066. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  36067. return this;
  36068. };
  36069. // Tools
  36070. /**
  36071. * 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
  36072. * @param meshes defines the list of meshes to scan
  36073. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36074. */
  36075. Mesh.MinMax = function (meshes) {
  36076. var minVector = null;
  36077. var maxVector = null;
  36078. meshes.forEach(function (mesh, index, array) {
  36079. var boundingInfo = mesh.getBoundingInfo();
  36080. var boundingBox = boundingInfo.boundingBox;
  36081. if (!minVector || !maxVector) {
  36082. minVector = boundingBox.minimumWorld;
  36083. maxVector = boundingBox.maximumWorld;
  36084. }
  36085. else {
  36086. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36087. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36088. }
  36089. });
  36090. if (!minVector || !maxVector) {
  36091. return {
  36092. min: BABYLON.Vector3.Zero(),
  36093. max: BABYLON.Vector3.Zero()
  36094. };
  36095. }
  36096. return {
  36097. min: minVector,
  36098. max: maxVector
  36099. };
  36100. };
  36101. /**
  36102. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36103. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36104. * @returns a vector3
  36105. */
  36106. Mesh.Center = function (meshesOrMinMaxVector) {
  36107. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36108. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36109. };
  36110. /**
  36111. * Merge the array of meshes into a single mesh for performance reasons.
  36112. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36113. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36114. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36115. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36116. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36117. * @returns a new mesh
  36118. */
  36119. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36120. if (disposeSource === void 0) { disposeSource = true; }
  36121. var index;
  36122. if (!allow32BitsIndices) {
  36123. var totalVertices = 0;
  36124. // Counting vertices
  36125. for (index = 0; index < meshes.length; index++) {
  36126. if (meshes[index]) {
  36127. totalVertices += meshes[index].getTotalVertices();
  36128. if (totalVertices > 65536) {
  36129. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36130. return null;
  36131. }
  36132. }
  36133. }
  36134. }
  36135. // Merge
  36136. var vertexData = null;
  36137. var otherVertexData;
  36138. var indiceArray = new Array();
  36139. var source = null;
  36140. for (index = 0; index < meshes.length; index++) {
  36141. if (meshes[index]) {
  36142. var wm = meshes[index].computeWorldMatrix(true);
  36143. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36144. otherVertexData.transform(wm);
  36145. if (vertexData) {
  36146. vertexData.merge(otherVertexData, allow32BitsIndices);
  36147. }
  36148. else {
  36149. vertexData = otherVertexData;
  36150. source = meshes[index];
  36151. }
  36152. if (subdivideWithSubMeshes) {
  36153. indiceArray.push(meshes[index].getTotalIndices());
  36154. }
  36155. }
  36156. }
  36157. source = source;
  36158. if (!meshSubclass) {
  36159. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36160. }
  36161. vertexData.applyToMesh(meshSubclass);
  36162. // Setting properties
  36163. meshSubclass.material = source.material;
  36164. meshSubclass.checkCollisions = source.checkCollisions;
  36165. // Cleaning
  36166. if (disposeSource) {
  36167. for (index = 0; index < meshes.length; index++) {
  36168. if (meshes[index]) {
  36169. meshes[index].dispose();
  36170. }
  36171. }
  36172. }
  36173. // Subdivide
  36174. if (subdivideWithSubMeshes) {
  36175. //-- removal of global submesh
  36176. meshSubclass.releaseSubMeshes();
  36177. index = 0;
  36178. var offset = 0;
  36179. //-- apply subdivision according to index table
  36180. while (index < indiceArray.length) {
  36181. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36182. offset += indiceArray[index];
  36183. index++;
  36184. }
  36185. }
  36186. return meshSubclass;
  36187. };
  36188. /** @hidden */
  36189. Mesh.prototype.addInstance = function (instance) {
  36190. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36191. this.instances.push(instance);
  36192. };
  36193. /** @hidden */
  36194. Mesh.prototype.removeInstance = function (instance) {
  36195. // Remove from mesh
  36196. var index = instance._indexInSourceMeshInstanceArray;
  36197. if (index != -1) {
  36198. if (index !== this.instances.length - 1) {
  36199. var last = this.instances[this.instances.length - 1];
  36200. this.instances[index] = last;
  36201. last._indexInSourceMeshInstanceArray = index;
  36202. }
  36203. instance._indexInSourceMeshInstanceArray = -1;
  36204. this.instances.pop();
  36205. }
  36206. };
  36207. // Consts
  36208. /**
  36209. * Mesh side orientation : usually the external or front surface
  36210. */
  36211. Mesh.FRONTSIDE = 0;
  36212. /**
  36213. * Mesh side orientation : usually the internal or back surface
  36214. */
  36215. Mesh.BACKSIDE = 1;
  36216. /**
  36217. * Mesh side orientation : both internal and external or front and back surfaces
  36218. */
  36219. Mesh.DOUBLESIDE = 2;
  36220. /**
  36221. * Mesh side orientation : by default, `FRONTSIDE`
  36222. */
  36223. Mesh.DEFAULTSIDE = 0;
  36224. /**
  36225. * Mesh cap setting : no cap
  36226. */
  36227. Mesh.NO_CAP = 0;
  36228. /**
  36229. * Mesh cap setting : one cap at the beginning of the mesh
  36230. */
  36231. Mesh.CAP_START = 1;
  36232. /**
  36233. * Mesh cap setting : one cap at the end of the mesh
  36234. */
  36235. Mesh.CAP_END = 2;
  36236. /**
  36237. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36238. */
  36239. Mesh.CAP_ALL = 3;
  36240. return Mesh;
  36241. }(BABYLON.AbstractMesh));
  36242. BABYLON.Mesh = Mesh;
  36243. })(BABYLON || (BABYLON = {}));
  36244. //# sourceMappingURL=babylon.mesh.js.map
  36245. var BABYLON;
  36246. (function (BABYLON) {
  36247. /**
  36248. * Base class for submeshes
  36249. */
  36250. var BaseSubMesh = /** @class */ (function () {
  36251. function BaseSubMesh() {
  36252. }
  36253. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36254. /**
  36255. * Gets associated effect
  36256. */
  36257. get: function () {
  36258. return this._materialEffect;
  36259. },
  36260. enumerable: true,
  36261. configurable: true
  36262. });
  36263. /**
  36264. * Sets associated effect (effect used to render this submesh)
  36265. * @param effect defines the effect to associate with
  36266. * @param defines defines the set of defines used to compile this effect
  36267. */
  36268. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36269. if (defines === void 0) { defines = null; }
  36270. if (this._materialEffect === effect) {
  36271. if (!effect) {
  36272. this._materialDefines = null;
  36273. }
  36274. return;
  36275. }
  36276. this._materialDefines = defines;
  36277. this._materialEffect = effect;
  36278. };
  36279. return BaseSubMesh;
  36280. }());
  36281. BABYLON.BaseSubMesh = BaseSubMesh;
  36282. /**
  36283. * Defines a subdivision inside a mesh
  36284. */
  36285. var SubMesh = /** @class */ (function (_super) {
  36286. __extends(SubMesh, _super);
  36287. /**
  36288. * Creates a new submesh
  36289. * @param materialIndex defines the material index to use
  36290. * @param verticesStart defines vertex index start
  36291. * @param verticesCount defines vertices count
  36292. * @param indexStart defines index start
  36293. * @param indexCount defines indices count
  36294. * @param mesh defines the parent mesh
  36295. * @param renderingMesh defines an optional rendering mesh
  36296. * @param createBoundingBox defines if bounding box should be created for this submesh
  36297. */
  36298. function SubMesh(
  36299. /** the material index to use */
  36300. materialIndex,
  36301. /** vertex index start */
  36302. verticesStart,
  36303. /** vertices count */
  36304. verticesCount,
  36305. /** index start */
  36306. indexStart,
  36307. /** indices count */
  36308. indexCount, mesh, renderingMesh, createBoundingBox) {
  36309. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36310. var _this = _super.call(this) || this;
  36311. _this.materialIndex = materialIndex;
  36312. _this.verticesStart = verticesStart;
  36313. _this.verticesCount = verticesCount;
  36314. _this.indexStart = indexStart;
  36315. _this.indexCount = indexCount;
  36316. /** @hidden */
  36317. _this._renderId = 0;
  36318. _this._mesh = mesh;
  36319. _this._renderingMesh = renderingMesh || mesh;
  36320. mesh.subMeshes.push(_this);
  36321. _this._trianglePlanes = [];
  36322. _this._id = mesh.subMeshes.length - 1;
  36323. if (createBoundingBox) {
  36324. _this.refreshBoundingInfo();
  36325. mesh.computeWorldMatrix(true);
  36326. }
  36327. return _this;
  36328. }
  36329. /**
  36330. * Add a new submesh to a mesh
  36331. * @param materialIndex defines the material index to use
  36332. * @param verticesStart defines vertex index start
  36333. * @param verticesCount defines vertices count
  36334. * @param indexStart defines index start
  36335. * @param indexCount defines indices count
  36336. * @param mesh defines the parent mesh
  36337. * @param renderingMesh defines an optional rendering mesh
  36338. * @param createBoundingBox defines if bounding box should be created for this submesh
  36339. * @returns the new submesh
  36340. */
  36341. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36342. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36343. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36344. };
  36345. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36346. /**
  36347. * Returns true if this submesh covers the entire parent mesh
  36348. * @ignorenaming
  36349. */
  36350. get: function () {
  36351. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36352. },
  36353. enumerable: true,
  36354. configurable: true
  36355. });
  36356. /**
  36357. * Returns the submesh BoudingInfo object
  36358. * @returns current bounding info (or mesh's one if the submesh is global)
  36359. */
  36360. SubMesh.prototype.getBoundingInfo = function () {
  36361. if (this.IsGlobal) {
  36362. return this._mesh.getBoundingInfo();
  36363. }
  36364. return this._boundingInfo;
  36365. };
  36366. /**
  36367. * Sets the submesh BoundingInfo
  36368. * @param boundingInfo defines the new bounding info to use
  36369. * @returns the SubMesh
  36370. */
  36371. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36372. this._boundingInfo = boundingInfo;
  36373. return this;
  36374. };
  36375. /**
  36376. * Returns the mesh of the current submesh
  36377. * @return the parent mesh
  36378. */
  36379. SubMesh.prototype.getMesh = function () {
  36380. return this._mesh;
  36381. };
  36382. /**
  36383. * Returns the rendering mesh of the submesh
  36384. * @returns the rendering mesh (could be different from parent mesh)
  36385. */
  36386. SubMesh.prototype.getRenderingMesh = function () {
  36387. return this._renderingMesh;
  36388. };
  36389. /**
  36390. * Returns the submesh material
  36391. * @returns null or the current material
  36392. */
  36393. SubMesh.prototype.getMaterial = function () {
  36394. var rootMaterial = this._renderingMesh.material;
  36395. if (rootMaterial === null || rootMaterial === undefined) {
  36396. return this._mesh.getScene().defaultMaterial;
  36397. }
  36398. else if (rootMaterial.getSubMaterial) {
  36399. var multiMaterial = rootMaterial;
  36400. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36401. if (this._currentMaterial !== effectiveMaterial) {
  36402. this._currentMaterial = effectiveMaterial;
  36403. this._materialDefines = null;
  36404. }
  36405. return effectiveMaterial;
  36406. }
  36407. return rootMaterial;
  36408. };
  36409. // Methods
  36410. /**
  36411. * Sets a new updated BoundingInfo object to the submesh
  36412. * @returns the SubMesh
  36413. */
  36414. SubMesh.prototype.refreshBoundingInfo = function () {
  36415. this._lastColliderWorldVertices = null;
  36416. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36417. return this;
  36418. }
  36419. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36420. if (!data) {
  36421. this._boundingInfo = this._mesh.getBoundingInfo();
  36422. return this;
  36423. }
  36424. var indices = this._renderingMesh.getIndices();
  36425. var extend;
  36426. //is this the only submesh?
  36427. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36428. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36429. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36430. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36431. }
  36432. else {
  36433. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36434. }
  36435. if (this._boundingInfo) {
  36436. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36437. }
  36438. else {
  36439. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36440. }
  36441. return this;
  36442. };
  36443. /** @hidden */
  36444. SubMesh.prototype._checkCollision = function (collider) {
  36445. var boundingInfo = this.getBoundingInfo();
  36446. return boundingInfo._checkCollision(collider);
  36447. };
  36448. /**
  36449. * Updates the submesh BoundingInfo
  36450. * @param world defines the world matrix to use to update the bounding info
  36451. * @returns the submesh
  36452. */
  36453. SubMesh.prototype.updateBoundingInfo = function (world) {
  36454. var boundingInfo = this.getBoundingInfo();
  36455. if (!boundingInfo) {
  36456. this.refreshBoundingInfo();
  36457. boundingInfo = this.getBoundingInfo();
  36458. }
  36459. boundingInfo.update(world);
  36460. return this;
  36461. };
  36462. /**
  36463. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36464. * @param frustumPlanes defines the frustum planes
  36465. * @returns true if the submesh is intersecting with the frustum
  36466. */
  36467. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36468. var boundingInfo = this.getBoundingInfo();
  36469. if (!boundingInfo) {
  36470. return false;
  36471. }
  36472. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36473. };
  36474. /**
  36475. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36476. * @param frustumPlanes defines the frustum planes
  36477. * @returns true if the submesh is inside the frustum
  36478. */
  36479. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36480. var boundingInfo = this.getBoundingInfo();
  36481. if (!boundingInfo) {
  36482. return false;
  36483. }
  36484. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36485. };
  36486. /**
  36487. * Renders the submesh
  36488. * @param enableAlphaMode defines if alpha needs to be used
  36489. * @returns the submesh
  36490. */
  36491. SubMesh.prototype.render = function (enableAlphaMode) {
  36492. this._renderingMesh.render(this, enableAlphaMode);
  36493. return this;
  36494. };
  36495. /**
  36496. * @hidden
  36497. */
  36498. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36499. if (!this._linesIndexBuffer) {
  36500. var linesIndices = [];
  36501. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36502. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36503. }
  36504. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36505. this._linesIndexCount = linesIndices.length;
  36506. }
  36507. return this._linesIndexBuffer;
  36508. };
  36509. /**
  36510. * Checks if the submesh intersects with a ray
  36511. * @param ray defines the ray to test
  36512. * @returns true is the passed ray intersects the submesh bounding box
  36513. */
  36514. SubMesh.prototype.canIntersects = function (ray) {
  36515. var boundingInfo = this.getBoundingInfo();
  36516. if (!boundingInfo) {
  36517. return false;
  36518. }
  36519. return ray.intersectsBox(boundingInfo.boundingBox);
  36520. };
  36521. /**
  36522. * Intersects current submesh with a ray
  36523. * @param ray defines the ray to test
  36524. * @param positions defines mesh's positions array
  36525. * @param indices defines mesh's indices array
  36526. * @param fastCheck defines if only bounding info should be used
  36527. * @returns intersection info or null if no intersection
  36528. */
  36529. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36530. var material = this.getMaterial();
  36531. if (!material) {
  36532. return null;
  36533. }
  36534. switch (material.fillMode) {
  36535. case BABYLON.Material.PointListDrawMode:
  36536. case BABYLON.Material.LineListDrawMode:
  36537. case BABYLON.Material.LineLoopDrawMode:
  36538. case BABYLON.Material.LineStripDrawMode:
  36539. case BABYLON.Material.TriangleFanDrawMode:
  36540. case BABYLON.Material.TriangleStripDrawMode:
  36541. return null;
  36542. }
  36543. // LineMesh first as it's also a Mesh...
  36544. if (BABYLON.LinesMesh) {
  36545. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36546. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36547. }
  36548. }
  36549. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36550. };
  36551. /** @hidden */
  36552. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36553. var intersectInfo = null;
  36554. // Line test
  36555. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36556. var p0 = positions[indices[index]];
  36557. var p1 = positions[indices[index + 1]];
  36558. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36559. if (length < 0) {
  36560. continue;
  36561. }
  36562. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36563. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36564. if (fastCheck) {
  36565. break;
  36566. }
  36567. }
  36568. }
  36569. return intersectInfo;
  36570. };
  36571. /** @hidden */
  36572. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36573. var intersectInfo = null;
  36574. // Triangles test
  36575. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36576. var p0 = positions[indices[index]];
  36577. var p1 = positions[indices[index + 1]];
  36578. var p2 = positions[indices[index + 2]];
  36579. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36580. if (currentIntersectInfo) {
  36581. if (currentIntersectInfo.distance < 0) {
  36582. continue;
  36583. }
  36584. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36585. intersectInfo = currentIntersectInfo;
  36586. intersectInfo.faceId = index / 3;
  36587. if (fastCheck) {
  36588. break;
  36589. }
  36590. }
  36591. }
  36592. }
  36593. return intersectInfo;
  36594. };
  36595. /** @hidden */
  36596. SubMesh.prototype._rebuild = function () {
  36597. if (this._linesIndexBuffer) {
  36598. this._linesIndexBuffer = null;
  36599. }
  36600. };
  36601. // Clone
  36602. /**
  36603. * Creates a new submesh from the passed mesh
  36604. * @param newMesh defines the new hosting mesh
  36605. * @param newRenderingMesh defines an optional rendering mesh
  36606. * @returns the new submesh
  36607. */
  36608. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36609. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36610. if (!this.IsGlobal) {
  36611. var boundingInfo = this.getBoundingInfo();
  36612. if (!boundingInfo) {
  36613. return result;
  36614. }
  36615. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36616. }
  36617. return result;
  36618. };
  36619. // Dispose
  36620. /**
  36621. * Release associated resources
  36622. */
  36623. SubMesh.prototype.dispose = function () {
  36624. if (this._linesIndexBuffer) {
  36625. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36626. this._linesIndexBuffer = null;
  36627. }
  36628. // Remove from mesh
  36629. var index = this._mesh.subMeshes.indexOf(this);
  36630. this._mesh.subMeshes.splice(index, 1);
  36631. };
  36632. // Statics
  36633. /**
  36634. * Creates a new submesh from indices data
  36635. * @param materialIndex the index of the main mesh material
  36636. * @param startIndex the index where to start the copy in the mesh indices array
  36637. * @param indexCount the number of indices to copy then from the startIndex
  36638. * @param mesh the main mesh to create the submesh from
  36639. * @param renderingMesh the optional rendering mesh
  36640. * @returns a new submesh
  36641. */
  36642. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36643. var minVertexIndex = Number.MAX_VALUE;
  36644. var maxVertexIndex = -Number.MAX_VALUE;
  36645. renderingMesh = (renderingMesh || mesh);
  36646. var indices = renderingMesh.getIndices();
  36647. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36648. var vertexIndex = indices[index];
  36649. if (vertexIndex < minVertexIndex) {
  36650. minVertexIndex = vertexIndex;
  36651. }
  36652. if (vertexIndex > maxVertexIndex) {
  36653. maxVertexIndex = vertexIndex;
  36654. }
  36655. }
  36656. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36657. };
  36658. return SubMesh;
  36659. }(BaseSubMesh));
  36660. BABYLON.SubMesh = SubMesh;
  36661. })(BABYLON || (BABYLON = {}));
  36662. //# sourceMappingURL=babylon.subMesh.js.map
  36663. var __assign = (this && this.__assign) || function () {
  36664. __assign = Object.assign || function(t) {
  36665. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36666. s = arguments[i];
  36667. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36668. t[p] = s[p];
  36669. }
  36670. return t;
  36671. };
  36672. return __assign.apply(this, arguments);
  36673. };
  36674. var BABYLON;
  36675. (function (BABYLON) {
  36676. /**
  36677. * Manages the defines for the Material
  36678. */
  36679. var MaterialDefines = /** @class */ (function () {
  36680. function MaterialDefines() {
  36681. this._isDirty = true;
  36682. /** @hidden */
  36683. this._areLightsDirty = true;
  36684. /** @hidden */
  36685. this._areAttributesDirty = true;
  36686. /** @hidden */
  36687. this._areTexturesDirty = true;
  36688. /** @hidden */
  36689. this._areFresnelDirty = true;
  36690. /** @hidden */
  36691. this._areMiscDirty = true;
  36692. /** @hidden */
  36693. this._areImageProcessingDirty = true;
  36694. /** @hidden */
  36695. this._normals = false;
  36696. /** @hidden */
  36697. this._uvs = false;
  36698. /** @hidden */
  36699. this._needNormals = false;
  36700. /** @hidden */
  36701. this._needUVs = false;
  36702. }
  36703. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36704. /**
  36705. * Specifies if the material needs to be re-calculated
  36706. */
  36707. get: function () {
  36708. return this._isDirty;
  36709. },
  36710. enumerable: true,
  36711. configurable: true
  36712. });
  36713. /**
  36714. * Marks the material to indicate that it has been re-calculated
  36715. */
  36716. MaterialDefines.prototype.markAsProcessed = function () {
  36717. this._isDirty = false;
  36718. this._areAttributesDirty = false;
  36719. this._areTexturesDirty = false;
  36720. this._areFresnelDirty = false;
  36721. this._areLightsDirty = false;
  36722. this._areMiscDirty = false;
  36723. this._areImageProcessingDirty = false;
  36724. };
  36725. /**
  36726. * Marks the material to indicate that it needs to be re-calculated
  36727. */
  36728. MaterialDefines.prototype.markAsUnprocessed = function () {
  36729. this._isDirty = true;
  36730. };
  36731. /**
  36732. * Marks the material to indicate all of its defines need to be re-calculated
  36733. */
  36734. MaterialDefines.prototype.markAllAsDirty = function () {
  36735. this._areTexturesDirty = true;
  36736. this._areAttributesDirty = true;
  36737. this._areLightsDirty = true;
  36738. this._areFresnelDirty = true;
  36739. this._areMiscDirty = true;
  36740. this._areImageProcessingDirty = true;
  36741. this._isDirty = true;
  36742. };
  36743. /**
  36744. * Marks the material to indicate that image processing needs to be re-calculated
  36745. */
  36746. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36747. this._areImageProcessingDirty = true;
  36748. this._isDirty = true;
  36749. };
  36750. /**
  36751. * Marks the material to indicate the lights need to be re-calculated
  36752. */
  36753. MaterialDefines.prototype.markAsLightDirty = function () {
  36754. this._areLightsDirty = true;
  36755. this._isDirty = true;
  36756. };
  36757. /**
  36758. * Marks the attribute state as changed
  36759. */
  36760. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36761. this._areAttributesDirty = true;
  36762. this._isDirty = true;
  36763. };
  36764. /**
  36765. * Marks the texture state as changed
  36766. */
  36767. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36768. this._areTexturesDirty = true;
  36769. this._isDirty = true;
  36770. };
  36771. /**
  36772. * Marks the fresnel state as changed
  36773. */
  36774. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36775. this._areFresnelDirty = true;
  36776. this._isDirty = true;
  36777. };
  36778. /**
  36779. * Marks the misc state as changed
  36780. */
  36781. MaterialDefines.prototype.markAsMiscDirty = function () {
  36782. this._areMiscDirty = true;
  36783. this._isDirty = true;
  36784. };
  36785. /**
  36786. * Rebuilds the material defines
  36787. */
  36788. MaterialDefines.prototype.rebuild = function () {
  36789. if (this._keys) {
  36790. delete this._keys;
  36791. }
  36792. this._keys = [];
  36793. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36794. var key = _a[_i];
  36795. if (key[0] === "_") {
  36796. continue;
  36797. }
  36798. this._keys.push(key);
  36799. }
  36800. };
  36801. /**
  36802. * Specifies if two material defines are equal
  36803. * @param other - A material define instance to compare to
  36804. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36805. */
  36806. MaterialDefines.prototype.isEqual = function (other) {
  36807. if (this._keys.length !== other._keys.length) {
  36808. return false;
  36809. }
  36810. for (var index = 0; index < this._keys.length; index++) {
  36811. var prop = this._keys[index];
  36812. if (this[prop] !== other[prop]) {
  36813. return false;
  36814. }
  36815. }
  36816. return true;
  36817. };
  36818. /**
  36819. * Clones this instance's defines to another instance
  36820. * @param other - material defines to clone values to
  36821. */
  36822. MaterialDefines.prototype.cloneTo = function (other) {
  36823. if (this._keys.length !== other._keys.length) {
  36824. other._keys = this._keys.slice(0);
  36825. }
  36826. for (var index = 0; index < this._keys.length; index++) {
  36827. var prop = this._keys[index];
  36828. other[prop] = this[prop];
  36829. }
  36830. };
  36831. /**
  36832. * Resets the material define values
  36833. */
  36834. MaterialDefines.prototype.reset = function () {
  36835. for (var index = 0; index < this._keys.length; index++) {
  36836. var prop = this._keys[index];
  36837. var type = typeof this[prop];
  36838. switch (type) {
  36839. case "number":
  36840. this[prop] = 0;
  36841. break;
  36842. case "string":
  36843. this[prop] = "";
  36844. break;
  36845. default:
  36846. this[prop] = false;
  36847. break;
  36848. }
  36849. }
  36850. };
  36851. /**
  36852. * Converts the material define values to a string
  36853. * @returns - String of material define information
  36854. */
  36855. MaterialDefines.prototype.toString = function () {
  36856. var result = "";
  36857. for (var index = 0; index < this._keys.length; index++) {
  36858. var prop = this._keys[index];
  36859. var value = this[prop];
  36860. var type = typeof value;
  36861. switch (type) {
  36862. case "number":
  36863. case "string":
  36864. result += "#define " + prop + " " + value + "\n";
  36865. break;
  36866. default:
  36867. if (value) {
  36868. result += "#define " + prop + "\n";
  36869. }
  36870. break;
  36871. }
  36872. }
  36873. return result;
  36874. };
  36875. return MaterialDefines;
  36876. }());
  36877. BABYLON.MaterialDefines = MaterialDefines;
  36878. /**
  36879. * Base class for the main features of a material in Babylon.js
  36880. */
  36881. var Material = /** @class */ (function () {
  36882. /**
  36883. * Creates a material instance
  36884. * @param name defines the name of the material
  36885. * @param scene defines the scene to reference
  36886. * @param doNotAdd specifies if the material should be added to the scene
  36887. */
  36888. function Material(name, scene, doNotAdd) {
  36889. /**
  36890. * Gets or sets user defined metadata
  36891. */
  36892. this.metadata = null;
  36893. /**
  36894. * For internal use only. Please do not use.
  36895. */
  36896. this.reservedDataStore = null;
  36897. /**
  36898. * Specifies if the ready state should be checked on each call
  36899. */
  36900. this.checkReadyOnEveryCall = false;
  36901. /**
  36902. * Specifies if the ready state should be checked once
  36903. */
  36904. this.checkReadyOnlyOnce = false;
  36905. /**
  36906. * The state of the material
  36907. */
  36908. this.state = "";
  36909. /**
  36910. * The alpha value of the material
  36911. */
  36912. this._alpha = 1.0;
  36913. /**
  36914. * Specifies if back face culling is enabled
  36915. */
  36916. this._backFaceCulling = true;
  36917. /**
  36918. * Specifies if the material should be serialized
  36919. */
  36920. this.doNotSerialize = false;
  36921. /**
  36922. * @hidden
  36923. */
  36924. this._storeEffectOnSubMeshes = false;
  36925. /**
  36926. * An event triggered when the material is disposed
  36927. */
  36928. this.onDisposeObservable = new BABYLON.Observable();
  36929. /**
  36930. * Stores the value of the alpha mode
  36931. */
  36932. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36933. /**
  36934. * Stores the state of the need depth pre-pass value
  36935. */
  36936. this._needDepthPrePass = false;
  36937. /**
  36938. * Specifies if depth writing should be disabled
  36939. */
  36940. this.disableDepthWrite = false;
  36941. /**
  36942. * Specifies if depth writing should be forced
  36943. */
  36944. this.forceDepthWrite = false;
  36945. /**
  36946. * Specifies if there should be a separate pass for culling
  36947. */
  36948. this.separateCullingPass = false;
  36949. /**
  36950. * Stores the state specifing if fog should be enabled
  36951. */
  36952. this._fogEnabled = true;
  36953. /**
  36954. * Stores the size of points
  36955. */
  36956. this.pointSize = 1.0;
  36957. /**
  36958. * Stores the z offset value
  36959. */
  36960. this.zOffset = 0;
  36961. /**
  36962. * @hidden
  36963. * Specifies if the material was previously ready
  36964. */
  36965. this._wasPreviouslyReady = false;
  36966. /**
  36967. * Stores the fill mode state
  36968. */
  36969. this._fillMode = Material.TriangleFillMode;
  36970. /** @hidden */
  36971. this._indexInSceneMaterialArray = -1;
  36972. this.name = name;
  36973. this.id = name || BABYLON.Tools.RandomId();
  36974. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36975. this.uniqueId = this._scene.getUniqueId();
  36976. if (this._scene.useRightHandedSystem) {
  36977. this.sideOrientation = Material.ClockWiseSideOrientation;
  36978. }
  36979. else {
  36980. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36981. }
  36982. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36983. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36984. if (!doNotAdd) {
  36985. this._scene.addMaterial(this);
  36986. }
  36987. if (this._scene.useMaterialMeshMap) {
  36988. this.meshMap = {};
  36989. }
  36990. }
  36991. Object.defineProperty(Material, "TriangleFillMode", {
  36992. /**
  36993. * Returns the triangle fill mode
  36994. */
  36995. get: function () {
  36996. return Material._TriangleFillMode;
  36997. },
  36998. enumerable: true,
  36999. configurable: true
  37000. });
  37001. Object.defineProperty(Material, "WireFrameFillMode", {
  37002. /**
  37003. * Returns the wireframe mode
  37004. */
  37005. get: function () {
  37006. return Material._WireFrameFillMode;
  37007. },
  37008. enumerable: true,
  37009. configurable: true
  37010. });
  37011. Object.defineProperty(Material, "PointFillMode", {
  37012. /**
  37013. * Returns the point fill mode
  37014. */
  37015. get: function () {
  37016. return Material._PointFillMode;
  37017. },
  37018. enumerable: true,
  37019. configurable: true
  37020. });
  37021. Object.defineProperty(Material, "PointListDrawMode", {
  37022. /**
  37023. * Returns the point list draw mode
  37024. */
  37025. get: function () {
  37026. return Material._PointListDrawMode;
  37027. },
  37028. enumerable: true,
  37029. configurable: true
  37030. });
  37031. Object.defineProperty(Material, "LineListDrawMode", {
  37032. /**
  37033. * Returns the line list draw mode
  37034. */
  37035. get: function () {
  37036. return Material._LineListDrawMode;
  37037. },
  37038. enumerable: true,
  37039. configurable: true
  37040. });
  37041. Object.defineProperty(Material, "LineLoopDrawMode", {
  37042. /**
  37043. * Returns the line loop draw mode
  37044. */
  37045. get: function () {
  37046. return Material._LineLoopDrawMode;
  37047. },
  37048. enumerable: true,
  37049. configurable: true
  37050. });
  37051. Object.defineProperty(Material, "LineStripDrawMode", {
  37052. /**
  37053. * Returns the line strip draw mode
  37054. */
  37055. get: function () {
  37056. return Material._LineStripDrawMode;
  37057. },
  37058. enumerable: true,
  37059. configurable: true
  37060. });
  37061. Object.defineProperty(Material, "TriangleStripDrawMode", {
  37062. /**
  37063. * Returns the triangle strip draw mode
  37064. */
  37065. get: function () {
  37066. return Material._TriangleStripDrawMode;
  37067. },
  37068. enumerable: true,
  37069. configurable: true
  37070. });
  37071. Object.defineProperty(Material, "TriangleFanDrawMode", {
  37072. /**
  37073. * Returns the triangle fan draw mode
  37074. */
  37075. get: function () {
  37076. return Material._TriangleFanDrawMode;
  37077. },
  37078. enumerable: true,
  37079. configurable: true
  37080. });
  37081. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37082. /**
  37083. * Returns the clock-wise side orientation
  37084. */
  37085. get: function () {
  37086. return Material._ClockWiseSideOrientation;
  37087. },
  37088. enumerable: true,
  37089. configurable: true
  37090. });
  37091. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37092. /**
  37093. * Returns the counter clock-wise side orientation
  37094. */
  37095. get: function () {
  37096. return Material._CounterClockWiseSideOrientation;
  37097. },
  37098. enumerable: true,
  37099. configurable: true
  37100. });
  37101. Object.defineProperty(Material.prototype, "alpha", {
  37102. /**
  37103. * Gets the alpha value of the material
  37104. */
  37105. get: function () {
  37106. return this._alpha;
  37107. },
  37108. /**
  37109. * Sets the alpha value of the material
  37110. */
  37111. set: function (value) {
  37112. if (this._alpha === value) {
  37113. return;
  37114. }
  37115. this._alpha = value;
  37116. this.markAsDirty(Material.MiscDirtyFlag);
  37117. },
  37118. enumerable: true,
  37119. configurable: true
  37120. });
  37121. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37122. /**
  37123. * Gets the back-face culling state
  37124. */
  37125. get: function () {
  37126. return this._backFaceCulling;
  37127. },
  37128. /**
  37129. * Sets the back-face culling state
  37130. */
  37131. set: function (value) {
  37132. if (this._backFaceCulling === value) {
  37133. return;
  37134. }
  37135. this._backFaceCulling = value;
  37136. this.markAsDirty(Material.TextureDirtyFlag);
  37137. },
  37138. enumerable: true,
  37139. configurable: true
  37140. });
  37141. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37142. /**
  37143. * Gets a boolean indicating that current material needs to register RTT
  37144. */
  37145. get: function () {
  37146. return false;
  37147. },
  37148. enumerable: true,
  37149. configurable: true
  37150. });
  37151. Object.defineProperty(Material.prototype, "onDispose", {
  37152. /**
  37153. * Called during a dispose event
  37154. */
  37155. set: function (callback) {
  37156. if (this._onDisposeObserver) {
  37157. this.onDisposeObservable.remove(this._onDisposeObserver);
  37158. }
  37159. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37160. },
  37161. enumerable: true,
  37162. configurable: true
  37163. });
  37164. Object.defineProperty(Material.prototype, "onBindObservable", {
  37165. /**
  37166. * An event triggered when the material is bound
  37167. */
  37168. get: function () {
  37169. if (!this._onBindObservable) {
  37170. this._onBindObservable = new BABYLON.Observable();
  37171. }
  37172. return this._onBindObservable;
  37173. },
  37174. enumerable: true,
  37175. configurable: true
  37176. });
  37177. Object.defineProperty(Material.prototype, "onBind", {
  37178. /**
  37179. * Called during a bind event
  37180. */
  37181. set: function (callback) {
  37182. if (this._onBindObserver) {
  37183. this.onBindObservable.remove(this._onBindObserver);
  37184. }
  37185. this._onBindObserver = this.onBindObservable.add(callback);
  37186. },
  37187. enumerable: true,
  37188. configurable: true
  37189. });
  37190. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37191. /**
  37192. * An event triggered when the material is unbound
  37193. */
  37194. get: function () {
  37195. if (!this._onUnBindObservable) {
  37196. this._onUnBindObservable = new BABYLON.Observable();
  37197. }
  37198. return this._onUnBindObservable;
  37199. },
  37200. enumerable: true,
  37201. configurable: true
  37202. });
  37203. Object.defineProperty(Material.prototype, "alphaMode", {
  37204. /**
  37205. * Gets the value of the alpha mode
  37206. */
  37207. get: function () {
  37208. return this._alphaMode;
  37209. },
  37210. /**
  37211. * Sets the value of the alpha mode.
  37212. *
  37213. * | Value | Type | Description |
  37214. * | --- | --- | --- |
  37215. * | 0 | ALPHA_DISABLE | |
  37216. * | 1 | ALPHA_ADD | |
  37217. * | 2 | ALPHA_COMBINE | |
  37218. * | 3 | ALPHA_SUBTRACT | |
  37219. * | 4 | ALPHA_MULTIPLY | |
  37220. * | 5 | ALPHA_MAXIMIZED | |
  37221. * | 6 | ALPHA_ONEONE | |
  37222. * | 7 | ALPHA_PREMULTIPLIED | |
  37223. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37224. * | 9 | ALPHA_INTERPOLATE | |
  37225. * | 10 | ALPHA_SCREENMODE | |
  37226. *
  37227. */
  37228. set: function (value) {
  37229. if (this._alphaMode === value) {
  37230. return;
  37231. }
  37232. this._alphaMode = value;
  37233. this.markAsDirty(Material.TextureDirtyFlag);
  37234. },
  37235. enumerable: true,
  37236. configurable: true
  37237. });
  37238. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37239. /**
  37240. * Gets the depth pre-pass value
  37241. */
  37242. get: function () {
  37243. return this._needDepthPrePass;
  37244. },
  37245. /**
  37246. * Sets the need depth pre-pass value
  37247. */
  37248. set: function (value) {
  37249. if (this._needDepthPrePass === value) {
  37250. return;
  37251. }
  37252. this._needDepthPrePass = value;
  37253. if (this._needDepthPrePass) {
  37254. this.checkReadyOnEveryCall = true;
  37255. }
  37256. },
  37257. enumerable: true,
  37258. configurable: true
  37259. });
  37260. Object.defineProperty(Material.prototype, "fogEnabled", {
  37261. /**
  37262. * Gets the value of the fog enabled state
  37263. */
  37264. get: function () {
  37265. return this._fogEnabled;
  37266. },
  37267. /**
  37268. * Sets the state for enabling fog
  37269. */
  37270. set: function (value) {
  37271. if (this._fogEnabled === value) {
  37272. return;
  37273. }
  37274. this._fogEnabled = value;
  37275. this.markAsDirty(Material.MiscDirtyFlag);
  37276. },
  37277. enumerable: true,
  37278. configurable: true
  37279. });
  37280. Object.defineProperty(Material.prototype, "wireframe", {
  37281. /**
  37282. * Gets a value specifying if wireframe mode is enabled
  37283. */
  37284. get: function () {
  37285. switch (this._fillMode) {
  37286. case Material.WireFrameFillMode:
  37287. case Material.LineListDrawMode:
  37288. case Material.LineLoopDrawMode:
  37289. case Material.LineStripDrawMode:
  37290. return true;
  37291. }
  37292. return this._scene.forceWireframe;
  37293. },
  37294. /**
  37295. * Sets the state of wireframe mode
  37296. */
  37297. set: function (value) {
  37298. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37299. },
  37300. enumerable: true,
  37301. configurable: true
  37302. });
  37303. Object.defineProperty(Material.prototype, "pointsCloud", {
  37304. /**
  37305. * Gets the value specifying if point clouds are enabled
  37306. */
  37307. get: function () {
  37308. switch (this._fillMode) {
  37309. case Material.PointFillMode:
  37310. case Material.PointListDrawMode:
  37311. return true;
  37312. }
  37313. return this._scene.forcePointsCloud;
  37314. },
  37315. /**
  37316. * Sets the state of point cloud mode
  37317. */
  37318. set: function (value) {
  37319. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37320. },
  37321. enumerable: true,
  37322. configurable: true
  37323. });
  37324. Object.defineProperty(Material.prototype, "fillMode", {
  37325. /**
  37326. * Gets the material fill mode
  37327. */
  37328. get: function () {
  37329. return this._fillMode;
  37330. },
  37331. /**
  37332. * Sets the material fill mode
  37333. */
  37334. set: function (value) {
  37335. if (this._fillMode === value) {
  37336. return;
  37337. }
  37338. this._fillMode = value;
  37339. this.markAsDirty(Material.MiscDirtyFlag);
  37340. },
  37341. enumerable: true,
  37342. configurable: true
  37343. });
  37344. /**
  37345. * Returns a string representation of the current material
  37346. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37347. * @returns a string with material information
  37348. */
  37349. Material.prototype.toString = function (fullDetails) {
  37350. var ret = "Name: " + this.name;
  37351. if (fullDetails) {
  37352. }
  37353. return ret;
  37354. };
  37355. /**
  37356. * Gets the class name of the material
  37357. * @returns a string with the class name of the material
  37358. */
  37359. Material.prototype.getClassName = function () {
  37360. return "Material";
  37361. };
  37362. Object.defineProperty(Material.prototype, "isFrozen", {
  37363. /**
  37364. * Specifies if updates for the material been locked
  37365. */
  37366. get: function () {
  37367. return this.checkReadyOnlyOnce;
  37368. },
  37369. enumerable: true,
  37370. configurable: true
  37371. });
  37372. /**
  37373. * Locks updates for the material
  37374. */
  37375. Material.prototype.freeze = function () {
  37376. this.checkReadyOnlyOnce = true;
  37377. };
  37378. /**
  37379. * Unlocks updates for the material
  37380. */
  37381. Material.prototype.unfreeze = function () {
  37382. this.checkReadyOnlyOnce = false;
  37383. };
  37384. /**
  37385. * Specifies if the material is ready to be used
  37386. * @param mesh defines the mesh to check
  37387. * @param useInstances specifies if instances should be used
  37388. * @returns a boolean indicating if the material is ready to be used
  37389. */
  37390. Material.prototype.isReady = function (mesh, useInstances) {
  37391. return true;
  37392. };
  37393. /**
  37394. * Specifies that the submesh is ready to be used
  37395. * @param mesh defines the mesh to check
  37396. * @param subMesh defines which submesh to check
  37397. * @param useInstances specifies that instances should be used
  37398. * @returns a boolean indicating that the submesh is ready or not
  37399. */
  37400. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37401. return false;
  37402. };
  37403. /**
  37404. * Returns the material effect
  37405. * @returns the effect associated with the material
  37406. */
  37407. Material.prototype.getEffect = function () {
  37408. return this._effect;
  37409. };
  37410. /**
  37411. * Returns the current scene
  37412. * @returns a Scene
  37413. */
  37414. Material.prototype.getScene = function () {
  37415. return this._scene;
  37416. };
  37417. /**
  37418. * Specifies if the material will require alpha blending
  37419. * @returns a boolean specifying if alpha blending is needed
  37420. */
  37421. Material.prototype.needAlphaBlending = function () {
  37422. return (this.alpha < 1.0);
  37423. };
  37424. /**
  37425. * Specifies if the mesh will require alpha blending
  37426. * @param mesh defines the mesh to check
  37427. * @returns a boolean specifying if alpha blending is needed for the mesh
  37428. */
  37429. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37430. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37431. };
  37432. /**
  37433. * Specifies if this material should be rendered in alpha test mode
  37434. * @returns a boolean specifying if an alpha test is needed.
  37435. */
  37436. Material.prototype.needAlphaTesting = function () {
  37437. return false;
  37438. };
  37439. /**
  37440. * Gets the texture used for the alpha test
  37441. * @returns the texture to use for alpha testing
  37442. */
  37443. Material.prototype.getAlphaTestTexture = function () {
  37444. return null;
  37445. };
  37446. /**
  37447. * Marks the material to indicate that it needs to be re-calculated
  37448. */
  37449. Material.prototype.markDirty = function () {
  37450. this._wasPreviouslyReady = false;
  37451. };
  37452. /** @hidden */
  37453. Material.prototype._preBind = function (effect, overrideOrientation) {
  37454. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37455. var engine = this._scene.getEngine();
  37456. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37457. var reverse = orientation === Material.ClockWiseSideOrientation;
  37458. engine.enableEffect(effect ? effect : this._effect);
  37459. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37460. return reverse;
  37461. };
  37462. /**
  37463. * Binds the material to the mesh
  37464. * @param world defines the world transformation matrix
  37465. * @param mesh defines the mesh to bind the material to
  37466. */
  37467. Material.prototype.bind = function (world, mesh) {
  37468. };
  37469. /**
  37470. * Binds the submesh to the material
  37471. * @param world defines the world transformation matrix
  37472. * @param mesh defines the mesh containing the submesh
  37473. * @param subMesh defines the submesh to bind the material to
  37474. */
  37475. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37476. };
  37477. /**
  37478. * Binds the world matrix to the material
  37479. * @param world defines the world transformation matrix
  37480. */
  37481. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37482. };
  37483. /**
  37484. * Binds the scene's uniform buffer to the effect.
  37485. * @param effect defines the effect to bind to the scene uniform buffer
  37486. * @param sceneUbo defines the uniform buffer storing scene data
  37487. */
  37488. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37489. sceneUbo.bindToEffect(effect, "Scene");
  37490. };
  37491. /**
  37492. * Binds the view matrix to the effect
  37493. * @param effect defines the effect to bind the view matrix to
  37494. */
  37495. Material.prototype.bindView = function (effect) {
  37496. if (!this._useUBO) {
  37497. effect.setMatrix("view", this.getScene().getViewMatrix());
  37498. }
  37499. else {
  37500. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37501. }
  37502. };
  37503. /**
  37504. * Binds the view projection matrix to the effect
  37505. * @param effect defines the effect to bind the view projection matrix to
  37506. */
  37507. Material.prototype.bindViewProjection = function (effect) {
  37508. if (!this._useUBO) {
  37509. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37510. }
  37511. else {
  37512. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37513. }
  37514. };
  37515. /**
  37516. * Specifies if material alpha testing should be turned on for the mesh
  37517. * @param mesh defines the mesh to check
  37518. */
  37519. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37520. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37521. };
  37522. /**
  37523. * Processes to execute after binding the material to a mesh
  37524. * @param mesh defines the rendered mesh
  37525. */
  37526. Material.prototype._afterBind = function (mesh) {
  37527. this._scene._cachedMaterial = this;
  37528. if (mesh) {
  37529. this._scene._cachedVisibility = mesh.visibility;
  37530. }
  37531. else {
  37532. this._scene._cachedVisibility = 1;
  37533. }
  37534. if (this._onBindObservable && mesh) {
  37535. this._onBindObservable.notifyObservers(mesh);
  37536. }
  37537. if (this.disableDepthWrite) {
  37538. var engine = this._scene.getEngine();
  37539. this._cachedDepthWriteState = engine.getDepthWrite();
  37540. engine.setDepthWrite(false);
  37541. }
  37542. };
  37543. /**
  37544. * Unbinds the material from the mesh
  37545. */
  37546. Material.prototype.unbind = function () {
  37547. if (this._onUnBindObservable) {
  37548. this._onUnBindObservable.notifyObservers(this);
  37549. }
  37550. if (this.disableDepthWrite) {
  37551. var engine = this._scene.getEngine();
  37552. engine.setDepthWrite(this._cachedDepthWriteState);
  37553. }
  37554. };
  37555. /**
  37556. * Gets the active textures from the material
  37557. * @returns an array of textures
  37558. */
  37559. Material.prototype.getActiveTextures = function () {
  37560. return [];
  37561. };
  37562. /**
  37563. * Specifies if the material uses a texture
  37564. * @param texture defines the texture to check against the material
  37565. * @returns a boolean specifying if the material uses the texture
  37566. */
  37567. Material.prototype.hasTexture = function (texture) {
  37568. return false;
  37569. };
  37570. /**
  37571. * Makes a duplicate of the material, and gives it a new name
  37572. * @param name defines the new name for the duplicated material
  37573. * @returns the cloned material
  37574. */
  37575. Material.prototype.clone = function (name) {
  37576. return null;
  37577. };
  37578. /**
  37579. * Gets the meshes bound to the material
  37580. * @returns an array of meshes bound to the material
  37581. */
  37582. Material.prototype.getBindedMeshes = function () {
  37583. var _this = this;
  37584. if (this.meshMap) {
  37585. var result = new Array();
  37586. for (var meshId in this.meshMap) {
  37587. var mesh = this.meshMap[meshId];
  37588. if (mesh) {
  37589. result.push(mesh);
  37590. }
  37591. }
  37592. return result;
  37593. }
  37594. else {
  37595. var meshes = this._scene.meshes;
  37596. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37597. }
  37598. };
  37599. /**
  37600. * Force shader compilation
  37601. * @param mesh defines the mesh associated with this material
  37602. * @param onCompiled defines a function to execute once the material is compiled
  37603. * @param options defines the options to configure the compilation
  37604. */
  37605. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37606. var _this = this;
  37607. var localOptions = __assign({ clipPlane: false }, options);
  37608. var subMesh = new BABYLON.BaseSubMesh();
  37609. var scene = this.getScene();
  37610. var checkReady = function () {
  37611. if (!_this._scene || !_this._scene.getEngine()) {
  37612. return;
  37613. }
  37614. if (subMesh._materialDefines) {
  37615. subMesh._materialDefines._renderId = -1;
  37616. }
  37617. var clipPlaneState = scene.clipPlane;
  37618. if (localOptions.clipPlane) {
  37619. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37620. }
  37621. if (_this._storeEffectOnSubMeshes) {
  37622. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37623. if (onCompiled) {
  37624. onCompiled(_this);
  37625. }
  37626. }
  37627. else {
  37628. setTimeout(checkReady, 16);
  37629. }
  37630. }
  37631. else {
  37632. if (_this.isReady(mesh)) {
  37633. if (onCompiled) {
  37634. onCompiled(_this);
  37635. }
  37636. }
  37637. else {
  37638. setTimeout(checkReady, 16);
  37639. }
  37640. }
  37641. if (localOptions.clipPlane) {
  37642. scene.clipPlane = clipPlaneState;
  37643. }
  37644. };
  37645. checkReady();
  37646. };
  37647. /**
  37648. * Force shader compilation
  37649. * @param mesh defines the mesh that will use this material
  37650. * @param options defines additional options for compiling the shaders
  37651. * @returns a promise that resolves when the compilation completes
  37652. */
  37653. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37654. var _this = this;
  37655. return new Promise(function (resolve) {
  37656. _this.forceCompilation(mesh, function () {
  37657. resolve();
  37658. }, options);
  37659. });
  37660. };
  37661. /**
  37662. * Marks a define in the material to indicate that it needs to be re-computed
  37663. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37664. */
  37665. Material.prototype.markAsDirty = function (flag) {
  37666. if (this.getScene().blockMaterialDirtyMechanism) {
  37667. return;
  37668. }
  37669. Material._DirtyCallbackArray.length = 0;
  37670. if (flag & Material.TextureDirtyFlag) {
  37671. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37672. }
  37673. if (flag & Material.LightDirtyFlag) {
  37674. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37675. }
  37676. if (flag & Material.FresnelDirtyFlag) {
  37677. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37678. }
  37679. if (flag & Material.AttributesDirtyFlag) {
  37680. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37681. }
  37682. if (flag & Material.MiscDirtyFlag) {
  37683. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37684. }
  37685. if (Material._DirtyCallbackArray.length) {
  37686. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37687. }
  37688. this.getScene().resetCachedMaterial();
  37689. };
  37690. /**
  37691. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37692. * @param func defines a function which checks material defines against the submeshes
  37693. */
  37694. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37695. if (this.getScene().blockMaterialDirtyMechanism) {
  37696. return;
  37697. }
  37698. var meshes = this.getScene().meshes;
  37699. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37700. var mesh = meshes_1[_i];
  37701. if (!mesh.subMeshes) {
  37702. continue;
  37703. }
  37704. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37705. var subMesh = _b[_a];
  37706. if (subMesh.getMaterial() !== this) {
  37707. continue;
  37708. }
  37709. if (!subMesh._materialDefines) {
  37710. continue;
  37711. }
  37712. func(subMesh._materialDefines);
  37713. }
  37714. }
  37715. };
  37716. /**
  37717. * Indicates that image processing needs to be re-calculated for all submeshes
  37718. */
  37719. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37720. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37721. };
  37722. /**
  37723. * Indicates that textures need to be re-calculated for all submeshes
  37724. */
  37725. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37726. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37727. };
  37728. /**
  37729. * Indicates that fresnel needs to be re-calculated for all submeshes
  37730. */
  37731. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37732. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37733. };
  37734. /**
  37735. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37736. */
  37737. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37738. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37739. };
  37740. /**
  37741. * Indicates that lights need to be re-calculated for all submeshes
  37742. */
  37743. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37744. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37745. };
  37746. /**
  37747. * Indicates that attributes need to be re-calculated for all submeshes
  37748. */
  37749. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37750. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37751. };
  37752. /**
  37753. * Indicates that misc needs to be re-calculated for all submeshes
  37754. */
  37755. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37756. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37757. };
  37758. /**
  37759. * Indicates that textures and misc need to be re-calculated for all submeshes
  37760. */
  37761. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37762. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37763. };
  37764. /**
  37765. * Disposes the material
  37766. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37767. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37768. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37769. */
  37770. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37771. var scene = this.getScene();
  37772. // Animations
  37773. scene.stopAnimation(this);
  37774. scene.freeProcessedMaterials();
  37775. // Remove from scene
  37776. scene.removeMaterial(this);
  37777. if (notBoundToMesh !== true) {
  37778. // Remove from meshes
  37779. if (this.meshMap) {
  37780. for (var meshId in this.meshMap) {
  37781. var mesh = this.meshMap[meshId];
  37782. if (mesh) {
  37783. mesh.material = null; // will set the entry in the map to undefined
  37784. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37785. }
  37786. }
  37787. }
  37788. else {
  37789. var meshes = scene.meshes;
  37790. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37791. var mesh = meshes_2[_i];
  37792. if (mesh.material === this) {
  37793. mesh.material = null;
  37794. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37795. }
  37796. }
  37797. }
  37798. }
  37799. this._uniformBuffer.dispose();
  37800. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37801. if (forceDisposeEffect && this._effect) {
  37802. if (!this._storeEffectOnSubMeshes) {
  37803. scene.getEngine()._releaseEffect(this._effect);
  37804. }
  37805. this._effect = null;
  37806. }
  37807. // Callback
  37808. this.onDisposeObservable.notifyObservers(this);
  37809. this.onDisposeObservable.clear();
  37810. if (this._onBindObservable) {
  37811. this._onBindObservable.clear();
  37812. }
  37813. if (this._onUnBindObservable) {
  37814. this._onUnBindObservable.clear();
  37815. }
  37816. };
  37817. /** @hidden */
  37818. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37819. if (mesh.geometry) {
  37820. var geometry = (mesh.geometry);
  37821. var scene = this.getScene();
  37822. if (this._storeEffectOnSubMeshes) {
  37823. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37824. var subMesh = _a[_i];
  37825. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37826. if (forceDisposeEffect && subMesh._materialEffect) {
  37827. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37828. }
  37829. }
  37830. }
  37831. else {
  37832. geometry._releaseVertexArrayObject(this._effect);
  37833. }
  37834. }
  37835. };
  37836. /**
  37837. * Serializes this material
  37838. * @returns the serialized material object
  37839. */
  37840. Material.prototype.serialize = function () {
  37841. return BABYLON.SerializationHelper.Serialize(this);
  37842. };
  37843. /**
  37844. * Creates a MultiMaterial from parsed MultiMaterial data.
  37845. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37846. * @param scene defines the hosting scene
  37847. * @returns a new MultiMaterial
  37848. */
  37849. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37850. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37851. multiMaterial.id = parsedMultiMaterial.id;
  37852. if (BABYLON.Tags) {
  37853. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37854. }
  37855. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37856. var subMatId = parsedMultiMaterial.materials[matIndex];
  37857. if (subMatId) {
  37858. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37859. }
  37860. else {
  37861. multiMaterial.subMaterials.push(null);
  37862. }
  37863. }
  37864. return multiMaterial;
  37865. };
  37866. /**
  37867. * Creates a material from parsed material data
  37868. * @param parsedMaterial defines parsed material data
  37869. * @param scene defines the hosting scene
  37870. * @param rootUrl defines the root URL to use to load textures
  37871. * @returns a new material
  37872. */
  37873. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37874. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37875. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37876. }
  37877. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37878. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37879. if (!BABYLON.LegacyPBRMaterial) {
  37880. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37881. return;
  37882. }
  37883. }
  37884. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37885. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37886. };
  37887. // Triangle views
  37888. Material._TriangleFillMode = 0;
  37889. Material._WireFrameFillMode = 1;
  37890. Material._PointFillMode = 2;
  37891. // Draw modes
  37892. Material._PointListDrawMode = 3;
  37893. Material._LineListDrawMode = 4;
  37894. Material._LineLoopDrawMode = 5;
  37895. Material._LineStripDrawMode = 6;
  37896. Material._TriangleStripDrawMode = 7;
  37897. Material._TriangleFanDrawMode = 8;
  37898. /**
  37899. * Stores the clock-wise side orientation
  37900. */
  37901. Material._ClockWiseSideOrientation = 0;
  37902. /**
  37903. * Stores the counter clock-wise side orientation
  37904. */
  37905. Material._CounterClockWiseSideOrientation = 1;
  37906. /**
  37907. * The dirty texture flag value
  37908. */
  37909. Material.TextureDirtyFlag = 1;
  37910. /**
  37911. * The dirty light flag value
  37912. */
  37913. Material.LightDirtyFlag = 2;
  37914. /**
  37915. * The dirty fresnel flag value
  37916. */
  37917. Material.FresnelDirtyFlag = 4;
  37918. /**
  37919. * The dirty attribute flag value
  37920. */
  37921. Material.AttributesDirtyFlag = 8;
  37922. /**
  37923. * The dirty misc flag value
  37924. */
  37925. Material.MiscDirtyFlag = 16;
  37926. /**
  37927. * The all dirty flag value
  37928. */
  37929. Material.AllDirtyFlag = 31;
  37930. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37931. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37932. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37933. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37934. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37935. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37936. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37937. Material._FresnelDirtyCallBack(defines);
  37938. Material._MiscDirtyCallBack(defines);
  37939. };
  37940. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37941. Material._TextureDirtyCallBack(defines);
  37942. Material._MiscDirtyCallBack(defines);
  37943. };
  37944. Material._DirtyCallbackArray = [];
  37945. Material._RunDirtyCallBacks = function (defines) {
  37946. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37947. var cb = _a[_i];
  37948. cb(defines);
  37949. }
  37950. };
  37951. __decorate([
  37952. BABYLON.serialize()
  37953. ], Material.prototype, "id", void 0);
  37954. __decorate([
  37955. BABYLON.serialize()
  37956. ], Material.prototype, "uniqueId", void 0);
  37957. __decorate([
  37958. BABYLON.serialize()
  37959. ], Material.prototype, "name", void 0);
  37960. __decorate([
  37961. BABYLON.serialize()
  37962. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37963. __decorate([
  37964. BABYLON.serialize()
  37965. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37966. __decorate([
  37967. BABYLON.serialize()
  37968. ], Material.prototype, "state", void 0);
  37969. __decorate([
  37970. BABYLON.serialize("alpha")
  37971. ], Material.prototype, "_alpha", void 0);
  37972. __decorate([
  37973. BABYLON.serialize("backFaceCulling")
  37974. ], Material.prototype, "_backFaceCulling", void 0);
  37975. __decorate([
  37976. BABYLON.serialize()
  37977. ], Material.prototype, "sideOrientation", void 0);
  37978. __decorate([
  37979. BABYLON.serialize("alphaMode")
  37980. ], Material.prototype, "_alphaMode", void 0);
  37981. __decorate([
  37982. BABYLON.serialize()
  37983. ], Material.prototype, "_needDepthPrePass", void 0);
  37984. __decorate([
  37985. BABYLON.serialize()
  37986. ], Material.prototype, "disableDepthWrite", void 0);
  37987. __decorate([
  37988. BABYLON.serialize()
  37989. ], Material.prototype, "forceDepthWrite", void 0);
  37990. __decorate([
  37991. BABYLON.serialize()
  37992. ], Material.prototype, "separateCullingPass", void 0);
  37993. __decorate([
  37994. BABYLON.serialize("fogEnabled")
  37995. ], Material.prototype, "_fogEnabled", void 0);
  37996. __decorate([
  37997. BABYLON.serialize()
  37998. ], Material.prototype, "pointSize", void 0);
  37999. __decorate([
  38000. BABYLON.serialize()
  38001. ], Material.prototype, "zOffset", void 0);
  38002. __decorate([
  38003. BABYLON.serialize()
  38004. ], Material.prototype, "wireframe", null);
  38005. __decorate([
  38006. BABYLON.serialize()
  38007. ], Material.prototype, "pointsCloud", null);
  38008. __decorate([
  38009. BABYLON.serialize()
  38010. ], Material.prototype, "fillMode", null);
  38011. return Material;
  38012. }());
  38013. BABYLON.Material = Material;
  38014. })(BABYLON || (BABYLON = {}));
  38015. //# sourceMappingURL=babylon.material.js.map
  38016. var BABYLON;
  38017. (function (BABYLON) {
  38018. /**
  38019. * Uniform buffer objects.
  38020. *
  38021. * Handles blocks of uniform on the GPU.
  38022. *
  38023. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38024. *
  38025. * For more information, please refer to :
  38026. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38027. */
  38028. var UniformBuffer = /** @class */ (function () {
  38029. /**
  38030. * Instantiates a new Uniform buffer objects.
  38031. *
  38032. * Handles blocks of uniform on the GPU.
  38033. *
  38034. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38035. *
  38036. * For more information, please refer to :
  38037. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38038. * @param engine Define the engine the buffer is associated with
  38039. * @param data Define the data contained in the buffer
  38040. * @param dynamic Define if the buffer is updatable
  38041. */
  38042. function UniformBuffer(engine, data, dynamic) {
  38043. this._engine = engine;
  38044. this._noUBO = !engine.supportsUniformBuffers;
  38045. this._dynamic = dynamic;
  38046. this._data = data || [];
  38047. this._uniformLocations = {};
  38048. this._uniformSizes = {};
  38049. this._uniformLocationPointer = 0;
  38050. this._needSync = false;
  38051. if (this._noUBO) {
  38052. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  38053. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  38054. this.updateFloat = this._updateFloatForEffect;
  38055. this.updateFloat2 = this._updateFloat2ForEffect;
  38056. this.updateFloat3 = this._updateFloat3ForEffect;
  38057. this.updateFloat4 = this._updateFloat4ForEffect;
  38058. this.updateMatrix = this._updateMatrixForEffect;
  38059. this.updateVector3 = this._updateVector3ForEffect;
  38060. this.updateVector4 = this._updateVector4ForEffect;
  38061. this.updateColor3 = this._updateColor3ForEffect;
  38062. this.updateColor4 = this._updateColor4ForEffect;
  38063. }
  38064. else {
  38065. this._engine._uniformBuffers.push(this);
  38066. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  38067. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  38068. this.updateFloat = this._updateFloatForUniform;
  38069. this.updateFloat2 = this._updateFloat2ForUniform;
  38070. this.updateFloat3 = this._updateFloat3ForUniform;
  38071. this.updateFloat4 = this._updateFloat4ForUniform;
  38072. this.updateMatrix = this._updateMatrixForUniform;
  38073. this.updateVector3 = this._updateVector3ForUniform;
  38074. this.updateVector4 = this._updateVector4ForUniform;
  38075. this.updateColor3 = this._updateColor3ForUniform;
  38076. this.updateColor4 = this._updateColor4ForUniform;
  38077. }
  38078. }
  38079. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38080. /**
  38081. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38082. * or just falling back on setUniformXXX calls.
  38083. */
  38084. get: function () {
  38085. return !this._noUBO;
  38086. },
  38087. enumerable: true,
  38088. configurable: true
  38089. });
  38090. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38091. /**
  38092. * Indicates if the WebGL underlying uniform buffer is in sync
  38093. * with the javascript cache data.
  38094. */
  38095. get: function () {
  38096. return !this._needSync;
  38097. },
  38098. enumerable: true,
  38099. configurable: true
  38100. });
  38101. /**
  38102. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38103. * Also, a dynamic UniformBuffer will disable cache verification and always
  38104. * update the underlying WebGL uniform buffer to the GPU.
  38105. * @returns if Dynamic, otherwise false
  38106. */
  38107. UniformBuffer.prototype.isDynamic = function () {
  38108. return this._dynamic !== undefined;
  38109. };
  38110. /**
  38111. * The data cache on JS side.
  38112. * @returns the underlying data as a float array
  38113. */
  38114. UniformBuffer.prototype.getData = function () {
  38115. return this._bufferData;
  38116. };
  38117. /**
  38118. * The underlying WebGL Uniform buffer.
  38119. * @returns the webgl buffer
  38120. */
  38121. UniformBuffer.prototype.getBuffer = function () {
  38122. return this._buffer;
  38123. };
  38124. /**
  38125. * std140 layout specifies how to align data within an UBO structure.
  38126. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38127. * for specs.
  38128. */
  38129. UniformBuffer.prototype._fillAlignment = function (size) {
  38130. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38131. // and 4x4 matrices
  38132. // TODO : change if other types are used
  38133. var alignment;
  38134. if (size <= 2) {
  38135. alignment = size;
  38136. }
  38137. else {
  38138. alignment = 4;
  38139. }
  38140. if ((this._uniformLocationPointer % alignment) !== 0) {
  38141. var oldPointer = this._uniformLocationPointer;
  38142. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38143. var diff = this._uniformLocationPointer - oldPointer;
  38144. for (var i = 0; i < diff; i++) {
  38145. this._data.push(0);
  38146. }
  38147. }
  38148. };
  38149. /**
  38150. * Adds an uniform in the buffer.
  38151. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38152. * for the layout to be correct !
  38153. * @param name Name of the uniform, as used in the uniform block in the shader.
  38154. * @param size Data size, or data directly.
  38155. */
  38156. UniformBuffer.prototype.addUniform = function (name, size) {
  38157. if (this._noUBO) {
  38158. return;
  38159. }
  38160. if (this._uniformLocations[name] !== undefined) {
  38161. // Already existing uniform
  38162. return;
  38163. }
  38164. // This function must be called in the order of the shader layout !
  38165. // size can be the size of the uniform, or data directly
  38166. var data;
  38167. if (size instanceof Array) {
  38168. data = size;
  38169. size = data.length;
  38170. }
  38171. else {
  38172. size = size;
  38173. data = [];
  38174. // Fill with zeros
  38175. for (var i = 0; i < size; i++) {
  38176. data.push(0);
  38177. }
  38178. }
  38179. this._fillAlignment(size);
  38180. this._uniformSizes[name] = size;
  38181. this._uniformLocations[name] = this._uniformLocationPointer;
  38182. this._uniformLocationPointer += size;
  38183. for (var i = 0; i < size; i++) {
  38184. this._data.push(data[i]);
  38185. }
  38186. this._needSync = true;
  38187. };
  38188. /**
  38189. * Adds a Matrix 4x4 to the uniform buffer.
  38190. * @param name Name of the uniform, as used in the uniform block in the shader.
  38191. * @param mat A 4x4 matrix.
  38192. */
  38193. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38194. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38195. };
  38196. /**
  38197. * Adds a vec2 to the uniform buffer.
  38198. * @param name Name of the uniform, as used in the uniform block in the shader.
  38199. * @param x Define the x component value of the vec2
  38200. * @param y Define the y component value of the vec2
  38201. */
  38202. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38203. var temp = [x, y];
  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 x Define the x component value of the vec3
  38210. * @param y Define the y component value of the vec3
  38211. * @param z Define the z component value of the vec3
  38212. */
  38213. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38214. var temp = [x, y, z];
  38215. this.addUniform(name, temp);
  38216. };
  38217. /**
  38218. * Adds a vec3 to the uniform buffer.
  38219. * @param name Name of the uniform, as used in the uniform block in the shader.
  38220. * @param color Define the vec3 from a Color
  38221. */
  38222. UniformBuffer.prototype.addColor3 = function (name, color) {
  38223. var temp = new Array();
  38224. color.toArray(temp);
  38225. this.addUniform(name, temp);
  38226. };
  38227. /**
  38228. * Adds a vec4 to the uniform buffer.
  38229. * @param name Name of the uniform, as used in the uniform block in the shader.
  38230. * @param color Define the rgb components from a Color
  38231. * @param alpha Define the a component of the vec4
  38232. */
  38233. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38234. var temp = new Array();
  38235. color.toArray(temp);
  38236. temp.push(alpha);
  38237. this.addUniform(name, temp);
  38238. };
  38239. /**
  38240. * Adds a vec3 to the uniform buffer.
  38241. * @param name Name of the uniform, as used in the uniform block in the shader.
  38242. * @param vector Define the vec3 components from a Vector
  38243. */
  38244. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38245. var temp = new Array();
  38246. vector.toArray(temp);
  38247. this.addUniform(name, temp);
  38248. };
  38249. /**
  38250. * Adds a Matrix 3x3 to the uniform buffer.
  38251. * @param name Name of the uniform, as used in the uniform block in the shader.
  38252. */
  38253. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38254. this.addUniform(name, 12);
  38255. };
  38256. /**
  38257. * Adds a Matrix 2x2 to the uniform buffer.
  38258. * @param name Name of the uniform, as used in the uniform block in the shader.
  38259. */
  38260. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38261. this.addUniform(name, 8);
  38262. };
  38263. /**
  38264. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38265. */
  38266. UniformBuffer.prototype.create = function () {
  38267. if (this._noUBO) {
  38268. return;
  38269. }
  38270. if (this._buffer) {
  38271. return; // nothing to do
  38272. }
  38273. // See spec, alignment must be filled as a vec4
  38274. this._fillAlignment(4);
  38275. this._bufferData = new Float32Array(this._data);
  38276. this._rebuild();
  38277. this._needSync = true;
  38278. };
  38279. /** @hidden */
  38280. UniformBuffer.prototype._rebuild = function () {
  38281. if (this._noUBO) {
  38282. return;
  38283. }
  38284. if (this._dynamic) {
  38285. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38286. }
  38287. else {
  38288. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38289. }
  38290. };
  38291. /**
  38292. * Updates the WebGL Uniform Buffer on the GPU.
  38293. * If the `dynamic` flag is set to true, no cache comparison is done.
  38294. * Otherwise, the buffer will be updated only if the cache differs.
  38295. */
  38296. UniformBuffer.prototype.update = function () {
  38297. if (!this._buffer) {
  38298. this.create();
  38299. return;
  38300. }
  38301. if (!this._dynamic && !this._needSync) {
  38302. return;
  38303. }
  38304. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38305. this._needSync = false;
  38306. };
  38307. /**
  38308. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38309. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38310. * @param data Define the flattened data
  38311. * @param size Define the size of the data.
  38312. */
  38313. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38314. var location = this._uniformLocations[uniformName];
  38315. if (location === undefined) {
  38316. if (this._buffer) {
  38317. // Cannot add an uniform if the buffer is already created
  38318. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38319. return;
  38320. }
  38321. this.addUniform(uniformName, size);
  38322. location = this._uniformLocations[uniformName];
  38323. }
  38324. if (!this._buffer) {
  38325. this.create();
  38326. }
  38327. if (!this._dynamic) {
  38328. // Cache for static uniform buffers
  38329. var changed = false;
  38330. for (var i = 0; i < size; i++) {
  38331. if (this._bufferData[location + i] !== data[i]) {
  38332. changed = true;
  38333. this._bufferData[location + i] = data[i];
  38334. }
  38335. }
  38336. this._needSync = this._needSync || changed;
  38337. }
  38338. else {
  38339. // No cache for dynamic
  38340. for (var i = 0; i < size; i++) {
  38341. this._bufferData[location + i] = data[i];
  38342. }
  38343. }
  38344. };
  38345. // Update methods
  38346. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38347. // To match std140, matrix must be realigned
  38348. for (var i = 0; i < 3; i++) {
  38349. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38350. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38351. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38352. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38353. }
  38354. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38355. };
  38356. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38357. this._currentEffect.setMatrix3x3(name, matrix);
  38358. };
  38359. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38360. this._currentEffect.setMatrix2x2(name, matrix);
  38361. };
  38362. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38363. // To match std140, matrix must be realigned
  38364. for (var i = 0; i < 2; i++) {
  38365. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38366. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38367. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38368. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38369. }
  38370. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38371. };
  38372. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38373. this._currentEffect.setFloat(name, x);
  38374. };
  38375. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38376. UniformBuffer._tempBuffer[0] = x;
  38377. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38378. };
  38379. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38380. if (suffix === void 0) { suffix = ""; }
  38381. this._currentEffect.setFloat2(name + suffix, x, y);
  38382. };
  38383. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38384. if (suffix === void 0) { suffix = ""; }
  38385. UniformBuffer._tempBuffer[0] = x;
  38386. UniformBuffer._tempBuffer[1] = y;
  38387. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38388. };
  38389. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38390. if (suffix === void 0) { suffix = ""; }
  38391. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38392. };
  38393. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38394. if (suffix === void 0) { suffix = ""; }
  38395. UniformBuffer._tempBuffer[0] = x;
  38396. UniformBuffer._tempBuffer[1] = y;
  38397. UniformBuffer._tempBuffer[2] = z;
  38398. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38399. };
  38400. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38401. if (suffix === void 0) { suffix = ""; }
  38402. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38403. };
  38404. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38405. if (suffix === void 0) { suffix = ""; }
  38406. UniformBuffer._tempBuffer[0] = x;
  38407. UniformBuffer._tempBuffer[1] = y;
  38408. UniformBuffer._tempBuffer[2] = z;
  38409. UniformBuffer._tempBuffer[3] = w;
  38410. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38411. };
  38412. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38413. this._currentEffect.setMatrix(name, mat);
  38414. };
  38415. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38416. this.updateUniform(name, mat.toArray(), 16);
  38417. };
  38418. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38419. this._currentEffect.setVector3(name, vector);
  38420. };
  38421. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38422. vector.toArray(UniformBuffer._tempBuffer);
  38423. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38424. };
  38425. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38426. this._currentEffect.setVector4(name, vector);
  38427. };
  38428. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38429. vector.toArray(UniformBuffer._tempBuffer);
  38430. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38431. };
  38432. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38433. if (suffix === void 0) { suffix = ""; }
  38434. this._currentEffect.setColor3(name + suffix, color);
  38435. };
  38436. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38437. if (suffix === void 0) { suffix = ""; }
  38438. color.toArray(UniformBuffer._tempBuffer);
  38439. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38440. };
  38441. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38442. if (suffix === void 0) { suffix = ""; }
  38443. this._currentEffect.setColor4(name + suffix, color, alpha);
  38444. };
  38445. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38446. if (suffix === void 0) { suffix = ""; }
  38447. color.toArray(UniformBuffer._tempBuffer);
  38448. UniformBuffer._tempBuffer[3] = alpha;
  38449. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38450. };
  38451. /**
  38452. * Sets a sampler uniform on the effect.
  38453. * @param name Define the name of the sampler.
  38454. * @param texture Define the texture to set in the sampler
  38455. */
  38456. UniformBuffer.prototype.setTexture = function (name, texture) {
  38457. this._currentEffect.setTexture(name, texture);
  38458. };
  38459. /**
  38460. * Directly updates the value of the uniform in the cache AND on the GPU.
  38461. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38462. * @param data Define the flattened data
  38463. */
  38464. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38465. this.updateUniform(uniformName, data, data.length);
  38466. this.update();
  38467. };
  38468. /**
  38469. * Binds this uniform buffer to an effect.
  38470. * @param effect Define the effect to bind the buffer to
  38471. * @param name Name of the uniform block in the shader.
  38472. */
  38473. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38474. this._currentEffect = effect;
  38475. if (this._noUBO || !this._buffer) {
  38476. return;
  38477. }
  38478. effect.bindUniformBuffer(this._buffer, name);
  38479. };
  38480. /**
  38481. * Disposes the uniform buffer.
  38482. */
  38483. UniformBuffer.prototype.dispose = function () {
  38484. if (this._noUBO) {
  38485. return;
  38486. }
  38487. var uniformBuffers = this._engine._uniformBuffers;
  38488. var index = uniformBuffers.indexOf(this);
  38489. if (index !== -1) {
  38490. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38491. uniformBuffers.pop();
  38492. }
  38493. if (!this._buffer) {
  38494. return;
  38495. }
  38496. if (this._engine._releaseBuffer(this._buffer)) {
  38497. this._buffer = null;
  38498. }
  38499. };
  38500. // Pool for avoiding memory leaks
  38501. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38502. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38503. return UniformBuffer;
  38504. }());
  38505. BABYLON.UniformBuffer = UniformBuffer;
  38506. })(BABYLON || (BABYLON = {}));
  38507. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38508. var BABYLON;
  38509. (function (BABYLON) {
  38510. /**
  38511. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38512. */
  38513. var VertexData = /** @class */ (function () {
  38514. function VertexData() {
  38515. }
  38516. /**
  38517. * Uses the passed data array to set the set the values for the specified kind of data
  38518. * @param data a linear array of floating numbers
  38519. * @param kind the type of data that is being set, eg positions, colors etc
  38520. */
  38521. VertexData.prototype.set = function (data, kind) {
  38522. switch (kind) {
  38523. case BABYLON.VertexBuffer.PositionKind:
  38524. this.positions = data;
  38525. break;
  38526. case BABYLON.VertexBuffer.NormalKind:
  38527. this.normals = data;
  38528. break;
  38529. case BABYLON.VertexBuffer.TangentKind:
  38530. this.tangents = data;
  38531. break;
  38532. case BABYLON.VertexBuffer.UVKind:
  38533. this.uvs = data;
  38534. break;
  38535. case BABYLON.VertexBuffer.UV2Kind:
  38536. this.uvs2 = data;
  38537. break;
  38538. case BABYLON.VertexBuffer.UV3Kind:
  38539. this.uvs3 = data;
  38540. break;
  38541. case BABYLON.VertexBuffer.UV4Kind:
  38542. this.uvs4 = data;
  38543. break;
  38544. case BABYLON.VertexBuffer.UV5Kind:
  38545. this.uvs5 = data;
  38546. break;
  38547. case BABYLON.VertexBuffer.UV6Kind:
  38548. this.uvs6 = data;
  38549. break;
  38550. case BABYLON.VertexBuffer.ColorKind:
  38551. this.colors = data;
  38552. break;
  38553. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38554. this.matricesIndices = data;
  38555. break;
  38556. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38557. this.matricesWeights = data;
  38558. break;
  38559. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38560. this.matricesIndicesExtra = data;
  38561. break;
  38562. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38563. this.matricesWeightsExtra = data;
  38564. break;
  38565. }
  38566. };
  38567. /**
  38568. * Associates the vertexData to the passed Mesh.
  38569. * Sets it as updatable or not (default `false`)
  38570. * @param mesh the mesh the vertexData is applied to
  38571. * @param updatable when used and having the value true allows new data to update the vertexData
  38572. * @returns the VertexData
  38573. */
  38574. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38575. this._applyTo(mesh, updatable);
  38576. return this;
  38577. };
  38578. /**
  38579. * Associates the vertexData to the passed Geometry.
  38580. * Sets it as updatable or not (default `false`)
  38581. * @param geometry the geometry the vertexData is applied to
  38582. * @param updatable when used and having the value true allows new data to update the vertexData
  38583. * @returns VertexData
  38584. */
  38585. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38586. this._applyTo(geometry, updatable);
  38587. return this;
  38588. };
  38589. /**
  38590. * Updates the associated mesh
  38591. * @param mesh the mesh to be updated
  38592. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38593. * @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
  38594. * @returns VertexData
  38595. */
  38596. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38597. this._update(mesh);
  38598. return this;
  38599. };
  38600. /**
  38601. * Updates the associated geometry
  38602. * @param geometry the geometry to be updated
  38603. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38604. * @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
  38605. * @returns VertexData.
  38606. */
  38607. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38608. this._update(geometry);
  38609. return this;
  38610. };
  38611. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38612. if (updatable === void 0) { updatable = false; }
  38613. if (this.positions) {
  38614. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38615. }
  38616. if (this.normals) {
  38617. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38618. }
  38619. if (this.tangents) {
  38620. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38621. }
  38622. if (this.uvs) {
  38623. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38624. }
  38625. if (this.uvs2) {
  38626. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38627. }
  38628. if (this.uvs3) {
  38629. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38630. }
  38631. if (this.uvs4) {
  38632. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38633. }
  38634. if (this.uvs5) {
  38635. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38636. }
  38637. if (this.uvs6) {
  38638. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38639. }
  38640. if (this.colors) {
  38641. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38642. }
  38643. if (this.matricesIndices) {
  38644. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38645. }
  38646. if (this.matricesWeights) {
  38647. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38648. }
  38649. if (this.matricesIndicesExtra) {
  38650. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38651. }
  38652. if (this.matricesWeightsExtra) {
  38653. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38654. }
  38655. if (this.indices) {
  38656. meshOrGeometry.setIndices(this.indices, null, updatable);
  38657. }
  38658. else {
  38659. meshOrGeometry.setIndices([], null);
  38660. }
  38661. return this;
  38662. };
  38663. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38664. if (this.positions) {
  38665. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38666. }
  38667. if (this.normals) {
  38668. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38669. }
  38670. if (this.tangents) {
  38671. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38672. }
  38673. if (this.uvs) {
  38674. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38675. }
  38676. if (this.uvs2) {
  38677. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38678. }
  38679. if (this.uvs3) {
  38680. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38681. }
  38682. if (this.uvs4) {
  38683. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38684. }
  38685. if (this.uvs5) {
  38686. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38687. }
  38688. if (this.uvs6) {
  38689. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38690. }
  38691. if (this.colors) {
  38692. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38693. }
  38694. if (this.matricesIndices) {
  38695. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38696. }
  38697. if (this.matricesWeights) {
  38698. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38699. }
  38700. if (this.matricesIndicesExtra) {
  38701. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38702. }
  38703. if (this.matricesWeightsExtra) {
  38704. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38705. }
  38706. if (this.indices) {
  38707. meshOrGeometry.setIndices(this.indices, null);
  38708. }
  38709. return this;
  38710. };
  38711. /**
  38712. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38713. * @param matrix the transforming matrix
  38714. * @returns the VertexData
  38715. */
  38716. VertexData.prototype.transform = function (matrix) {
  38717. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38718. var transformed = BABYLON.Vector3.Zero();
  38719. var index;
  38720. if (this.positions) {
  38721. var position = BABYLON.Vector3.Zero();
  38722. for (index = 0; index < this.positions.length; index += 3) {
  38723. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38724. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38725. this.positions[index] = transformed.x;
  38726. this.positions[index + 1] = transformed.y;
  38727. this.positions[index + 2] = transformed.z;
  38728. }
  38729. }
  38730. if (this.normals) {
  38731. var normal = BABYLON.Vector3.Zero();
  38732. for (index = 0; index < this.normals.length; index += 3) {
  38733. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38734. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38735. this.normals[index] = transformed.x;
  38736. this.normals[index + 1] = transformed.y;
  38737. this.normals[index + 2] = transformed.z;
  38738. }
  38739. }
  38740. if (this.tangents) {
  38741. var tangent = BABYLON.Vector4.Zero();
  38742. var tangentTransformed = BABYLON.Vector4.Zero();
  38743. for (index = 0; index < this.tangents.length; index += 4) {
  38744. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38745. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38746. this.tangents[index] = tangentTransformed.x;
  38747. this.tangents[index + 1] = tangentTransformed.y;
  38748. this.tangents[index + 2] = tangentTransformed.z;
  38749. this.tangents[index + 3] = tangentTransformed.w;
  38750. }
  38751. }
  38752. if (flip && this.indices) {
  38753. for (index = 0; index < this.indices.length; index += 3) {
  38754. var tmp = this.indices[index + 1];
  38755. this.indices[index + 1] = this.indices[index + 2];
  38756. this.indices[index + 2] = tmp;
  38757. }
  38758. }
  38759. return this;
  38760. };
  38761. /**
  38762. * Merges the passed VertexData into the current one
  38763. * @param other the VertexData to be merged into the current one
  38764. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38765. * @returns the modified VertexData
  38766. */
  38767. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38768. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38769. this._validate();
  38770. other._validate();
  38771. if (!this.normals !== !other.normals ||
  38772. !this.tangents !== !other.tangents ||
  38773. !this.uvs !== !other.uvs ||
  38774. !this.uvs2 !== !other.uvs2 ||
  38775. !this.uvs3 !== !other.uvs3 ||
  38776. !this.uvs4 !== !other.uvs4 ||
  38777. !this.uvs5 !== !other.uvs5 ||
  38778. !this.uvs6 !== !other.uvs6 ||
  38779. !this.colors !== !other.colors ||
  38780. !this.matricesIndices !== !other.matricesIndices ||
  38781. !this.matricesWeights !== !other.matricesWeights ||
  38782. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38783. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38784. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38785. }
  38786. if (other.indices) {
  38787. if (!this.indices) {
  38788. this.indices = [];
  38789. }
  38790. var offset = this.positions ? this.positions.length / 3 : 0;
  38791. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38792. if (isSrcTypedArray) {
  38793. var len = this.indices.length + other.indices.length;
  38794. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38795. temp.set(this.indices);
  38796. var decal = this.indices.length;
  38797. for (var index = 0; index < other.indices.length; index++) {
  38798. temp[decal + index] = other.indices[index] + offset;
  38799. }
  38800. this.indices = temp;
  38801. }
  38802. else {
  38803. for (var index = 0; index < other.indices.length; index++) {
  38804. this.indices.push(other.indices[index] + offset);
  38805. }
  38806. }
  38807. }
  38808. this.positions = this._mergeElement(this.positions, other.positions);
  38809. this.normals = this._mergeElement(this.normals, other.normals);
  38810. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38811. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38812. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38813. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38814. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38815. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38816. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38817. this.colors = this._mergeElement(this.colors, other.colors);
  38818. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38819. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38820. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38821. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38822. return this;
  38823. };
  38824. VertexData.prototype._mergeElement = function (source, other) {
  38825. if (!source) {
  38826. return other;
  38827. }
  38828. if (!other) {
  38829. return source;
  38830. }
  38831. var len = other.length + source.length;
  38832. var isSrcTypedArray = source instanceof Float32Array;
  38833. var isOthTypedArray = other instanceof Float32Array;
  38834. // use non-loop method when the source is Float32Array
  38835. if (isSrcTypedArray) {
  38836. var ret32 = new Float32Array(len);
  38837. ret32.set(source);
  38838. ret32.set(other, source.length);
  38839. return ret32;
  38840. // source is number[], when other is also use concat
  38841. }
  38842. else if (!isOthTypedArray) {
  38843. return source.concat(other);
  38844. // source is a number[], but other is a Float32Array, loop required
  38845. }
  38846. else {
  38847. var ret = source.slice(0); // copy source to a separate array
  38848. for (var i = 0, len = other.length; i < len; i++) {
  38849. ret.push(other[i]);
  38850. }
  38851. return ret;
  38852. }
  38853. };
  38854. VertexData.prototype._validate = function () {
  38855. if (!this.positions) {
  38856. throw new Error("Positions are required");
  38857. }
  38858. var getElementCount = function (kind, values) {
  38859. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38860. if ((values.length % stride) !== 0) {
  38861. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38862. }
  38863. return values.length / stride;
  38864. };
  38865. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38866. var validateElementCount = function (kind, values) {
  38867. var elementCount = getElementCount(kind, values);
  38868. if (elementCount !== positionsElementCount) {
  38869. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38870. }
  38871. };
  38872. if (this.normals) {
  38873. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38874. }
  38875. if (this.tangents) {
  38876. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38877. }
  38878. if (this.uvs) {
  38879. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38880. }
  38881. if (this.uvs2) {
  38882. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38883. }
  38884. if (this.uvs3) {
  38885. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38886. }
  38887. if (this.uvs4) {
  38888. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38889. }
  38890. if (this.uvs5) {
  38891. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38892. }
  38893. if (this.uvs6) {
  38894. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38895. }
  38896. if (this.colors) {
  38897. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38898. }
  38899. if (this.matricesIndices) {
  38900. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38901. }
  38902. if (this.matricesWeights) {
  38903. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38904. }
  38905. if (this.matricesIndicesExtra) {
  38906. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38907. }
  38908. if (this.matricesWeightsExtra) {
  38909. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38910. }
  38911. };
  38912. /**
  38913. * Serializes the VertexData
  38914. * @returns a serialized object
  38915. */
  38916. VertexData.prototype.serialize = function () {
  38917. var serializationObject = this.serialize();
  38918. if (this.positions) {
  38919. serializationObject.positions = this.positions;
  38920. }
  38921. if (this.normals) {
  38922. serializationObject.normals = this.normals;
  38923. }
  38924. if (this.tangents) {
  38925. serializationObject.tangents = this.tangents;
  38926. }
  38927. if (this.uvs) {
  38928. serializationObject.uvs = this.uvs;
  38929. }
  38930. if (this.uvs2) {
  38931. serializationObject.uvs2 = this.uvs2;
  38932. }
  38933. if (this.uvs3) {
  38934. serializationObject.uvs3 = this.uvs3;
  38935. }
  38936. if (this.uvs4) {
  38937. serializationObject.uvs4 = this.uvs4;
  38938. }
  38939. if (this.uvs5) {
  38940. serializationObject.uvs5 = this.uvs5;
  38941. }
  38942. if (this.uvs6) {
  38943. serializationObject.uvs6 = this.uvs6;
  38944. }
  38945. if (this.colors) {
  38946. serializationObject.colors = this.colors;
  38947. }
  38948. if (this.matricesIndices) {
  38949. serializationObject.matricesIndices = this.matricesIndices;
  38950. serializationObject.matricesIndices._isExpanded = true;
  38951. }
  38952. if (this.matricesWeights) {
  38953. serializationObject.matricesWeights = this.matricesWeights;
  38954. }
  38955. if (this.matricesIndicesExtra) {
  38956. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38957. serializationObject.matricesIndicesExtra._isExpanded = true;
  38958. }
  38959. if (this.matricesWeightsExtra) {
  38960. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38961. }
  38962. serializationObject.indices = this.indices;
  38963. return serializationObject;
  38964. };
  38965. // Statics
  38966. /**
  38967. * Extracts the vertexData from a mesh
  38968. * @param mesh the mesh from which to extract the VertexData
  38969. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38970. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38971. * @returns the object VertexData associated to the passed mesh
  38972. */
  38973. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38974. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38975. };
  38976. /**
  38977. * Extracts the vertexData from the geometry
  38978. * @param geometry the geometry from which to extract the VertexData
  38979. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38980. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38981. * @returns the object VertexData associated to the passed mesh
  38982. */
  38983. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38984. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38985. };
  38986. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38987. var result = new VertexData();
  38988. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38989. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38990. }
  38991. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38992. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38993. }
  38994. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38995. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38996. }
  38997. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38998. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38999. }
  39000. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  39001. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  39002. }
  39003. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  39004. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  39005. }
  39006. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  39007. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  39008. }
  39009. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  39010. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  39011. }
  39012. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  39013. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  39014. }
  39015. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  39016. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  39017. }
  39018. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  39019. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  39020. }
  39021. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39022. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  39023. }
  39024. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  39025. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  39026. }
  39027. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  39028. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  39029. }
  39030. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  39031. return result;
  39032. };
  39033. /**
  39034. * Creates the VertexData for a Ribbon
  39035. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  39036. * * pathArray array of paths, each of which an array of successive Vector3
  39037. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  39038. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  39039. * * 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
  39040. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39041. * * 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)
  39042. * * 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)
  39043. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  39044. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  39045. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  39046. * @returns the VertexData of the ribbon
  39047. */
  39048. VertexData.CreateRibbon = function (options) {
  39049. var pathArray = options.pathArray;
  39050. var closeArray = options.closeArray || false;
  39051. var closePath = options.closePath || false;
  39052. var invertUV = options.invertUV || false;
  39053. var defaultOffset = Math.floor(pathArray[0].length / 2);
  39054. var offset = options.offset || defaultOffset;
  39055. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  39056. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39057. var customUV = options.uvs;
  39058. var customColors = options.colors;
  39059. var positions = [];
  39060. var indices = [];
  39061. var normals = [];
  39062. var uvs = [];
  39063. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  39064. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  39065. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  39066. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  39067. var minlg; // minimal length among all paths from pathArray
  39068. var lg = []; // array of path lengths : nb of vertex per path
  39069. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  39070. var p; // path iterator
  39071. var i; // point iterator
  39072. var j; // point iterator
  39073. // if single path in pathArray
  39074. if (pathArray.length < 2) {
  39075. var ar1 = [];
  39076. var ar2 = [];
  39077. for (i = 0; i < pathArray[0].length - offset; i++) {
  39078. ar1.push(pathArray[0][i]);
  39079. ar2.push(pathArray[0][i + offset]);
  39080. }
  39081. pathArray = [ar1, ar2];
  39082. }
  39083. // positions and horizontal distances (u)
  39084. var idc = 0;
  39085. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39086. var path;
  39087. var l;
  39088. minlg = pathArray[0].length;
  39089. var vectlg;
  39090. var dist;
  39091. for (p = 0; p < pathArray.length; p++) {
  39092. uTotalDistance[p] = 0;
  39093. us[p] = [0];
  39094. path = pathArray[p];
  39095. l = path.length;
  39096. minlg = (minlg < l) ? minlg : l;
  39097. j = 0;
  39098. while (j < l) {
  39099. positions.push(path[j].x, path[j].y, path[j].z);
  39100. if (j > 0) {
  39101. vectlg = path[j].subtract(path[j - 1]).length();
  39102. dist = vectlg + uTotalDistance[p];
  39103. us[p].push(dist);
  39104. uTotalDistance[p] = dist;
  39105. }
  39106. j++;
  39107. }
  39108. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39109. j--;
  39110. positions.push(path[0].x, path[0].y, path[0].z);
  39111. vectlg = path[j].subtract(path[0]).length();
  39112. dist = vectlg + uTotalDistance[p];
  39113. us[p].push(dist);
  39114. uTotalDistance[p] = dist;
  39115. }
  39116. lg[p] = l + closePathCorr;
  39117. idx[p] = idc;
  39118. idc += (l + closePathCorr);
  39119. }
  39120. // vertical distances (v)
  39121. var path1;
  39122. var path2;
  39123. var vertex1 = null;
  39124. var vertex2 = null;
  39125. for (i = 0; i < minlg + closePathCorr; i++) {
  39126. vTotalDistance[i] = 0;
  39127. vs[i] = [0];
  39128. for (p = 0; p < pathArray.length - 1; p++) {
  39129. path1 = pathArray[p];
  39130. path2 = pathArray[p + 1];
  39131. if (i === minlg) { // closePath
  39132. vertex1 = path1[0];
  39133. vertex2 = path2[0];
  39134. }
  39135. else {
  39136. vertex1 = path1[i];
  39137. vertex2 = path2[i];
  39138. }
  39139. vectlg = vertex2.subtract(vertex1).length();
  39140. dist = vectlg + vTotalDistance[i];
  39141. vs[i].push(dist);
  39142. vTotalDistance[i] = dist;
  39143. }
  39144. if (closeArray && vertex2 && vertex1) {
  39145. path1 = pathArray[p];
  39146. path2 = pathArray[0];
  39147. if (i === minlg) { // closePath
  39148. vertex2 = path2[0];
  39149. }
  39150. vectlg = vertex2.subtract(vertex1).length();
  39151. dist = vectlg + vTotalDistance[i];
  39152. vTotalDistance[i] = dist;
  39153. }
  39154. }
  39155. // uvs
  39156. var u;
  39157. var v;
  39158. if (customUV) {
  39159. for (p = 0; p < customUV.length; p++) {
  39160. uvs.push(customUV[p].x, customUV[p].y);
  39161. }
  39162. }
  39163. else {
  39164. for (p = 0; p < pathArray.length; p++) {
  39165. for (i = 0; i < minlg + closePathCorr; i++) {
  39166. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39167. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39168. if (invertUV) {
  39169. uvs.push(v, u);
  39170. }
  39171. else {
  39172. uvs.push(u, v);
  39173. }
  39174. }
  39175. }
  39176. }
  39177. // indices
  39178. p = 0; // path index
  39179. var pi = 0; // positions array index
  39180. var l1 = lg[p] - 1; // path1 length
  39181. var l2 = lg[p + 1] - 1; // path2 length
  39182. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39183. var shft = idx[1] - idx[0]; // shift
  39184. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39185. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39186. // 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
  39187. indices.push(pi, pi + shft, pi + 1);
  39188. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39189. pi += 1;
  39190. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39191. p++;
  39192. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39193. shft = idx[0] - idx[p];
  39194. l1 = lg[p] - 1;
  39195. l2 = lg[0] - 1;
  39196. }
  39197. else {
  39198. shft = idx[p + 1] - idx[p];
  39199. l1 = lg[p] - 1;
  39200. l2 = lg[p + 1] - 1;
  39201. }
  39202. pi = idx[p];
  39203. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39204. }
  39205. }
  39206. // normals
  39207. VertexData.ComputeNormals(positions, indices, normals);
  39208. if (closePath) { // update both the first and last vertex normals to their average value
  39209. var indexFirst = 0;
  39210. var indexLast = 0;
  39211. for (p = 0; p < pathArray.length; p++) {
  39212. indexFirst = idx[p] * 3;
  39213. if (p + 1 < pathArray.length) {
  39214. indexLast = (idx[p + 1] - 1) * 3;
  39215. }
  39216. else {
  39217. indexLast = normals.length - 3;
  39218. }
  39219. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39220. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39221. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39222. normals[indexLast] = normals[indexFirst];
  39223. normals[indexLast + 1] = normals[indexFirst + 1];
  39224. normals[indexLast + 2] = normals[indexFirst + 2];
  39225. }
  39226. }
  39227. // sides
  39228. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39229. // Colors
  39230. var colors = null;
  39231. if (customColors) {
  39232. colors = new Float32Array(customColors.length * 4);
  39233. for (var c = 0; c < customColors.length; c++) {
  39234. colors[c * 4] = customColors[c].r;
  39235. colors[c * 4 + 1] = customColors[c].g;
  39236. colors[c * 4 + 2] = customColors[c].b;
  39237. colors[c * 4 + 3] = customColors[c].a;
  39238. }
  39239. }
  39240. // Result
  39241. var vertexData = new VertexData();
  39242. var positions32 = new Float32Array(positions);
  39243. var normals32 = new Float32Array(normals);
  39244. var uvs32 = new Float32Array(uvs);
  39245. vertexData.indices = indices;
  39246. vertexData.positions = positions32;
  39247. vertexData.normals = normals32;
  39248. vertexData.uvs = uvs32;
  39249. if (colors) {
  39250. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39251. }
  39252. if (closePath) {
  39253. vertexData._idx = idx;
  39254. }
  39255. return vertexData;
  39256. };
  39257. /**
  39258. * Creates the VertexData for a box
  39259. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39260. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39261. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39262. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39263. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39264. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39265. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39266. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39267. * * 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)
  39268. * * 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)
  39269. * @returns the VertexData of the box
  39270. */
  39271. VertexData.CreateBox = function (options) {
  39272. var normalsSource = [
  39273. new BABYLON.Vector3(0, 0, 1),
  39274. new BABYLON.Vector3(0, 0, -1),
  39275. new BABYLON.Vector3(1, 0, 0),
  39276. new BABYLON.Vector3(-1, 0, 0),
  39277. new BABYLON.Vector3(0, 1, 0),
  39278. new BABYLON.Vector3(0, -1, 0)
  39279. ];
  39280. var indices = [];
  39281. var positions = [];
  39282. var normals = [];
  39283. var uvs = [];
  39284. var width = options.width || options.size || 1;
  39285. var height = options.height || options.size || 1;
  39286. var depth = options.depth || options.size || 1;
  39287. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39288. var faceUV = options.faceUV || new Array(6);
  39289. var faceColors = options.faceColors;
  39290. var colors = [];
  39291. // default face colors and UV if undefined
  39292. for (var f = 0; f < 6; f++) {
  39293. if (faceUV[f] === undefined) {
  39294. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39295. }
  39296. if (faceColors && faceColors[f] === undefined) {
  39297. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39298. }
  39299. }
  39300. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39301. // Create each face in turn.
  39302. for (var index = 0; index < normalsSource.length; index++) {
  39303. var normal = normalsSource[index];
  39304. // Get two vectors perpendicular to the face normal and to each other.
  39305. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39306. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39307. // Six indices (two triangles) per face.
  39308. var verticesLength = positions.length / 3;
  39309. indices.push(verticesLength);
  39310. indices.push(verticesLength + 1);
  39311. indices.push(verticesLength + 2);
  39312. indices.push(verticesLength);
  39313. indices.push(verticesLength + 2);
  39314. indices.push(verticesLength + 3);
  39315. // Four vertices per face.
  39316. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39317. positions.push(vertex.x, vertex.y, vertex.z);
  39318. normals.push(normal.x, normal.y, normal.z);
  39319. uvs.push(faceUV[index].z, faceUV[index].w);
  39320. if (faceColors) {
  39321. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39322. }
  39323. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39324. positions.push(vertex.x, vertex.y, vertex.z);
  39325. normals.push(normal.x, normal.y, normal.z);
  39326. uvs.push(faceUV[index].x, faceUV[index].w);
  39327. if (faceColors) {
  39328. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39329. }
  39330. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39331. positions.push(vertex.x, vertex.y, vertex.z);
  39332. normals.push(normal.x, normal.y, normal.z);
  39333. uvs.push(faceUV[index].x, faceUV[index].y);
  39334. if (faceColors) {
  39335. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39336. }
  39337. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39338. positions.push(vertex.x, vertex.y, vertex.z);
  39339. normals.push(normal.x, normal.y, normal.z);
  39340. uvs.push(faceUV[index].z, faceUV[index].y);
  39341. if (faceColors) {
  39342. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39343. }
  39344. }
  39345. // sides
  39346. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39347. // Result
  39348. var vertexData = new VertexData();
  39349. vertexData.indices = indices;
  39350. vertexData.positions = positions;
  39351. vertexData.normals = normals;
  39352. vertexData.uvs = uvs;
  39353. if (faceColors) {
  39354. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39355. vertexData.colors = totalColors;
  39356. }
  39357. return vertexData;
  39358. };
  39359. /**
  39360. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39361. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39362. * * segments sets the number of horizontal strips optional, default 32
  39363. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39364. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39365. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39366. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39367. * * 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
  39368. * * 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
  39369. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39370. * * 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)
  39371. * * 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)
  39372. * @returns the VertexData of the ellipsoid
  39373. */
  39374. VertexData.CreateSphere = function (options) {
  39375. var segments = options.segments || 32;
  39376. var diameterX = options.diameterX || options.diameter || 1;
  39377. var diameterY = options.diameterY || options.diameter || 1;
  39378. var diameterZ = options.diameterZ || options.diameter || 1;
  39379. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39380. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39381. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39382. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39383. var totalZRotationSteps = 2 + segments;
  39384. var totalYRotationSteps = 2 * totalZRotationSteps;
  39385. var indices = [];
  39386. var positions = [];
  39387. var normals = [];
  39388. var uvs = [];
  39389. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39390. var normalizedZ = zRotationStep / totalZRotationSteps;
  39391. var angleZ = normalizedZ * Math.PI * slice;
  39392. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39393. var normalizedY = yRotationStep / totalYRotationSteps;
  39394. var angleY = normalizedY * Math.PI * 2 * arc;
  39395. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39396. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39397. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39398. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39399. var vertex = complete.multiply(radius);
  39400. var normal = complete.divide(radius).normalize();
  39401. positions.push(vertex.x, vertex.y, vertex.z);
  39402. normals.push(normal.x, normal.y, normal.z);
  39403. uvs.push(normalizedY, normalizedZ);
  39404. }
  39405. if (zRotationStep > 0) {
  39406. var verticesCount = positions.length / 3;
  39407. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39408. indices.push((firstIndex));
  39409. indices.push((firstIndex + 1));
  39410. indices.push(firstIndex + totalYRotationSteps + 1);
  39411. indices.push((firstIndex + totalYRotationSteps + 1));
  39412. indices.push((firstIndex + 1));
  39413. indices.push((firstIndex + totalYRotationSteps + 2));
  39414. }
  39415. }
  39416. }
  39417. // Sides
  39418. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39419. // Result
  39420. var vertexData = new VertexData();
  39421. vertexData.indices = indices;
  39422. vertexData.positions = positions;
  39423. vertexData.normals = normals;
  39424. vertexData.uvs = uvs;
  39425. return vertexData;
  39426. };
  39427. /**
  39428. * Creates the VertexData for a cylinder, cone or prism
  39429. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39430. * * height sets the height (y direction) of the cylinder, optional, default 2
  39431. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39432. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39433. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39434. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39435. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39436. * * 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
  39437. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39438. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39439. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39440. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39441. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39442. * * 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)
  39443. * * 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)
  39444. * @returns the VertexData of the cylinder, cone or prism
  39445. */
  39446. VertexData.CreateCylinder = function (options) {
  39447. var height = options.height || 2;
  39448. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39449. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39450. var tessellation = options.tessellation || 24;
  39451. var subdivisions = options.subdivisions || 1;
  39452. var hasRings = options.hasRings ? true : false;
  39453. var enclose = options.enclose ? true : false;
  39454. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39455. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39456. var faceUV = options.faceUV || new Array(3);
  39457. var faceColors = options.faceColors;
  39458. // default face colors and UV if undefined
  39459. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39460. var ringNb = (hasRings) ? subdivisions : 1;
  39461. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39462. var f;
  39463. for (f = 0; f < surfaceNb; f++) {
  39464. if (faceColors && faceColors[f] === undefined) {
  39465. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39466. }
  39467. }
  39468. for (f = 0; f < surfaceNb; f++) {
  39469. if (faceUV && faceUV[f] === undefined) {
  39470. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39471. }
  39472. }
  39473. var indices = new Array();
  39474. var positions = new Array();
  39475. var normals = new Array();
  39476. var uvs = new Array();
  39477. var colors = new Array();
  39478. var angle_step = Math.PI * 2 * arc / tessellation;
  39479. var angle;
  39480. var h;
  39481. var radius;
  39482. var tan = (diameterBottom - diameterTop) / 2 / height;
  39483. var ringVertex = BABYLON.Vector3.Zero();
  39484. var ringNormal = BABYLON.Vector3.Zero();
  39485. var ringFirstVertex = BABYLON.Vector3.Zero();
  39486. var ringFirstNormal = BABYLON.Vector3.Zero();
  39487. var quadNormal = BABYLON.Vector3.Zero();
  39488. var Y = BABYLON.Axis.Y;
  39489. // positions, normals, uvs
  39490. var i;
  39491. var j;
  39492. var r;
  39493. var ringIdx = 1;
  39494. var s = 1; // surface index
  39495. var cs = 0;
  39496. var v = 0;
  39497. for (i = 0; i <= subdivisions; i++) {
  39498. h = i / subdivisions;
  39499. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39500. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39501. for (r = 0; r < ringIdx; r++) {
  39502. if (hasRings) {
  39503. s += r;
  39504. }
  39505. if (enclose) {
  39506. s += 2 * r;
  39507. }
  39508. for (j = 0; j <= tessellation; j++) {
  39509. angle = j * angle_step;
  39510. // position
  39511. ringVertex.x = Math.cos(-angle) * radius;
  39512. ringVertex.y = -height / 2 + h * height;
  39513. ringVertex.z = Math.sin(-angle) * radius;
  39514. // normal
  39515. if (diameterTop === 0 && i === subdivisions) {
  39516. // if no top cap, reuse former normals
  39517. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39518. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39519. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39520. }
  39521. else {
  39522. ringNormal.x = ringVertex.x;
  39523. ringNormal.z = ringVertex.z;
  39524. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39525. ringNormal.normalize();
  39526. }
  39527. // keep first ring vertex values for enclose
  39528. if (j === 0) {
  39529. ringFirstVertex.copyFrom(ringVertex);
  39530. ringFirstNormal.copyFrom(ringNormal);
  39531. }
  39532. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39533. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39534. if (hasRings) {
  39535. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39536. }
  39537. else {
  39538. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39539. }
  39540. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39541. if (faceColors) {
  39542. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39543. }
  39544. }
  39545. // if enclose, add four vertices and their dedicated normals
  39546. if (arc !== 1 && enclose) {
  39547. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39548. positions.push(0, ringVertex.y, 0);
  39549. positions.push(0, ringVertex.y, 0);
  39550. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39551. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39552. quadNormal.normalize();
  39553. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39554. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39555. quadNormal.normalize();
  39556. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39557. if (hasRings) {
  39558. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39559. }
  39560. else {
  39561. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39562. }
  39563. uvs.push(faceUV[s + 1].x, v);
  39564. uvs.push(faceUV[s + 1].z, v);
  39565. if (hasRings) {
  39566. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39567. }
  39568. else {
  39569. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39570. }
  39571. uvs.push(faceUV[s + 2].x, v);
  39572. uvs.push(faceUV[s + 2].z, v);
  39573. if (faceColors) {
  39574. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39575. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39576. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39577. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39578. }
  39579. }
  39580. if (cs !== s) {
  39581. cs = s;
  39582. }
  39583. }
  39584. }
  39585. // indices
  39586. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39587. var s;
  39588. i = 0;
  39589. for (s = 0; s < subdivisions; s++) {
  39590. var i0 = 0;
  39591. var i1 = 0;
  39592. var i2 = 0;
  39593. var i3 = 0;
  39594. for (j = 0; j < tessellation; j++) {
  39595. i0 = i * (e + 1) + j;
  39596. i1 = (i + 1) * (e + 1) + j;
  39597. i2 = i * (e + 1) + (j + 1);
  39598. i3 = (i + 1) * (e + 1) + (j + 1);
  39599. indices.push(i0, i1, i2);
  39600. indices.push(i3, i2, i1);
  39601. }
  39602. if (arc !== 1 && enclose) { // if enclose, add two quads
  39603. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39604. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39605. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39606. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39607. }
  39608. i = (hasRings) ? (i + 2) : (i + 1);
  39609. }
  39610. // Caps
  39611. var createCylinderCap = function (isTop) {
  39612. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39613. if (radius === 0) {
  39614. return;
  39615. }
  39616. // Cap positions, normals & uvs
  39617. var angle;
  39618. var circleVector;
  39619. var i;
  39620. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39621. var c = null;
  39622. if (faceColors) {
  39623. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39624. }
  39625. // cap center
  39626. var vbase = positions.length / 3;
  39627. var offset = isTop ? height / 2 : -height / 2;
  39628. var center = new BABYLON.Vector3(0, offset, 0);
  39629. positions.push(center.x, center.y, center.z);
  39630. normals.push(0, isTop ? 1 : -1, 0);
  39631. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39632. if (c) {
  39633. colors.push(c.r, c.g, c.b, c.a);
  39634. }
  39635. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39636. for (i = 0; i <= tessellation; i++) {
  39637. angle = Math.PI * 2 * i * arc / tessellation;
  39638. var cos = Math.cos(-angle);
  39639. var sin = Math.sin(-angle);
  39640. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39641. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39642. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39643. normals.push(0, isTop ? 1 : -1, 0);
  39644. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39645. if (c) {
  39646. colors.push(c.r, c.g, c.b, c.a);
  39647. }
  39648. }
  39649. // Cap indices
  39650. for (i = 0; i < tessellation; i++) {
  39651. if (!isTop) {
  39652. indices.push(vbase);
  39653. indices.push(vbase + (i + 1));
  39654. indices.push(vbase + (i + 2));
  39655. }
  39656. else {
  39657. indices.push(vbase);
  39658. indices.push(vbase + (i + 2));
  39659. indices.push(vbase + (i + 1));
  39660. }
  39661. }
  39662. };
  39663. // add caps to geometry
  39664. createCylinderCap(false);
  39665. createCylinderCap(true);
  39666. // Sides
  39667. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39668. var vertexData = new VertexData();
  39669. vertexData.indices = indices;
  39670. vertexData.positions = positions;
  39671. vertexData.normals = normals;
  39672. vertexData.uvs = uvs;
  39673. if (faceColors) {
  39674. vertexData.colors = colors;
  39675. }
  39676. return vertexData;
  39677. };
  39678. /**
  39679. * Creates the VertexData for a torus
  39680. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39681. * * diameter the diameter of the torus, optional default 1
  39682. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39683. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39684. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39685. * * 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)
  39686. * * 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)
  39687. * @returns the VertexData of the torus
  39688. */
  39689. VertexData.CreateTorus = function (options) {
  39690. var indices = [];
  39691. var positions = [];
  39692. var normals = [];
  39693. var uvs = [];
  39694. var diameter = options.diameter || 1;
  39695. var thickness = options.thickness || 0.5;
  39696. var tessellation = options.tessellation || 16;
  39697. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39698. var stride = tessellation + 1;
  39699. for (var i = 0; i <= tessellation; i++) {
  39700. var u = i / tessellation;
  39701. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39702. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39703. for (var j = 0; j <= tessellation; j++) {
  39704. var v = 1 - j / tessellation;
  39705. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39706. var dx = Math.cos(innerAngle);
  39707. var dy = Math.sin(innerAngle);
  39708. // Create a vertex.
  39709. var normal = new BABYLON.Vector3(dx, dy, 0);
  39710. var position = normal.scale(thickness / 2);
  39711. var textureCoordinate = new BABYLON.Vector2(u, v);
  39712. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39713. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39714. positions.push(position.x, position.y, position.z);
  39715. normals.push(normal.x, normal.y, normal.z);
  39716. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39717. // And create indices for two triangles.
  39718. var nextI = (i + 1) % stride;
  39719. var nextJ = (j + 1) % stride;
  39720. indices.push(i * stride + j);
  39721. indices.push(i * stride + nextJ);
  39722. indices.push(nextI * stride + j);
  39723. indices.push(i * stride + nextJ);
  39724. indices.push(nextI * stride + nextJ);
  39725. indices.push(nextI * stride + j);
  39726. }
  39727. }
  39728. // Sides
  39729. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39730. // Result
  39731. var vertexData = new VertexData();
  39732. vertexData.indices = indices;
  39733. vertexData.positions = positions;
  39734. vertexData.normals = normals;
  39735. vertexData.uvs = uvs;
  39736. return vertexData;
  39737. };
  39738. /**
  39739. * Creates the VertexData of the LineSystem
  39740. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39741. * - lines an array of lines, each line being an array of successive Vector3
  39742. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39743. * @returns the VertexData of the LineSystem
  39744. */
  39745. VertexData.CreateLineSystem = function (options) {
  39746. var indices = [];
  39747. var positions = [];
  39748. var lines = options.lines;
  39749. var colors = options.colors;
  39750. var vertexColors = [];
  39751. var idx = 0;
  39752. for (var l = 0; l < lines.length; l++) {
  39753. var points = lines[l];
  39754. for (var index = 0; index < points.length; index++) {
  39755. positions.push(points[index].x, points[index].y, points[index].z);
  39756. if (colors) {
  39757. var color = colors[l];
  39758. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39759. }
  39760. if (index > 0) {
  39761. indices.push(idx - 1);
  39762. indices.push(idx);
  39763. }
  39764. idx++;
  39765. }
  39766. }
  39767. var vertexData = new VertexData();
  39768. vertexData.indices = indices;
  39769. vertexData.positions = positions;
  39770. if (colors) {
  39771. vertexData.colors = vertexColors;
  39772. }
  39773. return vertexData;
  39774. };
  39775. /**
  39776. * Create the VertexData for a DashedLines
  39777. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39778. * - points an array successive Vector3
  39779. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39780. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39781. * - dashNb the intended total number of dashes, optional, default 200
  39782. * @returns the VertexData for the DashedLines
  39783. */
  39784. VertexData.CreateDashedLines = function (options) {
  39785. var dashSize = options.dashSize || 3;
  39786. var gapSize = options.gapSize || 1;
  39787. var dashNb = options.dashNb || 200;
  39788. var points = options.points;
  39789. var positions = new Array();
  39790. var indices = new Array();
  39791. var curvect = BABYLON.Vector3.Zero();
  39792. var lg = 0;
  39793. var nb = 0;
  39794. var shft = 0;
  39795. var dashshft = 0;
  39796. var curshft = 0;
  39797. var idx = 0;
  39798. var i = 0;
  39799. for (i = 0; i < points.length - 1; i++) {
  39800. points[i + 1].subtractToRef(points[i], curvect);
  39801. lg += curvect.length();
  39802. }
  39803. shft = lg / dashNb;
  39804. dashshft = dashSize * shft / (dashSize + gapSize);
  39805. for (i = 0; i < points.length - 1; i++) {
  39806. points[i + 1].subtractToRef(points[i], curvect);
  39807. nb = Math.floor(curvect.length() / shft);
  39808. curvect.normalize();
  39809. for (var j = 0; j < nb; j++) {
  39810. curshft = shft * j;
  39811. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39812. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39813. indices.push(idx, idx + 1);
  39814. idx += 2;
  39815. }
  39816. }
  39817. // Result
  39818. var vertexData = new VertexData();
  39819. vertexData.positions = positions;
  39820. vertexData.indices = indices;
  39821. return vertexData;
  39822. };
  39823. /**
  39824. * Creates the VertexData for a Ground
  39825. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39826. * - width the width (x direction) of the ground, optional, default 1
  39827. * - height the height (z direction) of the ground, optional, default 1
  39828. * - subdivisions the number of subdivisions per side, optional, default 1
  39829. * @returns the VertexData of the Ground
  39830. */
  39831. VertexData.CreateGround = function (options) {
  39832. var indices = [];
  39833. var positions = [];
  39834. var normals = [];
  39835. var uvs = [];
  39836. var row, col;
  39837. var width = options.width || 1;
  39838. var height = options.height || 1;
  39839. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39840. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39841. for (row = 0; row <= subdivisionsY; row++) {
  39842. for (col = 0; col <= subdivisionsX; col++) {
  39843. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39844. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39845. positions.push(position.x, position.y, position.z);
  39846. normals.push(normal.x, normal.y, normal.z);
  39847. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39848. }
  39849. }
  39850. for (row = 0; row < subdivisionsY; row++) {
  39851. for (col = 0; col < subdivisionsX; col++) {
  39852. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39853. indices.push(col + 1 + row * (subdivisionsX + 1));
  39854. indices.push(col + row * (subdivisionsX + 1));
  39855. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39856. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39857. indices.push(col + row * (subdivisionsX + 1));
  39858. }
  39859. }
  39860. // Result
  39861. var vertexData = new VertexData();
  39862. vertexData.indices = indices;
  39863. vertexData.positions = positions;
  39864. vertexData.normals = normals;
  39865. vertexData.uvs = uvs;
  39866. return vertexData;
  39867. };
  39868. /**
  39869. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39870. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39871. * * xmin the ground minimum X coordinate, optional, default -1
  39872. * * zmin the ground minimum Z coordinate, optional, default -1
  39873. * * xmax the ground maximum X coordinate, optional, default 1
  39874. * * zmax the ground maximum Z coordinate, optional, default 1
  39875. * * 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}
  39876. * * 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}
  39877. * @returns the VertexData of the TiledGround
  39878. */
  39879. VertexData.CreateTiledGround = function (options) {
  39880. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39881. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39882. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39883. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39884. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39885. var precision = options.precision || { w: 1, h: 1 };
  39886. var indices = new Array();
  39887. var positions = new Array();
  39888. var normals = new Array();
  39889. var uvs = new Array();
  39890. var row, col, tileRow, tileCol;
  39891. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39892. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39893. precision.w = (precision.w < 1) ? 1 : precision.w;
  39894. precision.h = (precision.h < 1) ? 1 : precision.h;
  39895. var tileSize = {
  39896. 'w': (xmax - xmin) / subdivisions.w,
  39897. 'h': (zmax - zmin) / subdivisions.h
  39898. };
  39899. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39900. // Indices
  39901. var base = positions.length / 3;
  39902. var rowLength = precision.w + 1;
  39903. for (row = 0; row < precision.h; row++) {
  39904. for (col = 0; col < precision.w; col++) {
  39905. var square = [
  39906. base + col + row * rowLength,
  39907. base + (col + 1) + row * rowLength,
  39908. base + (col + 1) + (row + 1) * rowLength,
  39909. base + col + (row + 1) * rowLength
  39910. ];
  39911. indices.push(square[1]);
  39912. indices.push(square[2]);
  39913. indices.push(square[3]);
  39914. indices.push(square[0]);
  39915. indices.push(square[1]);
  39916. indices.push(square[3]);
  39917. }
  39918. }
  39919. // Position, normals and uvs
  39920. var position = BABYLON.Vector3.Zero();
  39921. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39922. for (row = 0; row <= precision.h; row++) {
  39923. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39924. for (col = 0; col <= precision.w; col++) {
  39925. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39926. position.y = 0;
  39927. positions.push(position.x, position.y, position.z);
  39928. normals.push(normal.x, normal.y, normal.z);
  39929. uvs.push(col / precision.w, row / precision.h);
  39930. }
  39931. }
  39932. }
  39933. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39934. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39935. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39936. }
  39937. }
  39938. // Result
  39939. var vertexData = new VertexData();
  39940. vertexData.indices = indices;
  39941. vertexData.positions = positions;
  39942. vertexData.normals = normals;
  39943. vertexData.uvs = uvs;
  39944. return vertexData;
  39945. };
  39946. /**
  39947. * Creates the VertexData of the Ground designed from a heightmap
  39948. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39949. * * width the width (x direction) of the ground
  39950. * * height the height (z direction) of the ground
  39951. * * subdivisions the number of subdivisions per side
  39952. * * minHeight the minimum altitude on the ground, optional, default 0
  39953. * * maxHeight the maximum altitude on the ground, optional default 1
  39954. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39955. * * buffer the array holding the image color data
  39956. * * bufferWidth the width of image
  39957. * * bufferHeight the height of image
  39958. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39959. * @returns the VertexData of the Ground designed from a heightmap
  39960. */
  39961. VertexData.CreateGroundFromHeightMap = function (options) {
  39962. var indices = [];
  39963. var positions = [];
  39964. var normals = [];
  39965. var uvs = [];
  39966. var row, col;
  39967. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39968. var alphaFilter = options.alphaFilter || 0.0;
  39969. // Vertices
  39970. for (row = 0; row <= options.subdivisions; row++) {
  39971. for (col = 0; col <= options.subdivisions; col++) {
  39972. 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));
  39973. // Compute height
  39974. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39975. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39976. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39977. var r = options.buffer[pos] / 255.0;
  39978. var g = options.buffer[pos + 1] / 255.0;
  39979. var b = options.buffer[pos + 2] / 255.0;
  39980. var a = options.buffer[pos + 3] / 255.0;
  39981. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39982. // If our alpha channel is not within our filter then we will assign a 'special' height
  39983. // Then when building the indices, we will ignore any vertex that is using the special height
  39984. if (a >= alphaFilter) {
  39985. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39986. }
  39987. else {
  39988. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39989. }
  39990. // Add vertex
  39991. positions.push(position.x, position.y, position.z);
  39992. normals.push(0, 0, 0);
  39993. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39994. }
  39995. }
  39996. // Indices
  39997. for (row = 0; row < options.subdivisions; row++) {
  39998. for (col = 0; col < options.subdivisions; col++) {
  39999. // Calculate Indices
  40000. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  40001. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  40002. var idx3 = (col + row * (options.subdivisions + 1));
  40003. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  40004. // Check that all indices are visible (based on our special height)
  40005. // Only display the vertex if all Indices are visible
  40006. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  40007. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  40008. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  40009. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  40010. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  40011. indices.push(idx1);
  40012. indices.push(idx2);
  40013. indices.push(idx3);
  40014. }
  40015. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  40016. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  40017. indices.push(idx4);
  40018. indices.push(idx1);
  40019. indices.push(idx3);
  40020. }
  40021. }
  40022. }
  40023. // Normals
  40024. VertexData.ComputeNormals(positions, indices, normals);
  40025. // Result
  40026. var vertexData = new VertexData();
  40027. vertexData.indices = indices;
  40028. vertexData.positions = positions;
  40029. vertexData.normals = normals;
  40030. vertexData.uvs = uvs;
  40031. return vertexData;
  40032. };
  40033. /**
  40034. * Creates the VertexData for a Plane
  40035. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  40036. * * size sets the width and height of the plane to the value of size, optional default 1
  40037. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  40038. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  40039. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40040. * * 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)
  40041. * * 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)
  40042. * @returns the VertexData of the box
  40043. */
  40044. VertexData.CreatePlane = function (options) {
  40045. var indices = [];
  40046. var positions = [];
  40047. var normals = [];
  40048. var uvs = [];
  40049. var width = options.width || options.size || 1;
  40050. var height = options.height || options.size || 1;
  40051. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40052. // Vertices
  40053. var halfWidth = width / 2.0;
  40054. var halfHeight = height / 2.0;
  40055. positions.push(-halfWidth, -halfHeight, 0);
  40056. normals.push(0, 0, -1.0);
  40057. uvs.push(0.0, 0.0);
  40058. positions.push(halfWidth, -halfHeight, 0);
  40059. normals.push(0, 0, -1.0);
  40060. uvs.push(1.0, 0.0);
  40061. positions.push(halfWidth, halfHeight, 0);
  40062. normals.push(0, 0, -1.0);
  40063. uvs.push(1.0, 1.0);
  40064. positions.push(-halfWidth, halfHeight, 0);
  40065. normals.push(0, 0, -1.0);
  40066. uvs.push(0.0, 1.0);
  40067. // Indices
  40068. indices.push(0);
  40069. indices.push(1);
  40070. indices.push(2);
  40071. indices.push(0);
  40072. indices.push(2);
  40073. indices.push(3);
  40074. // Sides
  40075. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40076. // Result
  40077. var vertexData = new VertexData();
  40078. vertexData.indices = indices;
  40079. vertexData.positions = positions;
  40080. vertexData.normals = normals;
  40081. vertexData.uvs = uvs;
  40082. return vertexData;
  40083. };
  40084. /**
  40085. * Creates the VertexData of the Disc or regular Polygon
  40086. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40087. * * radius the radius of the disc, optional default 0.5
  40088. * * tessellation the number of polygon sides, optional, default 64
  40089. * * 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
  40090. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40091. * * 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)
  40092. * * 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)
  40093. * @returns the VertexData of the box
  40094. */
  40095. VertexData.CreateDisc = function (options) {
  40096. var positions = new Array();
  40097. var indices = new Array();
  40098. var normals = new Array();
  40099. var uvs = new Array();
  40100. var radius = options.radius || 0.5;
  40101. var tessellation = options.tessellation || 64;
  40102. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40103. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40104. // positions and uvs
  40105. positions.push(0, 0, 0); // disc center first
  40106. uvs.push(0.5, 0.5);
  40107. var theta = Math.PI * 2 * arc;
  40108. var step = theta / tessellation;
  40109. for (var a = 0; a < theta; a += step) {
  40110. var x = Math.cos(a);
  40111. var y = Math.sin(a);
  40112. var u = (x + 1) / 2;
  40113. var v = (1 - y) / 2;
  40114. positions.push(radius * x, radius * y, 0);
  40115. uvs.push(u, v);
  40116. }
  40117. if (arc === 1) {
  40118. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40119. uvs.push(uvs[2], uvs[3]);
  40120. }
  40121. //indices
  40122. var vertexNb = positions.length / 3;
  40123. for (var i = 1; i < vertexNb - 1; i++) {
  40124. indices.push(i + 1, 0, i);
  40125. }
  40126. // result
  40127. VertexData.ComputeNormals(positions, indices, normals);
  40128. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40129. var vertexData = new VertexData();
  40130. vertexData.indices = indices;
  40131. vertexData.positions = positions;
  40132. vertexData.normals = normals;
  40133. vertexData.uvs = uvs;
  40134. return vertexData;
  40135. };
  40136. /**
  40137. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40138. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40139. * @param polygon a mesh built from polygonTriangulation.build()
  40140. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40141. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40142. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40143. * @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)
  40144. * @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)
  40145. * @returns the VertexData of the Polygon
  40146. */
  40147. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40148. var faceUV = fUV || new Array(3);
  40149. var faceColors = fColors;
  40150. var colors = [];
  40151. // default face colors and UV if undefined
  40152. for (var f = 0; f < 3; f++) {
  40153. if (faceUV[f] === undefined) {
  40154. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40155. }
  40156. if (faceColors && faceColors[f] === undefined) {
  40157. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40158. }
  40159. }
  40160. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40161. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40162. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40163. var indices = polygon.getIndices();
  40164. // set face colours and textures
  40165. var idx = 0;
  40166. var face = 0;
  40167. for (var index = 0; index < normals.length; index += 3) {
  40168. //Edge Face no. 1
  40169. if (Math.abs(normals[index + 1]) < 0.001) {
  40170. face = 1;
  40171. }
  40172. //Top Face no. 0
  40173. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40174. face = 0;
  40175. }
  40176. //Bottom Face no. 2
  40177. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40178. face = 2;
  40179. }
  40180. idx = index / 3;
  40181. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40182. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40183. if (faceColors) {
  40184. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40185. }
  40186. }
  40187. // sides
  40188. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40189. // Result
  40190. var vertexData = new VertexData();
  40191. vertexData.indices = indices;
  40192. vertexData.positions = positions;
  40193. vertexData.normals = normals;
  40194. vertexData.uvs = uvs;
  40195. if (faceColors) {
  40196. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40197. vertexData.colors = totalColors;
  40198. }
  40199. return vertexData;
  40200. };
  40201. /**
  40202. * Creates the VertexData of the IcoSphere
  40203. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40204. * * radius the radius of the IcoSphere, optional default 1
  40205. * * radiusX allows stretching in the x direction, optional, default radius
  40206. * * radiusY allows stretching in the y direction, optional, default radius
  40207. * * radiusZ allows stretching in the z direction, optional, default radius
  40208. * * flat when true creates a flat shaded mesh, optional, default true
  40209. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40210. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40211. * * 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)
  40212. * * 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)
  40213. * @returns the VertexData of the IcoSphere
  40214. */
  40215. VertexData.CreateIcoSphere = function (options) {
  40216. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40217. var radius = options.radius || 1;
  40218. var flat = (options.flat === undefined) ? true : options.flat;
  40219. var subdivisions = options.subdivisions || 4;
  40220. var radiusX = options.radiusX || radius;
  40221. var radiusY = options.radiusY || radius;
  40222. var radiusZ = options.radiusZ || radius;
  40223. var t = (1 + Math.sqrt(5)) / 2;
  40224. // 12 vertex x,y,z
  40225. var ico_vertices = [
  40226. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40227. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40228. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40229. ];
  40230. // index of 3 vertex makes a face of icopshere
  40231. var ico_indices = [
  40232. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40233. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40234. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40235. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40236. ];
  40237. // vertex for uv have aliased position, not for UV
  40238. var vertices_unalias_id = [
  40239. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40240. // vertex alias
  40241. 0,
  40242. 2,
  40243. 3,
  40244. 3,
  40245. 3,
  40246. 4,
  40247. 7,
  40248. 8,
  40249. 9,
  40250. 9,
  40251. 10,
  40252. 11 // 23: B + 12
  40253. ];
  40254. // uv as integer step (not pixels !)
  40255. var ico_vertexuv = [
  40256. 5, 1, 3, 1, 6, 4, 0, 0,
  40257. 5, 3, 4, 2, 2, 2, 4, 0,
  40258. 2, 0, 1, 1, 6, 0, 6, 2,
  40259. // vertex alias (for same vertex on different faces)
  40260. 0, 4,
  40261. 3, 3,
  40262. 4, 4,
  40263. 3, 1,
  40264. 4, 2,
  40265. 4, 4,
  40266. 0, 2,
  40267. 1, 1,
  40268. 2, 2,
  40269. 3, 3,
  40270. 1, 3,
  40271. 2, 4 // 23: B + 12
  40272. ];
  40273. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40274. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40275. // First island of uv mapping
  40276. // v = 4h 3+ 2
  40277. // v = 3h 9+ 4
  40278. // v = 2h 9+ 5 B
  40279. // v = 1h 9 1 0
  40280. // v = 0h 3 8 7 A
  40281. // u = 0 1 2 3 4 5 6 *a
  40282. // Second island of uv mapping
  40283. // v = 4h 0+ B+ 4+
  40284. // v = 3h A+ 2+
  40285. // v = 2h 7+ 6 3+
  40286. // v = 1h 8+ 3+
  40287. // v = 0h
  40288. // u = 0 1 2 3 4 5 6 *a
  40289. // Face layout on texture UV mapping
  40290. // ============
  40291. // \ 4 /\ 16 / ======
  40292. // \ / \ / /\ 11 /
  40293. // \/ 7 \/ / \ /
  40294. // ======= / 10 \/
  40295. // /\ 17 /\ =======
  40296. // / \ / \ \ 15 /\
  40297. // / 8 \/ 12 \ \ / \
  40298. // ============ \/ 6 \
  40299. // \ 18 /\ ============
  40300. // \ / \ \ 5 /\ 0 /
  40301. // \/ 13 \ \ / \ /
  40302. // ======= \/ 1 \/
  40303. // =============
  40304. // /\ 19 /\ 2 /\
  40305. // / \ / \ / \
  40306. // / 14 \/ 9 \/ 3 \
  40307. // ===================
  40308. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40309. var ustep = 138 / 1024;
  40310. var vstep = 239 / 1024;
  40311. var uoffset = 60 / 1024;
  40312. var voffset = 26 / 1024;
  40313. // Second island should have margin, not to touch the first island
  40314. // avoid any borderline artefact in pixel rounding
  40315. var island_u_offset = -40 / 1024;
  40316. var island_v_offset = +20 / 1024;
  40317. // face is either island 0 or 1 :
  40318. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40319. var island = [
  40320. 0, 0, 0, 0, 1,
  40321. 0, 0, 1, 1, 0,
  40322. 0, 0, 1, 1, 0,
  40323. 0, 1, 1, 1, 0 // 15 - 19
  40324. ];
  40325. var indices = new Array();
  40326. var positions = new Array();
  40327. var normals = new Array();
  40328. var uvs = new Array();
  40329. var current_indice = 0;
  40330. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40331. var face_vertex_pos = new Array(3);
  40332. var face_vertex_uv = new Array(3);
  40333. var v012;
  40334. for (v012 = 0; v012 < 3; v012++) {
  40335. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40336. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40337. }
  40338. // create all with normals
  40339. for (var face = 0; face < 20; face++) {
  40340. // 3 vertex per face
  40341. for (v012 = 0; v012 < 3; v012++) {
  40342. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40343. var v_id = ico_indices[3 * face + v012];
  40344. // vertex have 3D position (x,y,z)
  40345. 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]);
  40346. // Normalize to get normal, then scale to radius
  40347. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40348. // uv Coordinates from vertex ID
  40349. 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);
  40350. }
  40351. // Subdivide the face (interpolate pos, norm, uv)
  40352. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40353. // - norm is linear interpolation of vertex corner normal
  40354. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40355. // - uv is linear interpolation
  40356. //
  40357. // Topology is as below for sub-divide by 2
  40358. // vertex shown as v0,v1,v2
  40359. // interp index is i1 to progress in range [v0,v1[
  40360. // interp index is i2 to progress in range [v0,v2[
  40361. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40362. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40363. //
  40364. //
  40365. // i2 v2
  40366. // ^ ^
  40367. // / / \
  40368. // / / \
  40369. // / / \
  40370. // / / (0,1) \
  40371. // / #---------\
  40372. // / / \ (0,0)'/ \
  40373. // / / \ / \
  40374. // / / \ / \
  40375. // / / (0,0) \ / (1,0) \
  40376. // / #---------#---------\
  40377. // v0 v1
  40378. //
  40379. // --------------------> i1
  40380. //
  40381. // interp of (i1,i2):
  40382. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40383. // along i1 : lerp(x0,x1, i1/(S-i2))
  40384. //
  40385. // centroid of triangle is needed to get help normal computation
  40386. // (c1,c2) are used for centroid location
  40387. var interp_vertex = function (i1, i2, c1, c2) {
  40388. // vertex is interpolated from
  40389. // - face_vertex_pos[0..2]
  40390. // - face_vertex_uv[0..2]
  40391. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40392. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40393. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40394. pos_interp.normalize();
  40395. var vertex_normal;
  40396. if (flat) {
  40397. // in flat mode, recalculate normal as face centroid normal
  40398. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40399. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40400. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40401. }
  40402. else {
  40403. // in smooth mode, recalculate normal from each single vertex position
  40404. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40405. }
  40406. // Vertex normal need correction due to X,Y,Z radius scaling
  40407. vertex_normal.x /= radiusX;
  40408. vertex_normal.y /= radiusY;
  40409. vertex_normal.z /= radiusZ;
  40410. vertex_normal.normalize();
  40411. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40412. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40413. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40414. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40415. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40416. uvs.push(uv_interp.x, uv_interp.y);
  40417. // push each vertex has member of a face
  40418. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40419. indices.push(current_indice);
  40420. current_indice++;
  40421. };
  40422. for (var i2 = 0; i2 < subdivisions; i2++) {
  40423. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40424. // face : (i1,i2) for /\ :
  40425. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40426. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40427. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40428. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40429. if (i1 + i2 + 1 < subdivisions) {
  40430. // face : (i1,i2)' for \/ :
  40431. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40432. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40433. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40434. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40435. }
  40436. }
  40437. }
  40438. }
  40439. // Sides
  40440. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40441. // Result
  40442. var vertexData = new VertexData();
  40443. vertexData.indices = indices;
  40444. vertexData.positions = positions;
  40445. vertexData.normals = normals;
  40446. vertexData.uvs = uvs;
  40447. return vertexData;
  40448. };
  40449. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40450. /**
  40451. * Creates the VertexData for a Polyhedron
  40452. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40453. * * type provided types are:
  40454. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40455. * * 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)
  40456. * * size the size of the IcoSphere, optional default 1
  40457. * * sizeX allows stretching in the x direction, optional, default size
  40458. * * sizeY allows stretching in the y direction, optional, default size
  40459. * * sizeZ allows stretching in the z direction, optional, default size
  40460. * * 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
  40461. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40462. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40463. * * flat when true creates a flat shaded mesh, optional, default true
  40464. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40465. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40466. * * 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)
  40467. * * 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)
  40468. * @returns the VertexData of the Polyhedron
  40469. */
  40470. VertexData.CreatePolyhedron = function (options) {
  40471. // provided polyhedron types :
  40472. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40473. // 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)
  40474. var polyhedra = [];
  40475. 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]] };
  40476. 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]] };
  40477. polyhedra[2] = {
  40478. 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]],
  40479. 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]]
  40480. };
  40481. polyhedra[3] = {
  40482. 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]],
  40483. 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]]
  40484. };
  40485. polyhedra[4] = {
  40486. 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]],
  40487. 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]]
  40488. };
  40489. 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]] };
  40490. 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]] };
  40491. 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]] };
  40492. 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]] };
  40493. 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]] };
  40494. 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]] };
  40495. 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]] };
  40496. 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]] };
  40497. 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]] };
  40498. polyhedra[14] = {
  40499. 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]],
  40500. 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]]
  40501. };
  40502. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40503. var size = options.size;
  40504. var sizeX = options.sizeX || size || 1;
  40505. var sizeY = options.sizeY || size || 1;
  40506. var sizeZ = options.sizeZ || size || 1;
  40507. var data = options.custom || polyhedra[type];
  40508. var nbfaces = data.face.length;
  40509. var faceUV = options.faceUV || new Array(nbfaces);
  40510. var faceColors = options.faceColors;
  40511. var flat = (options.flat === undefined) ? true : options.flat;
  40512. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40513. var positions = new Array();
  40514. var indices = new Array();
  40515. var normals = new Array();
  40516. var uvs = new Array();
  40517. var colors = new Array();
  40518. var index = 0;
  40519. var faceIdx = 0; // face cursor in the array "indexes"
  40520. var indexes = new Array();
  40521. var i = 0;
  40522. var f = 0;
  40523. var u, v, ang, x, y, tmp;
  40524. // default face colors and UV if undefined
  40525. if (flat) {
  40526. for (f = 0; f < nbfaces; f++) {
  40527. if (faceColors && faceColors[f] === undefined) {
  40528. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40529. }
  40530. if (faceUV && faceUV[f] === undefined) {
  40531. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40532. }
  40533. }
  40534. }
  40535. if (!flat) {
  40536. for (i = 0; i < data.vertex.length; i++) {
  40537. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40538. uvs.push(0, 0);
  40539. }
  40540. for (f = 0; f < nbfaces; f++) {
  40541. for (i = 0; i < data.face[f].length - 2; i++) {
  40542. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40543. }
  40544. }
  40545. }
  40546. else {
  40547. for (f = 0; f < nbfaces; f++) {
  40548. var fl = data.face[f].length; // number of vertices of the current face
  40549. ang = 2 * Math.PI / fl;
  40550. x = 0.5 * Math.tan(ang / 2);
  40551. y = 0.5;
  40552. // positions, uvs, colors
  40553. for (i = 0; i < fl; i++) {
  40554. // positions
  40555. 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);
  40556. indexes.push(index);
  40557. index++;
  40558. // uvs
  40559. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40560. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40561. uvs.push(u, v);
  40562. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40563. y = x * Math.sin(ang) + y * Math.cos(ang);
  40564. x = tmp;
  40565. // colors
  40566. if (faceColors) {
  40567. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40568. }
  40569. }
  40570. // indices from indexes
  40571. for (i = 0; i < fl - 2; i++) {
  40572. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40573. }
  40574. faceIdx += fl;
  40575. }
  40576. }
  40577. VertexData.ComputeNormals(positions, indices, normals);
  40578. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40579. var vertexData = new VertexData();
  40580. vertexData.positions = positions;
  40581. vertexData.indices = indices;
  40582. vertexData.normals = normals;
  40583. vertexData.uvs = uvs;
  40584. if (faceColors && flat) {
  40585. vertexData.colors = colors;
  40586. }
  40587. return vertexData;
  40588. };
  40589. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40590. /**
  40591. * Creates the VertexData for a TorusKnot
  40592. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40593. * * radius the radius of the torus knot, optional, default 2
  40594. * * tube the thickness of the tube, optional, default 0.5
  40595. * * radialSegments the number of sides on each tube segments, optional, default 32
  40596. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40597. * * p the number of windings around the z axis, optional, default 2
  40598. * * q the number of windings around the x axis, optional, default 3
  40599. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40600. * * 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)
  40601. * * 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)
  40602. * @returns the VertexData of the Torus Knot
  40603. */
  40604. VertexData.CreateTorusKnot = function (options) {
  40605. var indices = new Array();
  40606. var positions = new Array();
  40607. var normals = new Array();
  40608. var uvs = new Array();
  40609. var radius = options.radius || 2;
  40610. var tube = options.tube || 0.5;
  40611. var radialSegments = options.radialSegments || 32;
  40612. var tubularSegments = options.tubularSegments || 32;
  40613. var p = options.p || 2;
  40614. var q = options.q || 3;
  40615. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40616. // Helper
  40617. var getPos = function (angle) {
  40618. var cu = Math.cos(angle);
  40619. var su = Math.sin(angle);
  40620. var quOverP = q / p * angle;
  40621. var cs = Math.cos(quOverP);
  40622. var tx = radius * (2 + cs) * 0.5 * cu;
  40623. var ty = radius * (2 + cs) * su * 0.5;
  40624. var tz = radius * Math.sin(quOverP) * 0.5;
  40625. return new BABYLON.Vector3(tx, ty, tz);
  40626. };
  40627. // Vertices
  40628. var i;
  40629. var j;
  40630. for (i = 0; i <= radialSegments; i++) {
  40631. var modI = i % radialSegments;
  40632. var u = modI / radialSegments * 2 * p * Math.PI;
  40633. var p1 = getPos(u);
  40634. var p2 = getPos(u + 0.01);
  40635. var tang = p2.subtract(p1);
  40636. var n = p2.add(p1);
  40637. var bitan = BABYLON.Vector3.Cross(tang, n);
  40638. n = BABYLON.Vector3.Cross(bitan, tang);
  40639. bitan.normalize();
  40640. n.normalize();
  40641. for (j = 0; j < tubularSegments; j++) {
  40642. var modJ = j % tubularSegments;
  40643. var v = modJ / tubularSegments * 2 * Math.PI;
  40644. var cx = -tube * Math.cos(v);
  40645. var cy = tube * Math.sin(v);
  40646. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40647. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40648. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40649. uvs.push(i / radialSegments);
  40650. uvs.push(j / tubularSegments);
  40651. }
  40652. }
  40653. for (i = 0; i < radialSegments; i++) {
  40654. for (j = 0; j < tubularSegments; j++) {
  40655. var jNext = (j + 1) % tubularSegments;
  40656. var a = i * tubularSegments + j;
  40657. var b = (i + 1) * tubularSegments + j;
  40658. var c = (i + 1) * tubularSegments + jNext;
  40659. var d = i * tubularSegments + jNext;
  40660. indices.push(d);
  40661. indices.push(b);
  40662. indices.push(a);
  40663. indices.push(d);
  40664. indices.push(c);
  40665. indices.push(b);
  40666. }
  40667. }
  40668. // Normals
  40669. VertexData.ComputeNormals(positions, indices, normals);
  40670. // Sides
  40671. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40672. // Result
  40673. var vertexData = new VertexData();
  40674. vertexData.indices = indices;
  40675. vertexData.positions = positions;
  40676. vertexData.normals = normals;
  40677. vertexData.uvs = uvs;
  40678. return vertexData;
  40679. };
  40680. // Tools
  40681. /**
  40682. * Compute normals for given positions and indices
  40683. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40684. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40685. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40686. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40687. * * facetNormals : optional array of facet normals (vector3)
  40688. * * facetPositions : optional array of facet positions (vector3)
  40689. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40690. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40691. * * bInfo : optional bounding info, required for facetPartitioning computation
  40692. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40693. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40694. * * useRightHandedSystem: optional boolean to for right handed system computation
  40695. * * depthSort : optional boolean to enable the facet depth sort computation
  40696. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40697. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40698. */
  40699. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40700. // temporary scalar variables
  40701. var index = 0; // facet index
  40702. var p1p2x = 0.0; // p1p2 vector x coordinate
  40703. var p1p2y = 0.0; // p1p2 vector y coordinate
  40704. var p1p2z = 0.0; // p1p2 vector z coordinate
  40705. var p3p2x = 0.0; // p3p2 vector x coordinate
  40706. var p3p2y = 0.0; // p3p2 vector y coordinate
  40707. var p3p2z = 0.0; // p3p2 vector z coordinate
  40708. var faceNormalx = 0.0; // facet normal x coordinate
  40709. var faceNormaly = 0.0; // facet normal y coordinate
  40710. var faceNormalz = 0.0; // facet normal z coordinate
  40711. var length = 0.0; // facet normal length before normalization
  40712. var v1x = 0; // vector1 x index in the positions array
  40713. var v1y = 0; // vector1 y index in the positions array
  40714. var v1z = 0; // vector1 z index in the positions array
  40715. var v2x = 0; // vector2 x index in the positions array
  40716. var v2y = 0; // vector2 y index in the positions array
  40717. var v2z = 0; // vector2 z index in the positions array
  40718. var v3x = 0; // vector3 x index in the positions array
  40719. var v3y = 0; // vector3 y index in the positions array
  40720. var v3z = 0; // vector3 z index in the positions array
  40721. var computeFacetNormals = false;
  40722. var computeFacetPositions = false;
  40723. var computeFacetPartitioning = false;
  40724. var computeDepthSort = false;
  40725. var faceNormalSign = 1;
  40726. var ratio = 0;
  40727. var distanceTo = null;
  40728. if (options) {
  40729. computeFacetNormals = (options.facetNormals) ? true : false;
  40730. computeFacetPositions = (options.facetPositions) ? true : false;
  40731. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40732. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40733. ratio = options.ratio || 0;
  40734. computeDepthSort = (options.depthSort) ? true : false;
  40735. distanceTo = (options.distanceTo);
  40736. if (computeDepthSort) {
  40737. if (distanceTo === undefined) {
  40738. distanceTo = BABYLON.Vector3.Zero();
  40739. }
  40740. var depthSortedFacets = options.depthSortedFacets;
  40741. }
  40742. }
  40743. // facetPartitioning reinit if needed
  40744. var xSubRatio = 0;
  40745. var ySubRatio = 0;
  40746. var zSubRatio = 0;
  40747. var subSq = 0;
  40748. if (computeFacetPartitioning && options && options.bbSize) {
  40749. var ox = 0; // X partitioning index for facet position
  40750. var oy = 0; // Y partinioning index for facet position
  40751. var oz = 0; // Z partinioning index for facet position
  40752. var b1x = 0; // X partitioning index for facet v1 vertex
  40753. var b1y = 0; // Y partitioning index for facet v1 vertex
  40754. var b1z = 0; // z partitioning index for facet v1 vertex
  40755. var b2x = 0; // X partitioning index for facet v2 vertex
  40756. var b2y = 0; // Y partitioning index for facet v2 vertex
  40757. var b2z = 0; // Z partitioning index for facet v2 vertex
  40758. var b3x = 0; // X partitioning index for facet v3 vertex
  40759. var b3y = 0; // Y partitioning index for facet v3 vertex
  40760. var b3z = 0; // Z partitioning index for facet v3 vertex
  40761. var block_idx_o = 0; // facet barycenter block index
  40762. var block_idx_v1 = 0; // v1 vertex block index
  40763. var block_idx_v2 = 0; // v2 vertex block index
  40764. var block_idx_v3 = 0; // v3 vertex block index
  40765. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40766. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40767. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40768. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40769. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40770. subSq = options.subDiv.max * options.subDiv.max;
  40771. options.facetPartitioning.length = 0;
  40772. }
  40773. // reset the normals
  40774. for (index = 0; index < positions.length; index++) {
  40775. normals[index] = 0.0;
  40776. }
  40777. // Loop : 1 indice triplet = 1 facet
  40778. var nbFaces = (indices.length / 3) | 0;
  40779. for (index = 0; index < nbFaces; index++) {
  40780. // get the indexes of the coordinates of each vertex of the facet
  40781. v1x = indices[index * 3] * 3;
  40782. v1y = v1x + 1;
  40783. v1z = v1x + 2;
  40784. v2x = indices[index * 3 + 1] * 3;
  40785. v2y = v2x + 1;
  40786. v2z = v2x + 2;
  40787. v3x = indices[index * 3 + 2] * 3;
  40788. v3y = v3x + 1;
  40789. v3z = v3x + 2;
  40790. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40791. p1p2y = positions[v1y] - positions[v2y];
  40792. p1p2z = positions[v1z] - positions[v2z];
  40793. p3p2x = positions[v3x] - positions[v2x];
  40794. p3p2y = positions[v3y] - positions[v2y];
  40795. p3p2z = positions[v3z] - positions[v2z];
  40796. // compute the face normal with the cross product
  40797. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40798. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40799. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40800. // normalize this normal and store it in the array facetData
  40801. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40802. length = (length === 0) ? 1.0 : length;
  40803. faceNormalx /= length;
  40804. faceNormaly /= length;
  40805. faceNormalz /= length;
  40806. if (computeFacetNormals && options) {
  40807. options.facetNormals[index].x = faceNormalx;
  40808. options.facetNormals[index].y = faceNormaly;
  40809. options.facetNormals[index].z = faceNormalz;
  40810. }
  40811. if (computeFacetPositions && options) {
  40812. // compute and the facet barycenter coordinates in the array facetPositions
  40813. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40814. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40815. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40816. }
  40817. if (computeFacetPartitioning && options) {
  40818. // store the facet indexes in arrays in the main facetPartitioning array :
  40819. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40820. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40821. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40822. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40823. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40824. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40825. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40826. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40827. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40828. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40829. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40830. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40831. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40832. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40833. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40834. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40835. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40836. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40837. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40838. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40839. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40840. // push each facet index in each block containing the vertex
  40841. options.facetPartitioning[block_idx_v1].push(index);
  40842. if (block_idx_v2 != block_idx_v1) {
  40843. options.facetPartitioning[block_idx_v2].push(index);
  40844. }
  40845. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40846. options.facetPartitioning[block_idx_v3].push(index);
  40847. }
  40848. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40849. options.facetPartitioning[block_idx_o].push(index);
  40850. }
  40851. }
  40852. if (computeDepthSort && options && options.facetPositions) {
  40853. var dsf = depthSortedFacets[index];
  40854. dsf.ind = index * 3;
  40855. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40856. }
  40857. // compute the normals anyway
  40858. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40859. normals[v1y] += faceNormaly;
  40860. normals[v1z] += faceNormalz;
  40861. normals[v2x] += faceNormalx;
  40862. normals[v2y] += faceNormaly;
  40863. normals[v2z] += faceNormalz;
  40864. normals[v3x] += faceNormalx;
  40865. normals[v3y] += faceNormaly;
  40866. normals[v3z] += faceNormalz;
  40867. }
  40868. // last normalization of each normal
  40869. for (index = 0; index < normals.length / 3; index++) {
  40870. faceNormalx = normals[index * 3];
  40871. faceNormaly = normals[index * 3 + 1];
  40872. faceNormalz = normals[index * 3 + 2];
  40873. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40874. length = (length === 0) ? 1.0 : length;
  40875. faceNormalx /= length;
  40876. faceNormaly /= length;
  40877. faceNormalz /= length;
  40878. normals[index * 3] = faceNormalx;
  40879. normals[index * 3 + 1] = faceNormaly;
  40880. normals[index * 3 + 2] = faceNormalz;
  40881. }
  40882. };
  40883. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40884. var li = indices.length;
  40885. var ln = normals.length;
  40886. var i;
  40887. var n;
  40888. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40889. switch (sideOrientation) {
  40890. case BABYLON.Mesh.FRONTSIDE:
  40891. // nothing changed
  40892. break;
  40893. case BABYLON.Mesh.BACKSIDE:
  40894. var tmp;
  40895. // indices
  40896. for (i = 0; i < li; i += 3) {
  40897. tmp = indices[i];
  40898. indices[i] = indices[i + 2];
  40899. indices[i + 2] = tmp;
  40900. }
  40901. // normals
  40902. for (n = 0; n < ln; n++) {
  40903. normals[n] = -normals[n];
  40904. }
  40905. break;
  40906. case BABYLON.Mesh.DOUBLESIDE:
  40907. // positions
  40908. var lp = positions.length;
  40909. var l = lp / 3;
  40910. for (var p = 0; p < lp; p++) {
  40911. positions[lp + p] = positions[p];
  40912. }
  40913. // indices
  40914. for (i = 0; i < li; i += 3) {
  40915. indices[i + li] = indices[i + 2] + l;
  40916. indices[i + 1 + li] = indices[i + 1] + l;
  40917. indices[i + 2 + li] = indices[i] + l;
  40918. }
  40919. // normals
  40920. for (n = 0; n < ln; n++) {
  40921. normals[ln + n] = -normals[n];
  40922. }
  40923. // uvs
  40924. var lu = uvs.length;
  40925. var u = 0;
  40926. for (u = 0; u < lu; u++) {
  40927. uvs[u + lu] = uvs[u];
  40928. }
  40929. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40930. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40931. u = 0;
  40932. for (i = 0; i < lu / 2; i++) {
  40933. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40934. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40935. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40936. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40937. u += 2;
  40938. }
  40939. break;
  40940. }
  40941. };
  40942. /**
  40943. * Applies VertexData created from the imported parameters to the geometry
  40944. * @param parsedVertexData the parsed data from an imported file
  40945. * @param geometry the geometry to apply the VertexData to
  40946. */
  40947. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40948. var vertexData = new VertexData();
  40949. // positions
  40950. var positions = parsedVertexData.positions;
  40951. if (positions) {
  40952. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40953. }
  40954. // normals
  40955. var normals = parsedVertexData.normals;
  40956. if (normals) {
  40957. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40958. }
  40959. // tangents
  40960. var tangents = parsedVertexData.tangents;
  40961. if (tangents) {
  40962. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40963. }
  40964. // uvs
  40965. var uvs = parsedVertexData.uvs;
  40966. if (uvs) {
  40967. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40968. }
  40969. // uv2s
  40970. var uv2s = parsedVertexData.uv2s;
  40971. if (uv2s) {
  40972. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40973. }
  40974. // uv3s
  40975. var uv3s = parsedVertexData.uv3s;
  40976. if (uv3s) {
  40977. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40978. }
  40979. // uv4s
  40980. var uv4s = parsedVertexData.uv4s;
  40981. if (uv4s) {
  40982. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40983. }
  40984. // uv5s
  40985. var uv5s = parsedVertexData.uv5s;
  40986. if (uv5s) {
  40987. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40988. }
  40989. // uv6s
  40990. var uv6s = parsedVertexData.uv6s;
  40991. if (uv6s) {
  40992. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40993. }
  40994. // colors
  40995. var colors = parsedVertexData.colors;
  40996. if (colors) {
  40997. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40998. }
  40999. // matricesIndices
  41000. var matricesIndices = parsedVertexData.matricesIndices;
  41001. if (matricesIndices) {
  41002. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  41003. }
  41004. // matricesWeights
  41005. var matricesWeights = parsedVertexData.matricesWeights;
  41006. if (matricesWeights) {
  41007. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  41008. }
  41009. // indices
  41010. var indices = parsedVertexData.indices;
  41011. if (indices) {
  41012. vertexData.indices = indices;
  41013. }
  41014. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  41015. };
  41016. return VertexData;
  41017. }());
  41018. BABYLON.VertexData = VertexData;
  41019. })(BABYLON || (BABYLON = {}));
  41020. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  41021. var BABYLON;
  41022. (function (BABYLON) {
  41023. /**
  41024. * Class used to store geometry data (vertex buffers + index buffer)
  41025. */
  41026. var Geometry = /** @class */ (function () {
  41027. /**
  41028. * Creates a new geometry
  41029. * @param id defines the unique ID
  41030. * @param scene defines the hosting scene
  41031. * @param vertexData defines the VertexData used to get geometry data
  41032. * @param updatable defines if geometry must be updatable (false by default)
  41033. * @param mesh defines the mesh that will be associated with the geometry
  41034. */
  41035. function Geometry(id, scene, vertexData, updatable, mesh) {
  41036. if (updatable === void 0) { updatable = false; }
  41037. if (mesh === void 0) { mesh = null; }
  41038. /**
  41039. * Gets the delay loading state of the geometry (none by default which means not delayed)
  41040. */
  41041. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41042. this._totalVertices = 0;
  41043. this._isDisposed = false;
  41044. this._indexBufferIsUpdatable = false;
  41045. this.id = id;
  41046. this.uniqueId = scene.getUniqueId();
  41047. this._engine = scene.getEngine();
  41048. this._meshes = [];
  41049. this._scene = scene;
  41050. //Init vertex buffer cache
  41051. this._vertexBuffers = {};
  41052. this._indices = [];
  41053. this._updatable = updatable;
  41054. // vertexData
  41055. if (vertexData) {
  41056. this.setAllVerticesData(vertexData, updatable);
  41057. }
  41058. else {
  41059. this._totalVertices = 0;
  41060. this._indices = [];
  41061. }
  41062. if (this._engine.getCaps().vertexArrayObject) {
  41063. this._vertexArrayObjects = {};
  41064. }
  41065. // applyToMesh
  41066. if (mesh) {
  41067. this.applyToMesh(mesh);
  41068. mesh.computeWorldMatrix(true);
  41069. }
  41070. }
  41071. Object.defineProperty(Geometry.prototype, "boundingBias", {
  41072. /**
  41073. * 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
  41074. */
  41075. get: function () {
  41076. return this._boundingBias;
  41077. },
  41078. /**
  41079. * 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
  41080. */
  41081. set: function (value) {
  41082. if (this._boundingBias) {
  41083. this._boundingBias.copyFrom(value);
  41084. }
  41085. else {
  41086. this._boundingBias = value.clone();
  41087. }
  41088. this._updateBoundingInfo(true, null);
  41089. },
  41090. enumerable: true,
  41091. configurable: true
  41092. });
  41093. /**
  41094. * Static function used to attach a new empty geometry to a mesh
  41095. * @param mesh defines the mesh to attach the geometry to
  41096. * @returns the new Geometry
  41097. */
  41098. Geometry.CreateGeometryForMesh = function (mesh) {
  41099. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41100. geometry.applyToMesh(mesh);
  41101. return geometry;
  41102. };
  41103. Object.defineProperty(Geometry.prototype, "extend", {
  41104. /**
  41105. * Gets the current extend of the geometry
  41106. */
  41107. get: function () {
  41108. return this._extend;
  41109. },
  41110. enumerable: true,
  41111. configurable: true
  41112. });
  41113. /**
  41114. * Gets the hosting scene
  41115. * @returns the hosting Scene
  41116. */
  41117. Geometry.prototype.getScene = function () {
  41118. return this._scene;
  41119. };
  41120. /**
  41121. * Gets the hosting engine
  41122. * @returns the hosting Engine
  41123. */
  41124. Geometry.prototype.getEngine = function () {
  41125. return this._engine;
  41126. };
  41127. /**
  41128. * Defines if the geometry is ready to use
  41129. * @returns true if the geometry is ready to be used
  41130. */
  41131. Geometry.prototype.isReady = function () {
  41132. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41133. };
  41134. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41135. /**
  41136. * Gets a value indicating that the geometry should not be serialized
  41137. */
  41138. get: function () {
  41139. for (var index = 0; index < this._meshes.length; index++) {
  41140. if (!this._meshes[index].doNotSerialize) {
  41141. return false;
  41142. }
  41143. }
  41144. return true;
  41145. },
  41146. enumerable: true,
  41147. configurable: true
  41148. });
  41149. /** @hidden */
  41150. Geometry.prototype._rebuild = function () {
  41151. if (this._vertexArrayObjects) {
  41152. this._vertexArrayObjects = {};
  41153. }
  41154. // Index buffer
  41155. if (this._meshes.length !== 0 && this._indices) {
  41156. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41157. }
  41158. // Vertex buffers
  41159. for (var key in this._vertexBuffers) {
  41160. var vertexBuffer = this._vertexBuffers[key];
  41161. vertexBuffer._rebuild();
  41162. }
  41163. };
  41164. /**
  41165. * Affects all geometry data in one call
  41166. * @param vertexData defines the geometry data
  41167. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41168. */
  41169. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41170. vertexData.applyToGeometry(this, updatable);
  41171. this.notifyUpdate();
  41172. };
  41173. /**
  41174. * Set specific vertex data
  41175. * @param kind defines the data kind (Position, normal, etc...)
  41176. * @param data defines the vertex data to use
  41177. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41178. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41179. */
  41180. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41181. if (updatable === void 0) { updatable = false; }
  41182. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41183. this.setVerticesBuffer(buffer);
  41184. };
  41185. /**
  41186. * Removes a specific vertex data
  41187. * @param kind defines the data kind (Position, normal, etc...)
  41188. */
  41189. Geometry.prototype.removeVerticesData = function (kind) {
  41190. if (this._vertexBuffers[kind]) {
  41191. this._vertexBuffers[kind].dispose();
  41192. delete this._vertexBuffers[kind];
  41193. }
  41194. };
  41195. /**
  41196. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41197. * @param buffer defines the vertex buffer to use
  41198. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41199. */
  41200. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41201. if (totalVertices === void 0) { totalVertices = null; }
  41202. var kind = buffer.getKind();
  41203. if (this._vertexBuffers[kind]) {
  41204. this._vertexBuffers[kind].dispose();
  41205. }
  41206. this._vertexBuffers[kind] = buffer;
  41207. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41208. var data = buffer.getData();
  41209. if (totalVertices != null) {
  41210. this._totalVertices = totalVertices;
  41211. }
  41212. else {
  41213. if (data != null) {
  41214. this._totalVertices = data.length / (buffer.byteStride / 4);
  41215. }
  41216. }
  41217. this._updateExtend(data);
  41218. this._resetPointsArrayCache();
  41219. var meshes = this._meshes;
  41220. var numOfMeshes = meshes.length;
  41221. for (var index = 0; index < numOfMeshes; index++) {
  41222. var mesh = meshes[index];
  41223. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41224. mesh._createGlobalSubMesh(false);
  41225. mesh.computeWorldMatrix(true);
  41226. }
  41227. }
  41228. this.notifyUpdate(kind);
  41229. if (this._vertexArrayObjects) {
  41230. this._disposeVertexArrayObjects();
  41231. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41232. }
  41233. };
  41234. /**
  41235. * Update a specific vertex buffer
  41236. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41237. * It will do nothing if the buffer is not updatable
  41238. * @param kind defines the data kind (Position, normal, etc...)
  41239. * @param data defines the data to use
  41240. * @param offset defines the offset in the target buffer where to store the data
  41241. * @param useBytes set to true if the offset is in bytes
  41242. */
  41243. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41244. if (useBytes === void 0) { useBytes = false; }
  41245. var vertexBuffer = this.getVertexBuffer(kind);
  41246. if (!vertexBuffer) {
  41247. return;
  41248. }
  41249. vertexBuffer.updateDirectly(data, offset, useBytes);
  41250. this.notifyUpdate(kind);
  41251. };
  41252. /**
  41253. * Update a specific vertex buffer
  41254. * This function will create a new buffer if the current one is not updatable
  41255. * @param kind defines the data kind (Position, normal, etc...)
  41256. * @param data defines the data to use
  41257. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41258. */
  41259. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41260. if (updateExtends === void 0) { updateExtends = false; }
  41261. var vertexBuffer = this.getVertexBuffer(kind);
  41262. if (!vertexBuffer) {
  41263. return;
  41264. }
  41265. vertexBuffer.update(data);
  41266. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41267. this._updateBoundingInfo(updateExtends, data);
  41268. }
  41269. this.notifyUpdate(kind);
  41270. };
  41271. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41272. if (updateExtends) {
  41273. this._updateExtend(data);
  41274. }
  41275. this._resetPointsArrayCache();
  41276. if (updateExtends) {
  41277. var meshes = this._meshes;
  41278. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41279. var mesh = meshes_1[_i];
  41280. if (mesh._boundingInfo) {
  41281. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41282. }
  41283. else {
  41284. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41285. }
  41286. var subMeshes = mesh.subMeshes;
  41287. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41288. var subMesh = subMeshes_1[_a];
  41289. subMesh.refreshBoundingInfo();
  41290. }
  41291. }
  41292. }
  41293. };
  41294. /** @hidden */
  41295. Geometry.prototype._bind = function (effect, indexToBind) {
  41296. if (!effect) {
  41297. return;
  41298. }
  41299. if (indexToBind === undefined) {
  41300. indexToBind = this._indexBuffer;
  41301. }
  41302. var vbs = this.getVertexBuffers();
  41303. if (!vbs) {
  41304. return;
  41305. }
  41306. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41307. this._engine.bindBuffers(vbs, indexToBind, effect);
  41308. return;
  41309. }
  41310. // Using VAO
  41311. if (!this._vertexArrayObjects[effect.key]) {
  41312. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41313. }
  41314. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41315. };
  41316. /**
  41317. * Gets total number of vertices
  41318. * @returns the total number of vertices
  41319. */
  41320. Geometry.prototype.getTotalVertices = function () {
  41321. if (!this.isReady()) {
  41322. return 0;
  41323. }
  41324. return this._totalVertices;
  41325. };
  41326. /**
  41327. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41328. * @param kind defines the data kind (Position, normal, etc...)
  41329. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41330. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41331. * @returns a float array containing vertex data
  41332. */
  41333. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41334. var vertexBuffer = this.getVertexBuffer(kind);
  41335. if (!vertexBuffer) {
  41336. return null;
  41337. }
  41338. var data = vertexBuffer.getData();
  41339. if (!data) {
  41340. return null;
  41341. }
  41342. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41343. var count = this._totalVertices * vertexBuffer.getSize();
  41344. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41345. var copy_1 = [];
  41346. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41347. return copy_1;
  41348. }
  41349. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41350. if (data instanceof Array) {
  41351. var offset = vertexBuffer.byteOffset / 4;
  41352. return BABYLON.Tools.Slice(data, offset, offset + count);
  41353. }
  41354. else if (data instanceof ArrayBuffer) {
  41355. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41356. }
  41357. else {
  41358. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41359. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41360. var result = new Float32Array(count);
  41361. var source = new Float32Array(data.buffer, offset, count);
  41362. result.set(source);
  41363. return result;
  41364. }
  41365. return new Float32Array(data.buffer, offset, count);
  41366. }
  41367. }
  41368. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41369. return BABYLON.Tools.Slice(data);
  41370. }
  41371. return data;
  41372. };
  41373. /**
  41374. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41375. * @param kind defines the data kind (Position, normal, etc...)
  41376. * @returns true if the vertex buffer with the specified kind is updatable
  41377. */
  41378. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41379. var vb = this._vertexBuffers[kind];
  41380. if (!vb) {
  41381. return false;
  41382. }
  41383. return vb.isUpdatable();
  41384. };
  41385. /**
  41386. * Gets a specific vertex buffer
  41387. * @param kind defines the data kind (Position, normal, etc...)
  41388. * @returns a VertexBuffer
  41389. */
  41390. Geometry.prototype.getVertexBuffer = function (kind) {
  41391. if (!this.isReady()) {
  41392. return null;
  41393. }
  41394. return this._vertexBuffers[kind];
  41395. };
  41396. /**
  41397. * Returns all vertex buffers
  41398. * @return an object holding all vertex buffers indexed by kind
  41399. */
  41400. Geometry.prototype.getVertexBuffers = function () {
  41401. if (!this.isReady()) {
  41402. return null;
  41403. }
  41404. return this._vertexBuffers;
  41405. };
  41406. /**
  41407. * Gets a boolean indicating if specific vertex buffer is present
  41408. * @param kind defines the data kind (Position, normal, etc...)
  41409. * @returns true if data is present
  41410. */
  41411. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41412. if (!this._vertexBuffers) {
  41413. if (this._delayInfo) {
  41414. return this._delayInfo.indexOf(kind) !== -1;
  41415. }
  41416. return false;
  41417. }
  41418. return this._vertexBuffers[kind] !== undefined;
  41419. };
  41420. /**
  41421. * Gets a list of all attached data kinds (Position, normal, etc...)
  41422. * @returns a list of string containing all kinds
  41423. */
  41424. Geometry.prototype.getVerticesDataKinds = function () {
  41425. var result = [];
  41426. var kind;
  41427. if (!this._vertexBuffers && this._delayInfo) {
  41428. for (kind in this._delayInfo) {
  41429. result.push(kind);
  41430. }
  41431. }
  41432. else {
  41433. for (kind in this._vertexBuffers) {
  41434. result.push(kind);
  41435. }
  41436. }
  41437. return result;
  41438. };
  41439. /**
  41440. * Update index buffer
  41441. * @param indices defines the indices to store in the index buffer
  41442. * @param offset defines the offset in the target buffer where to store the data
  41443. */
  41444. Geometry.prototype.updateIndices = function (indices, offset) {
  41445. if (!this._indexBuffer) {
  41446. return;
  41447. }
  41448. if (!this._indexBufferIsUpdatable) {
  41449. this.setIndices(indices, null, true);
  41450. }
  41451. else {
  41452. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41453. }
  41454. };
  41455. /**
  41456. * Creates a new index buffer
  41457. * @param indices defines the indices to store in the index buffer
  41458. * @param totalVertices defines the total number of vertices (could be null)
  41459. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41460. */
  41461. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41462. if (totalVertices === void 0) { totalVertices = null; }
  41463. if (updatable === void 0) { updatable = false; }
  41464. if (this._indexBuffer) {
  41465. this._engine._releaseBuffer(this._indexBuffer);
  41466. }
  41467. this._disposeVertexArrayObjects();
  41468. this._indices = indices;
  41469. this._indexBufferIsUpdatable = updatable;
  41470. if (this._meshes.length !== 0 && this._indices) {
  41471. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41472. }
  41473. if (totalVertices != undefined) { // including null and undefined
  41474. this._totalVertices = totalVertices;
  41475. }
  41476. var meshes = this._meshes;
  41477. var numOfMeshes = meshes.length;
  41478. for (var index = 0; index < numOfMeshes; index++) {
  41479. meshes[index]._createGlobalSubMesh(true);
  41480. }
  41481. this.notifyUpdate();
  41482. };
  41483. /**
  41484. * Return the total number of indices
  41485. * @returns the total number of indices
  41486. */
  41487. Geometry.prototype.getTotalIndices = function () {
  41488. if (!this.isReady()) {
  41489. return 0;
  41490. }
  41491. return this._indices.length;
  41492. };
  41493. /**
  41494. * Gets the index buffer array
  41495. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41496. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41497. * @returns the index buffer array
  41498. */
  41499. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41500. if (!this.isReady()) {
  41501. return null;
  41502. }
  41503. var orig = this._indices;
  41504. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41505. return orig;
  41506. }
  41507. else {
  41508. var len = orig.length;
  41509. var copy = [];
  41510. for (var i = 0; i < len; i++) {
  41511. copy.push(orig[i]);
  41512. }
  41513. return copy;
  41514. }
  41515. };
  41516. /**
  41517. * Gets the index buffer
  41518. * @return the index buffer
  41519. */
  41520. Geometry.prototype.getIndexBuffer = function () {
  41521. if (!this.isReady()) {
  41522. return null;
  41523. }
  41524. return this._indexBuffer;
  41525. };
  41526. /** @hidden */
  41527. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41528. if (effect === void 0) { effect = null; }
  41529. if (!effect || !this._vertexArrayObjects) {
  41530. return;
  41531. }
  41532. if (this._vertexArrayObjects[effect.key]) {
  41533. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41534. delete this._vertexArrayObjects[effect.key];
  41535. }
  41536. };
  41537. /**
  41538. * Release the associated resources for a specific mesh
  41539. * @param mesh defines the source mesh
  41540. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41541. */
  41542. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41543. var meshes = this._meshes;
  41544. var index = meshes.indexOf(mesh);
  41545. if (index === -1) {
  41546. return;
  41547. }
  41548. meshes.splice(index, 1);
  41549. mesh._geometry = null;
  41550. if (meshes.length === 0 && shouldDispose) {
  41551. this.dispose();
  41552. }
  41553. };
  41554. /**
  41555. * Apply current geometry to a given mesh
  41556. * @param mesh defines the mesh to apply geometry to
  41557. */
  41558. Geometry.prototype.applyToMesh = function (mesh) {
  41559. if (mesh._geometry === this) {
  41560. return;
  41561. }
  41562. var previousGeometry = mesh._geometry;
  41563. if (previousGeometry) {
  41564. previousGeometry.releaseForMesh(mesh);
  41565. }
  41566. var meshes = this._meshes;
  41567. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41568. mesh._geometry = this;
  41569. this._scene.pushGeometry(this);
  41570. meshes.push(mesh);
  41571. if (this.isReady()) {
  41572. this._applyToMesh(mesh);
  41573. }
  41574. else {
  41575. mesh._boundingInfo = this._boundingInfo;
  41576. }
  41577. };
  41578. Geometry.prototype._updateExtend = function (data) {
  41579. if (data === void 0) { data = null; }
  41580. if (!data) {
  41581. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41582. }
  41583. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41584. };
  41585. Geometry.prototype._applyToMesh = function (mesh) {
  41586. var numOfMeshes = this._meshes.length;
  41587. // vertexBuffers
  41588. for (var kind in this._vertexBuffers) {
  41589. if (numOfMeshes === 1) {
  41590. this._vertexBuffers[kind].create();
  41591. }
  41592. var buffer = this._vertexBuffers[kind].getBuffer();
  41593. if (buffer) {
  41594. buffer.references = numOfMeshes;
  41595. }
  41596. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41597. if (!this._extend) {
  41598. this._updateExtend();
  41599. }
  41600. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41601. mesh._createGlobalSubMesh(false);
  41602. //bounding info was just created again, world matrix should be applied again.
  41603. mesh._updateBoundingInfo();
  41604. }
  41605. }
  41606. // indexBuffer
  41607. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41608. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41609. }
  41610. if (this._indexBuffer) {
  41611. this._indexBuffer.references = numOfMeshes;
  41612. }
  41613. // morphTargets
  41614. mesh._syncGeometryWithMorphTargetManager();
  41615. // instances
  41616. mesh.synchronizeInstances();
  41617. };
  41618. Geometry.prototype.notifyUpdate = function (kind) {
  41619. if (this.onGeometryUpdated) {
  41620. this.onGeometryUpdated(this, kind);
  41621. }
  41622. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41623. var mesh = _a[_i];
  41624. mesh._markSubMeshesAsAttributesDirty();
  41625. }
  41626. };
  41627. /**
  41628. * Load the geometry if it was flagged as delay loaded
  41629. * @param scene defines the hosting scene
  41630. * @param onLoaded defines a callback called when the geometry is loaded
  41631. */
  41632. Geometry.prototype.load = function (scene, onLoaded) {
  41633. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41634. return;
  41635. }
  41636. if (this.isReady()) {
  41637. if (onLoaded) {
  41638. onLoaded();
  41639. }
  41640. return;
  41641. }
  41642. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41643. this._queueLoad(scene, onLoaded);
  41644. };
  41645. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41646. var _this = this;
  41647. if (!this.delayLoadingFile) {
  41648. return;
  41649. }
  41650. scene._addPendingData(this);
  41651. scene._loadFile(this.delayLoadingFile, function (data) {
  41652. if (!_this._delayLoadingFunction) {
  41653. return;
  41654. }
  41655. _this._delayLoadingFunction(JSON.parse(data), _this);
  41656. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41657. _this._delayInfo = [];
  41658. scene._removePendingData(_this);
  41659. var meshes = _this._meshes;
  41660. var numOfMeshes = meshes.length;
  41661. for (var index = 0; index < numOfMeshes; index++) {
  41662. _this._applyToMesh(meshes[index]);
  41663. }
  41664. if (onLoaded) {
  41665. onLoaded();
  41666. }
  41667. }, undefined, true);
  41668. };
  41669. /**
  41670. * Invert the geometry to move from a right handed system to a left handed one.
  41671. */
  41672. Geometry.prototype.toLeftHanded = function () {
  41673. // Flip faces
  41674. var tIndices = this.getIndices(false);
  41675. if (tIndices != null && tIndices.length > 0) {
  41676. for (var i = 0; i < tIndices.length; i += 3) {
  41677. var tTemp = tIndices[i + 0];
  41678. tIndices[i + 0] = tIndices[i + 2];
  41679. tIndices[i + 2] = tTemp;
  41680. }
  41681. this.setIndices(tIndices);
  41682. }
  41683. // Negate position.z
  41684. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41685. if (tPositions != null && tPositions.length > 0) {
  41686. for (var i = 0; i < tPositions.length; i += 3) {
  41687. tPositions[i + 2] = -tPositions[i + 2];
  41688. }
  41689. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41690. }
  41691. // Negate normal.z
  41692. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41693. if (tNormals != null && tNormals.length > 0) {
  41694. for (var i = 0; i < tNormals.length; i += 3) {
  41695. tNormals[i + 2] = -tNormals[i + 2];
  41696. }
  41697. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41698. }
  41699. };
  41700. // Cache
  41701. /** @hidden */
  41702. Geometry.prototype._resetPointsArrayCache = function () {
  41703. this._positions = null;
  41704. };
  41705. /** @hidden */
  41706. Geometry.prototype._generatePointsArray = function () {
  41707. if (this._positions) {
  41708. return true;
  41709. }
  41710. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41711. if (!data || data.length === 0) {
  41712. return false;
  41713. }
  41714. this._positions = [];
  41715. for (var index = 0; index < data.length; index += 3) {
  41716. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41717. }
  41718. return true;
  41719. };
  41720. /**
  41721. * Gets a value indicating if the geometry is disposed
  41722. * @returns true if the geometry was disposed
  41723. */
  41724. Geometry.prototype.isDisposed = function () {
  41725. return this._isDisposed;
  41726. };
  41727. Geometry.prototype._disposeVertexArrayObjects = function () {
  41728. if (this._vertexArrayObjects) {
  41729. for (var kind in this._vertexArrayObjects) {
  41730. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41731. }
  41732. this._vertexArrayObjects = {};
  41733. }
  41734. };
  41735. /**
  41736. * Free all associated resources
  41737. */
  41738. Geometry.prototype.dispose = function () {
  41739. var meshes = this._meshes;
  41740. var numOfMeshes = meshes.length;
  41741. var index;
  41742. for (index = 0; index < numOfMeshes; index++) {
  41743. this.releaseForMesh(meshes[index]);
  41744. }
  41745. this._meshes = [];
  41746. this._disposeVertexArrayObjects();
  41747. for (var kind in this._vertexBuffers) {
  41748. this._vertexBuffers[kind].dispose();
  41749. }
  41750. this._vertexBuffers = {};
  41751. this._totalVertices = 0;
  41752. if (this._indexBuffer) {
  41753. this._engine._releaseBuffer(this._indexBuffer);
  41754. }
  41755. this._indexBuffer = null;
  41756. this._indices = [];
  41757. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41758. this.delayLoadingFile = null;
  41759. this._delayLoadingFunction = null;
  41760. this._delayInfo = [];
  41761. this._boundingInfo = null;
  41762. this._scene.removeGeometry(this);
  41763. this._isDisposed = true;
  41764. };
  41765. /**
  41766. * Clone the current geometry into a new geometry
  41767. * @param id defines the unique ID of the new geometry
  41768. * @returns a new geometry object
  41769. */
  41770. Geometry.prototype.copy = function (id) {
  41771. var vertexData = new BABYLON.VertexData();
  41772. vertexData.indices = [];
  41773. var indices = this.getIndices();
  41774. if (indices) {
  41775. for (var index = 0; index < indices.length; index++) {
  41776. vertexData.indices.push(indices[index]);
  41777. }
  41778. }
  41779. var updatable = false;
  41780. var stopChecking = false;
  41781. var kind;
  41782. for (kind in this._vertexBuffers) {
  41783. // using slice() to make a copy of the array and not just reference it
  41784. var data = this.getVerticesData(kind);
  41785. if (data instanceof Float32Array) {
  41786. vertexData.set(new Float32Array(data), kind);
  41787. }
  41788. else {
  41789. vertexData.set(data.slice(0), kind);
  41790. }
  41791. if (!stopChecking) {
  41792. var vb = this.getVertexBuffer(kind);
  41793. if (vb) {
  41794. updatable = vb.isUpdatable();
  41795. stopChecking = !updatable;
  41796. }
  41797. }
  41798. }
  41799. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41800. geometry.delayLoadState = this.delayLoadState;
  41801. geometry.delayLoadingFile = this.delayLoadingFile;
  41802. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41803. for (kind in this._delayInfo) {
  41804. geometry._delayInfo = geometry._delayInfo || [];
  41805. geometry._delayInfo.push(kind);
  41806. }
  41807. // Bounding info
  41808. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41809. return geometry;
  41810. };
  41811. /**
  41812. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41813. * @return a JSON representation of the current geometry data (without the vertices data)
  41814. */
  41815. Geometry.prototype.serialize = function () {
  41816. var serializationObject = {};
  41817. serializationObject.id = this.id;
  41818. serializationObject.updatable = this._updatable;
  41819. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41820. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41821. }
  41822. return serializationObject;
  41823. };
  41824. Geometry.prototype.toNumberArray = function (origin) {
  41825. if (Array.isArray(origin)) {
  41826. return origin;
  41827. }
  41828. else {
  41829. return Array.prototype.slice.call(origin);
  41830. }
  41831. };
  41832. /**
  41833. * Serialize all vertices data into a JSON oject
  41834. * @returns a JSON representation of the current geometry data
  41835. */
  41836. Geometry.prototype.serializeVerticeData = function () {
  41837. var serializationObject = this.serialize();
  41838. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41839. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41840. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41841. serializationObject.positions._updatable = true;
  41842. }
  41843. }
  41844. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41845. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41846. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41847. serializationObject.normals._updatable = true;
  41848. }
  41849. }
  41850. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41851. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41852. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41853. serializationObject.tangets._updatable = true;
  41854. }
  41855. }
  41856. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41857. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41858. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41859. serializationObject.uvs._updatable = true;
  41860. }
  41861. }
  41862. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41863. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41864. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41865. serializationObject.uv2s._updatable = true;
  41866. }
  41867. }
  41868. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41869. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41870. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41871. serializationObject.uv3s._updatable = true;
  41872. }
  41873. }
  41874. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41875. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41876. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41877. serializationObject.uv4s._updatable = true;
  41878. }
  41879. }
  41880. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41881. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41882. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41883. serializationObject.uv5s._updatable = true;
  41884. }
  41885. }
  41886. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41887. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41888. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41889. serializationObject.uv6s._updatable = true;
  41890. }
  41891. }
  41892. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41893. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41894. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41895. serializationObject.colors._updatable = true;
  41896. }
  41897. }
  41898. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41899. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41900. serializationObject.matricesIndices._isExpanded = true;
  41901. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41902. serializationObject.matricesIndices._updatable = true;
  41903. }
  41904. }
  41905. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41906. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41907. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41908. serializationObject.matricesWeights._updatable = true;
  41909. }
  41910. }
  41911. serializationObject.indices = this.toNumberArray(this.getIndices());
  41912. return serializationObject;
  41913. };
  41914. // Statics
  41915. /**
  41916. * Extracts a clone of a mesh geometry
  41917. * @param mesh defines the source mesh
  41918. * @param id defines the unique ID of the new geometry object
  41919. * @returns the new geometry object
  41920. */
  41921. Geometry.ExtractFromMesh = function (mesh, id) {
  41922. var geometry = mesh._geometry;
  41923. if (!geometry) {
  41924. return null;
  41925. }
  41926. return geometry.copy(id);
  41927. };
  41928. /**
  41929. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41930. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41931. * Be aware Math.random() could cause collisions, but:
  41932. * "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"
  41933. * @returns a string containing a new GUID
  41934. */
  41935. Geometry.RandomId = function () {
  41936. return BABYLON.Tools.RandomId();
  41937. };
  41938. /** @hidden */
  41939. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41940. var scene = mesh.getScene();
  41941. // Geometry
  41942. var geometryId = parsedGeometry.geometryId;
  41943. if (geometryId) {
  41944. var geometry = scene.getGeometryByID(geometryId);
  41945. if (geometry) {
  41946. geometry.applyToMesh(mesh);
  41947. }
  41948. }
  41949. else if (parsedGeometry instanceof ArrayBuffer) {
  41950. var binaryInfo = mesh._binaryInfo;
  41951. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41952. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41953. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41954. }
  41955. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41956. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41957. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41958. }
  41959. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41960. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41961. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41962. }
  41963. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41964. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41965. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41966. }
  41967. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41968. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41969. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41970. }
  41971. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41972. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41973. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41974. }
  41975. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41976. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41977. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41978. }
  41979. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41980. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41981. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41982. }
  41983. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41984. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41985. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41986. }
  41987. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41988. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41989. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41990. }
  41991. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41992. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41993. var floatIndices = [];
  41994. for (var i = 0; i < matricesIndicesData.length; i++) {
  41995. var index = matricesIndicesData[i];
  41996. floatIndices.push(index & 0x000000FF);
  41997. floatIndices.push((index & 0x0000FF00) >> 8);
  41998. floatIndices.push((index & 0x00FF0000) >> 16);
  41999. floatIndices.push(index >> 24);
  42000. }
  42001. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  42002. }
  42003. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  42004. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  42005. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  42006. }
  42007. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  42008. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  42009. mesh.setIndices(indicesData, null);
  42010. }
  42011. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  42012. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  42013. mesh.subMeshes = [];
  42014. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  42015. var materialIndex = subMeshesData[(i * 5) + 0];
  42016. var verticesStart = subMeshesData[(i * 5) + 1];
  42017. var verticesCount = subMeshesData[(i * 5) + 2];
  42018. var indexStart = subMeshesData[(i * 5) + 3];
  42019. var indexCount = subMeshesData[(i * 5) + 4];
  42020. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  42021. }
  42022. }
  42023. }
  42024. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  42025. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  42026. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  42027. if (parsedGeometry.tangents) {
  42028. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  42029. }
  42030. if (parsedGeometry.uvs) {
  42031. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  42032. }
  42033. if (parsedGeometry.uvs2) {
  42034. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  42035. }
  42036. if (parsedGeometry.uvs3) {
  42037. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  42038. }
  42039. if (parsedGeometry.uvs4) {
  42040. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  42041. }
  42042. if (parsedGeometry.uvs5) {
  42043. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  42044. }
  42045. if (parsedGeometry.uvs6) {
  42046. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  42047. }
  42048. if (parsedGeometry.colors) {
  42049. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  42050. }
  42051. if (parsedGeometry.matricesIndices) {
  42052. if (!parsedGeometry.matricesIndices._isExpanded) {
  42053. var floatIndices = [];
  42054. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  42055. var matricesIndex = parsedGeometry.matricesIndices[i];
  42056. floatIndices.push(matricesIndex & 0x000000FF);
  42057. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42058. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42059. floatIndices.push(matricesIndex >> 24);
  42060. }
  42061. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  42062. }
  42063. else {
  42064. delete parsedGeometry.matricesIndices._isExpanded;
  42065. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  42066. }
  42067. }
  42068. if (parsedGeometry.matricesIndicesExtra) {
  42069. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  42070. var floatIndices = [];
  42071. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  42072. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  42073. floatIndices.push(matricesIndex & 0x000000FF);
  42074. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42075. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42076. floatIndices.push(matricesIndex >> 24);
  42077. }
  42078. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42079. }
  42080. else {
  42081. delete parsedGeometry.matricesIndices._isExpanded;
  42082. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42083. }
  42084. }
  42085. if (parsedGeometry.matricesWeights) {
  42086. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42087. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42088. }
  42089. if (parsedGeometry.matricesWeightsExtra) {
  42090. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42091. }
  42092. mesh.setIndices(parsedGeometry.indices, null);
  42093. }
  42094. // SubMeshes
  42095. if (parsedGeometry.subMeshes) {
  42096. mesh.subMeshes = [];
  42097. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42098. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42099. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42100. }
  42101. }
  42102. // Flat shading
  42103. if (mesh._shouldGenerateFlatShading) {
  42104. mesh.convertToFlatShadedMesh();
  42105. delete mesh._shouldGenerateFlatShading;
  42106. }
  42107. // Update
  42108. mesh.computeWorldMatrix(true);
  42109. scene.onMeshImportedObservable.notifyObservers(mesh);
  42110. };
  42111. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42112. var epsilon = 1e-3;
  42113. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42114. return;
  42115. }
  42116. var noInfluenceBoneIndex = 0.0;
  42117. if (parsedGeometry.skeletonId > -1) {
  42118. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42119. if (!skeleton) {
  42120. return;
  42121. }
  42122. noInfluenceBoneIndex = skeleton.bones.length;
  42123. }
  42124. else {
  42125. return;
  42126. }
  42127. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42128. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42129. var matricesWeights = parsedGeometry.matricesWeights;
  42130. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42131. var influencers = parsedGeometry.numBoneInfluencer;
  42132. var size = matricesWeights.length;
  42133. for (var i = 0; i < size; i += 4) {
  42134. var weight = 0.0;
  42135. var firstZeroWeight = -1;
  42136. for (var j = 0; j < 4; j++) {
  42137. var w = matricesWeights[i + j];
  42138. weight += w;
  42139. if (w < epsilon && firstZeroWeight < 0) {
  42140. firstZeroWeight = j;
  42141. }
  42142. }
  42143. if (matricesWeightsExtra) {
  42144. for (var j = 0; j < 4; j++) {
  42145. var w = matricesWeightsExtra[i + j];
  42146. weight += w;
  42147. if (w < epsilon && firstZeroWeight < 0) {
  42148. firstZeroWeight = j + 4;
  42149. }
  42150. }
  42151. }
  42152. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42153. firstZeroWeight = influencers - 1;
  42154. }
  42155. if (weight > epsilon) {
  42156. var mweight = 1.0 / weight;
  42157. for (var j = 0; j < 4; j++) {
  42158. matricesWeights[i + j] *= mweight;
  42159. }
  42160. if (matricesWeightsExtra) {
  42161. for (var j = 0; j < 4; j++) {
  42162. matricesWeightsExtra[i + j] *= mweight;
  42163. }
  42164. }
  42165. }
  42166. else {
  42167. if (firstZeroWeight >= 4) {
  42168. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42169. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42170. }
  42171. else {
  42172. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42173. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42174. }
  42175. }
  42176. }
  42177. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42178. if (parsedGeometry.matricesWeightsExtra) {
  42179. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42180. }
  42181. };
  42182. /**
  42183. * Create a new geometry from persisted data (Using .babylon file format)
  42184. * @param parsedVertexData defines the persisted data
  42185. * @param scene defines the hosting scene
  42186. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42187. * @returns the new geometry object
  42188. */
  42189. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42190. if (scene.getGeometryByID(parsedVertexData.id)) {
  42191. return null; // null since geometry could be something else than a box...
  42192. }
  42193. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42194. if (BABYLON.Tags) {
  42195. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42196. }
  42197. if (parsedVertexData.delayLoadingFile) {
  42198. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42199. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42200. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42201. geometry._delayInfo = [];
  42202. if (parsedVertexData.hasUVs) {
  42203. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42204. }
  42205. if (parsedVertexData.hasUVs2) {
  42206. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42207. }
  42208. if (parsedVertexData.hasUVs3) {
  42209. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42210. }
  42211. if (parsedVertexData.hasUVs4) {
  42212. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42213. }
  42214. if (parsedVertexData.hasUVs5) {
  42215. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42216. }
  42217. if (parsedVertexData.hasUVs6) {
  42218. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42219. }
  42220. if (parsedVertexData.hasColors) {
  42221. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42222. }
  42223. if (parsedVertexData.hasMatricesIndices) {
  42224. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42225. }
  42226. if (parsedVertexData.hasMatricesWeights) {
  42227. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42228. }
  42229. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42230. }
  42231. else {
  42232. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42233. }
  42234. scene.pushGeometry(geometry, true);
  42235. return geometry;
  42236. };
  42237. return Geometry;
  42238. }());
  42239. BABYLON.Geometry = Geometry;
  42240. // Primitives
  42241. /// Abstract class
  42242. /**
  42243. * Abstract class used to provide common services for all typed geometries
  42244. * @hidden
  42245. */
  42246. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42247. __extends(_PrimitiveGeometry, _super);
  42248. /**
  42249. * Creates a new typed geometry
  42250. * @param id defines the unique ID of the geometry
  42251. * @param scene defines the hosting scene
  42252. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42253. * @param mesh defines the hosting mesh (can be null)
  42254. */
  42255. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42256. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42257. if (mesh === void 0) { mesh = null; }
  42258. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42259. _this._canBeRegenerated = _canBeRegenerated;
  42260. _this._beingRegenerated = true;
  42261. _this.regenerate();
  42262. _this._beingRegenerated = false;
  42263. return _this;
  42264. }
  42265. /**
  42266. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42267. * @returns true if the geometry can be regenerated
  42268. */
  42269. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42270. return this._canBeRegenerated;
  42271. };
  42272. /**
  42273. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42274. */
  42275. _PrimitiveGeometry.prototype.regenerate = function () {
  42276. if (!this._canBeRegenerated) {
  42277. return;
  42278. }
  42279. this._beingRegenerated = true;
  42280. this.setAllVerticesData(this._regenerateVertexData(), false);
  42281. this._beingRegenerated = false;
  42282. };
  42283. /**
  42284. * Clone the geometry
  42285. * @param id defines the unique ID of the new geometry
  42286. * @returns the new geometry
  42287. */
  42288. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42289. return _super.prototype.copy.call(this, id);
  42290. };
  42291. // overrides
  42292. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42293. if (!this._beingRegenerated) {
  42294. return;
  42295. }
  42296. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42297. };
  42298. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42299. if (!this._beingRegenerated) {
  42300. return;
  42301. }
  42302. _super.prototype.setVerticesData.call(this, kind, data, false);
  42303. };
  42304. // to override
  42305. /** @hidden */
  42306. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42307. throw new Error("Abstract method");
  42308. };
  42309. _PrimitiveGeometry.prototype.copy = function (id) {
  42310. throw new Error("Must be overriden in sub-classes.");
  42311. };
  42312. _PrimitiveGeometry.prototype.serialize = function () {
  42313. var serializationObject = _super.prototype.serialize.call(this);
  42314. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42315. return serializationObject;
  42316. };
  42317. return _PrimitiveGeometry;
  42318. }(Geometry));
  42319. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42320. /**
  42321. * Creates a ribbon geometry
  42322. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42323. */
  42324. var RibbonGeometry = /** @class */ (function (_super) {
  42325. __extends(RibbonGeometry, _super);
  42326. /**
  42327. * Creates a ribbon geometry
  42328. * @param id defines the unique ID of the geometry
  42329. * @param scene defines the hosting scene
  42330. * @param pathArray defines the array of paths to use
  42331. * @param closeArray defines if the last path and the first path must be joined
  42332. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42333. * @param offset defines the offset between points
  42334. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42335. * @param mesh defines the hosting mesh (can be null)
  42336. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42337. */
  42338. function RibbonGeometry(id, scene,
  42339. /**
  42340. * Defines the array of paths to use
  42341. */
  42342. pathArray,
  42343. /**
  42344. * Defines if the last and first points of each path in your pathArray must be joined
  42345. */
  42346. closeArray,
  42347. /**
  42348. * Defines if the last and first points of each path in your pathArray must be joined
  42349. */
  42350. closePath,
  42351. /**
  42352. * Defines the offset between points
  42353. */
  42354. offset, canBeRegenerated, mesh,
  42355. /**
  42356. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42357. */
  42358. side) {
  42359. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42360. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42361. _this.pathArray = pathArray;
  42362. _this.closeArray = closeArray;
  42363. _this.closePath = closePath;
  42364. _this.offset = offset;
  42365. _this.side = side;
  42366. return _this;
  42367. }
  42368. /** @hidden */
  42369. RibbonGeometry.prototype._regenerateVertexData = function () {
  42370. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42371. };
  42372. RibbonGeometry.prototype.copy = function (id) {
  42373. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42374. };
  42375. return RibbonGeometry;
  42376. }(_PrimitiveGeometry));
  42377. BABYLON.RibbonGeometry = RibbonGeometry;
  42378. /**
  42379. * Creates a box geometry
  42380. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42381. */
  42382. var BoxGeometry = /** @class */ (function (_super) {
  42383. __extends(BoxGeometry, _super);
  42384. /**
  42385. * Creates a box geometry
  42386. * @param id defines the unique ID of the geometry
  42387. * @param scene defines the hosting scene
  42388. * @param size defines the zise of the box (width, height and depth are the same)
  42389. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42390. * @param mesh defines the hosting mesh (can be null)
  42391. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42392. */
  42393. function BoxGeometry(id, scene,
  42394. /**
  42395. * Defines the zise of the box (width, height and depth are the same)
  42396. */
  42397. size, canBeRegenerated, mesh,
  42398. /**
  42399. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42400. */
  42401. side) {
  42402. if (mesh === void 0) { mesh = null; }
  42403. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42404. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42405. _this.size = size;
  42406. _this.side = side;
  42407. return _this;
  42408. }
  42409. /** @hidden */
  42410. BoxGeometry.prototype._regenerateVertexData = function () {
  42411. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42412. };
  42413. BoxGeometry.prototype.copy = function (id) {
  42414. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42415. };
  42416. BoxGeometry.prototype.serialize = function () {
  42417. var serializationObject = _super.prototype.serialize.call(this);
  42418. serializationObject.size = this.size;
  42419. return serializationObject;
  42420. };
  42421. BoxGeometry.Parse = function (parsedBox, scene) {
  42422. if (scene.getGeometryByID(parsedBox.id)) {
  42423. return null; // null since geometry could be something else than a box...
  42424. }
  42425. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42426. if (BABYLON.Tags) {
  42427. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42428. }
  42429. scene.pushGeometry(box, true);
  42430. return box;
  42431. };
  42432. return BoxGeometry;
  42433. }(_PrimitiveGeometry));
  42434. BABYLON.BoxGeometry = BoxGeometry;
  42435. /**
  42436. * Creates a sphere geometry
  42437. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42438. */
  42439. var SphereGeometry = /** @class */ (function (_super) {
  42440. __extends(SphereGeometry, _super);
  42441. /**
  42442. * Create a new sphere geometry
  42443. * @param id defines the unique ID of the geometry
  42444. * @param scene defines the hosting scene
  42445. * @param segments defines the number of segments to use to create the sphere
  42446. * @param diameter defines the diameter of the sphere
  42447. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42448. * @param mesh defines the hosting mesh (can be null)
  42449. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42450. */
  42451. function SphereGeometry(id, scene,
  42452. /**
  42453. * Defines the number of segments to use to create the sphere
  42454. */
  42455. segments,
  42456. /**
  42457. * Defines the diameter of the sphere
  42458. */
  42459. diameter, canBeRegenerated, mesh,
  42460. /**
  42461. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42462. */
  42463. side) {
  42464. if (mesh === void 0) { mesh = null; }
  42465. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42466. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42467. _this.segments = segments;
  42468. _this.diameter = diameter;
  42469. _this.side = side;
  42470. return _this;
  42471. }
  42472. /** @hidden */
  42473. SphereGeometry.prototype._regenerateVertexData = function () {
  42474. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42475. };
  42476. SphereGeometry.prototype.copy = function (id) {
  42477. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42478. };
  42479. SphereGeometry.prototype.serialize = function () {
  42480. var serializationObject = _super.prototype.serialize.call(this);
  42481. serializationObject.segments = this.segments;
  42482. serializationObject.diameter = this.diameter;
  42483. return serializationObject;
  42484. };
  42485. SphereGeometry.Parse = function (parsedSphere, scene) {
  42486. if (scene.getGeometryByID(parsedSphere.id)) {
  42487. return null; // null since geometry could be something else than a sphere...
  42488. }
  42489. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42490. if (BABYLON.Tags) {
  42491. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42492. }
  42493. scene.pushGeometry(sphere, true);
  42494. return sphere;
  42495. };
  42496. return SphereGeometry;
  42497. }(_PrimitiveGeometry));
  42498. BABYLON.SphereGeometry = SphereGeometry;
  42499. /**
  42500. * Creates a disc geometry
  42501. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42502. */
  42503. var DiscGeometry = /** @class */ (function (_super) {
  42504. __extends(DiscGeometry, _super);
  42505. /**
  42506. * Creates a new disc geometry
  42507. * @param id defines the unique ID of the geometry
  42508. * @param scene defines the hosting scene
  42509. * @param radius defines the radius of the disc
  42510. * @param tessellation defines the tesselation factor to apply to the disc
  42511. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42512. * @param mesh defines the hosting mesh (can be null)
  42513. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42514. */
  42515. function DiscGeometry(id, scene,
  42516. /**
  42517. * Defines the radius of the disc
  42518. */
  42519. radius,
  42520. /**
  42521. * Defines the tesselation factor to apply to the disc
  42522. */
  42523. tessellation, canBeRegenerated, mesh,
  42524. /**
  42525. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42526. */
  42527. side) {
  42528. if (mesh === void 0) { mesh = null; }
  42529. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42530. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42531. _this.radius = radius;
  42532. _this.tessellation = tessellation;
  42533. _this.side = side;
  42534. return _this;
  42535. }
  42536. /** @hidden */
  42537. DiscGeometry.prototype._regenerateVertexData = function () {
  42538. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42539. };
  42540. DiscGeometry.prototype.copy = function (id) {
  42541. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42542. };
  42543. return DiscGeometry;
  42544. }(_PrimitiveGeometry));
  42545. BABYLON.DiscGeometry = DiscGeometry;
  42546. /**
  42547. * Creates a new cylinder geometry
  42548. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42549. */
  42550. var CylinderGeometry = /** @class */ (function (_super) {
  42551. __extends(CylinderGeometry, _super);
  42552. /**
  42553. * Creates a new cylinder geometry
  42554. * @param id defines the unique ID of the geometry
  42555. * @param scene defines the hosting scene
  42556. * @param height defines the height of the cylinder
  42557. * @param diameterTop defines the diameter of the cylinder's top cap
  42558. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42559. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42560. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42561. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42562. * @param mesh defines the hosting mesh (can be null)
  42563. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42564. */
  42565. function CylinderGeometry(id, scene,
  42566. /**
  42567. * Defines the height of the cylinder
  42568. */
  42569. height,
  42570. /**
  42571. * Defines the diameter of the cylinder's top cap
  42572. */
  42573. diameterTop,
  42574. /**
  42575. * Defines the diameter of the cylinder's bottom cap
  42576. */
  42577. diameterBottom,
  42578. /**
  42579. * Defines the tessellation factor to apply to the cylinder
  42580. */
  42581. tessellation,
  42582. /**
  42583. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42584. */
  42585. subdivisions, canBeRegenerated, mesh,
  42586. /**
  42587. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42588. */
  42589. side) {
  42590. if (subdivisions === void 0) { subdivisions = 1; }
  42591. if (mesh === void 0) { mesh = null; }
  42592. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42593. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42594. _this.height = height;
  42595. _this.diameterTop = diameterTop;
  42596. _this.diameterBottom = diameterBottom;
  42597. _this.tessellation = tessellation;
  42598. _this.subdivisions = subdivisions;
  42599. _this.side = side;
  42600. return _this;
  42601. }
  42602. /** @hidden */
  42603. CylinderGeometry.prototype._regenerateVertexData = function () {
  42604. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42605. };
  42606. CylinderGeometry.prototype.copy = function (id) {
  42607. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42608. };
  42609. CylinderGeometry.prototype.serialize = function () {
  42610. var serializationObject = _super.prototype.serialize.call(this);
  42611. serializationObject.height = this.height;
  42612. serializationObject.diameterTop = this.diameterTop;
  42613. serializationObject.diameterBottom = this.diameterBottom;
  42614. serializationObject.tessellation = this.tessellation;
  42615. return serializationObject;
  42616. };
  42617. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42618. if (scene.getGeometryByID(parsedCylinder.id)) {
  42619. return null; // null since geometry could be something else than a cylinder...
  42620. }
  42621. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42622. if (BABYLON.Tags) {
  42623. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42624. }
  42625. scene.pushGeometry(cylinder, true);
  42626. return cylinder;
  42627. };
  42628. return CylinderGeometry;
  42629. }(_PrimitiveGeometry));
  42630. BABYLON.CylinderGeometry = CylinderGeometry;
  42631. /**
  42632. * Creates a new torus geometry
  42633. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42634. */
  42635. var TorusGeometry = /** @class */ (function (_super) {
  42636. __extends(TorusGeometry, _super);
  42637. /**
  42638. * Creates a new torus geometry
  42639. * @param id defines the unique ID of the geometry
  42640. * @param scene defines the hosting scene
  42641. * @param diameter defines the diameter of the torus
  42642. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42643. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42644. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42645. * @param mesh defines the hosting mesh (can be null)
  42646. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42647. */
  42648. function TorusGeometry(id, scene,
  42649. /**
  42650. * Defines the diameter of the torus
  42651. */
  42652. diameter,
  42653. /**
  42654. * Defines the thickness of the torus (ie. internal diameter)
  42655. */
  42656. thickness,
  42657. /**
  42658. * Defines the tesselation factor to apply to the torus
  42659. */
  42660. tessellation, canBeRegenerated, mesh,
  42661. /**
  42662. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42663. */
  42664. side) {
  42665. if (mesh === void 0) { mesh = null; }
  42666. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42667. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42668. _this.diameter = diameter;
  42669. _this.thickness = thickness;
  42670. _this.tessellation = tessellation;
  42671. _this.side = side;
  42672. return _this;
  42673. }
  42674. /** @hidden */
  42675. TorusGeometry.prototype._regenerateVertexData = function () {
  42676. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42677. };
  42678. TorusGeometry.prototype.copy = function (id) {
  42679. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42680. };
  42681. TorusGeometry.prototype.serialize = function () {
  42682. var serializationObject = _super.prototype.serialize.call(this);
  42683. serializationObject.diameter = this.diameter;
  42684. serializationObject.thickness = this.thickness;
  42685. serializationObject.tessellation = this.tessellation;
  42686. return serializationObject;
  42687. };
  42688. TorusGeometry.Parse = function (parsedTorus, scene) {
  42689. if (scene.getGeometryByID(parsedTorus.id)) {
  42690. return null; // null since geometry could be something else than a torus...
  42691. }
  42692. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42693. if (BABYLON.Tags) {
  42694. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42695. }
  42696. scene.pushGeometry(torus, true);
  42697. return torus;
  42698. };
  42699. return TorusGeometry;
  42700. }(_PrimitiveGeometry));
  42701. BABYLON.TorusGeometry = TorusGeometry;
  42702. /**
  42703. * Creates a new ground geometry
  42704. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42705. */
  42706. var GroundGeometry = /** @class */ (function (_super) {
  42707. __extends(GroundGeometry, _super);
  42708. /**
  42709. * Creates a new ground geometry
  42710. * @param id defines the unique ID of the geometry
  42711. * @param scene defines the hosting scene
  42712. * @param width defines the width of the ground
  42713. * @param height defines the height of the ground
  42714. * @param subdivisions defines the subdivisions to apply to the ground
  42715. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42716. * @param mesh defines the hosting mesh (can be null)
  42717. */
  42718. function GroundGeometry(id, scene,
  42719. /**
  42720. * Defines the width of the ground
  42721. */
  42722. width,
  42723. /**
  42724. * Defines the height of the ground
  42725. */
  42726. height,
  42727. /**
  42728. * Defines the subdivisions to apply to the ground
  42729. */
  42730. subdivisions, canBeRegenerated, mesh) {
  42731. if (mesh === void 0) { mesh = null; }
  42732. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42733. _this.width = width;
  42734. _this.height = height;
  42735. _this.subdivisions = subdivisions;
  42736. return _this;
  42737. }
  42738. /** @hidden */
  42739. GroundGeometry.prototype._regenerateVertexData = function () {
  42740. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42741. };
  42742. GroundGeometry.prototype.copy = function (id) {
  42743. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42744. };
  42745. GroundGeometry.prototype.serialize = function () {
  42746. var serializationObject = _super.prototype.serialize.call(this);
  42747. serializationObject.width = this.width;
  42748. serializationObject.height = this.height;
  42749. serializationObject.subdivisions = this.subdivisions;
  42750. return serializationObject;
  42751. };
  42752. GroundGeometry.Parse = function (parsedGround, scene) {
  42753. if (scene.getGeometryByID(parsedGround.id)) {
  42754. return null; // null since geometry could be something else than a ground...
  42755. }
  42756. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42757. if (BABYLON.Tags) {
  42758. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42759. }
  42760. scene.pushGeometry(ground, true);
  42761. return ground;
  42762. };
  42763. return GroundGeometry;
  42764. }(_PrimitiveGeometry));
  42765. BABYLON.GroundGeometry = GroundGeometry;
  42766. /**
  42767. * Creates a tiled ground geometry
  42768. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42769. */
  42770. var TiledGroundGeometry = /** @class */ (function (_super) {
  42771. __extends(TiledGroundGeometry, _super);
  42772. /**
  42773. * Creates a tiled ground geometry
  42774. * @param id defines the unique ID of the geometry
  42775. * @param scene defines the hosting scene
  42776. * @param xmin defines the minimum value on X axis
  42777. * @param zmin defines the minimum value on Z axis
  42778. * @param xmax defines the maximum value on X axis
  42779. * @param zmax defines the maximum value on Z axis
  42780. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42781. * @param precision defines the precision to use when computing the tiles
  42782. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42783. * @param mesh defines the hosting mesh (can be null)
  42784. */
  42785. function TiledGroundGeometry(id, scene,
  42786. /**
  42787. * Defines the minimum value on X axis
  42788. */
  42789. xmin,
  42790. /**
  42791. * Defines the minimum value on Z axis
  42792. */
  42793. zmin,
  42794. /**
  42795. * Defines the maximum value on X axis
  42796. */
  42797. xmax,
  42798. /**
  42799. * Defines the maximum value on Z axis
  42800. */
  42801. zmax,
  42802. /**
  42803. * Defines the subdivisions to apply to the ground
  42804. */
  42805. subdivisions,
  42806. /**
  42807. * Defines the precision to use when computing the tiles
  42808. */
  42809. precision, canBeRegenerated, mesh) {
  42810. if (mesh === void 0) { mesh = null; }
  42811. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42812. _this.xmin = xmin;
  42813. _this.zmin = zmin;
  42814. _this.xmax = xmax;
  42815. _this.zmax = zmax;
  42816. _this.subdivisions = subdivisions;
  42817. _this.precision = precision;
  42818. return _this;
  42819. }
  42820. /** @hidden */
  42821. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42822. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42823. };
  42824. TiledGroundGeometry.prototype.copy = function (id) {
  42825. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42826. };
  42827. return TiledGroundGeometry;
  42828. }(_PrimitiveGeometry));
  42829. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42830. /**
  42831. * Creates a plane geometry
  42832. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42833. */
  42834. var PlaneGeometry = /** @class */ (function (_super) {
  42835. __extends(PlaneGeometry, _super);
  42836. /**
  42837. * Creates a plane geometry
  42838. * @param id defines the unique ID of the geometry
  42839. * @param scene defines the hosting scene
  42840. * @param size defines the size of the plane (width === height)
  42841. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42842. * @param mesh defines the hosting mesh (can be null)
  42843. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42844. */
  42845. function PlaneGeometry(id, scene,
  42846. /**
  42847. * Defines the size of the plane (width === height)
  42848. */
  42849. size, canBeRegenerated, mesh,
  42850. /**
  42851. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42852. */
  42853. side) {
  42854. if (mesh === void 0) { mesh = null; }
  42855. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42856. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42857. _this.size = size;
  42858. _this.side = side;
  42859. return _this;
  42860. }
  42861. /** @hidden */
  42862. PlaneGeometry.prototype._regenerateVertexData = function () {
  42863. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42864. };
  42865. PlaneGeometry.prototype.copy = function (id) {
  42866. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42867. };
  42868. PlaneGeometry.prototype.serialize = function () {
  42869. var serializationObject = _super.prototype.serialize.call(this);
  42870. serializationObject.size = this.size;
  42871. return serializationObject;
  42872. };
  42873. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42874. if (scene.getGeometryByID(parsedPlane.id)) {
  42875. return null; // null since geometry could be something else than a ground...
  42876. }
  42877. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42878. if (BABYLON.Tags) {
  42879. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42880. }
  42881. scene.pushGeometry(plane, true);
  42882. return plane;
  42883. };
  42884. return PlaneGeometry;
  42885. }(_PrimitiveGeometry));
  42886. BABYLON.PlaneGeometry = PlaneGeometry;
  42887. /**
  42888. * Creates a torus knot geometry
  42889. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42890. */
  42891. var TorusKnotGeometry = /** @class */ (function (_super) {
  42892. __extends(TorusKnotGeometry, _super);
  42893. /**
  42894. * Creates a torus knot geometry
  42895. * @param id defines the unique ID of the geometry
  42896. * @param scene defines the hosting scene
  42897. * @param radius defines the radius of the torus knot
  42898. * @param tube defines the thickness of the torus knot tube
  42899. * @param radialSegments defines the number of radial segments
  42900. * @param tubularSegments defines the number of tubular segments
  42901. * @param p defines the first number of windings
  42902. * @param q defines the second number of windings
  42903. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42904. * @param mesh defines the hosting mesh (can be null)
  42905. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42906. */
  42907. function TorusKnotGeometry(id, scene,
  42908. /**
  42909. * Defines the radius of the torus knot
  42910. */
  42911. radius,
  42912. /**
  42913. * Defines the thickness of the torus knot tube
  42914. */
  42915. tube,
  42916. /**
  42917. * Defines the number of radial segments
  42918. */
  42919. radialSegments,
  42920. /**
  42921. * Defines the number of tubular segments
  42922. */
  42923. tubularSegments,
  42924. /**
  42925. * Defines the first number of windings
  42926. */
  42927. p,
  42928. /**
  42929. * Defines the second number of windings
  42930. */
  42931. q, canBeRegenerated, mesh,
  42932. /**
  42933. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42934. */
  42935. side) {
  42936. if (mesh === void 0) { mesh = null; }
  42937. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42938. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42939. _this.radius = radius;
  42940. _this.tube = tube;
  42941. _this.radialSegments = radialSegments;
  42942. _this.tubularSegments = tubularSegments;
  42943. _this.p = p;
  42944. _this.q = q;
  42945. _this.side = side;
  42946. return _this;
  42947. }
  42948. /** @hidden */
  42949. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42950. 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 });
  42951. };
  42952. TorusKnotGeometry.prototype.copy = function (id) {
  42953. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42954. };
  42955. TorusKnotGeometry.prototype.serialize = function () {
  42956. var serializationObject = _super.prototype.serialize.call(this);
  42957. serializationObject.radius = this.radius;
  42958. serializationObject.tube = this.tube;
  42959. serializationObject.radialSegments = this.radialSegments;
  42960. serializationObject.tubularSegments = this.tubularSegments;
  42961. serializationObject.p = this.p;
  42962. serializationObject.q = this.q;
  42963. return serializationObject;
  42964. };
  42965. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42966. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42967. return null; // null since geometry could be something else than a ground...
  42968. }
  42969. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42970. if (BABYLON.Tags) {
  42971. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42972. }
  42973. scene.pushGeometry(torusKnot, true);
  42974. return torusKnot;
  42975. };
  42976. return TorusKnotGeometry;
  42977. }(_PrimitiveGeometry));
  42978. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42979. //}
  42980. })(BABYLON || (BABYLON = {}));
  42981. //# sourceMappingURL=babylon.geometry.js.map
  42982. var BABYLON;
  42983. (function (BABYLON) {
  42984. /**
  42985. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42986. */
  42987. var PerformanceMonitor = /** @class */ (function () {
  42988. /**
  42989. * constructor
  42990. * @param frameSampleSize The number of samples required to saturate the sliding window
  42991. */
  42992. function PerformanceMonitor(frameSampleSize) {
  42993. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42994. this._enabled = true;
  42995. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42996. }
  42997. /**
  42998. * Samples current frame
  42999. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  43000. */
  43001. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  43002. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  43003. if (!this._enabled) {
  43004. return;
  43005. }
  43006. if (this._lastFrameTimeMs != null) {
  43007. var dt = timeMs - this._lastFrameTimeMs;
  43008. this._rollingFrameTime.add(dt);
  43009. }
  43010. this._lastFrameTimeMs = timeMs;
  43011. };
  43012. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  43013. /**
  43014. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43015. */
  43016. get: function () {
  43017. return this._rollingFrameTime.average;
  43018. },
  43019. enumerable: true,
  43020. configurable: true
  43021. });
  43022. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  43023. /**
  43024. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43025. */
  43026. get: function () {
  43027. return this._rollingFrameTime.variance;
  43028. },
  43029. enumerable: true,
  43030. configurable: true
  43031. });
  43032. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  43033. /**
  43034. * Returns the frame time of the most recent frame
  43035. */
  43036. get: function () {
  43037. return this._rollingFrameTime.history(0);
  43038. },
  43039. enumerable: true,
  43040. configurable: true
  43041. });
  43042. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  43043. /**
  43044. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  43045. */
  43046. get: function () {
  43047. return 1000.0 / this._rollingFrameTime.average;
  43048. },
  43049. enumerable: true,
  43050. configurable: true
  43051. });
  43052. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  43053. /**
  43054. * Returns the average framerate in frames per second using the most recent frame time
  43055. */
  43056. get: function () {
  43057. var history = this._rollingFrameTime.history(0);
  43058. if (history === 0) {
  43059. return 0;
  43060. }
  43061. return 1000.0 / history;
  43062. },
  43063. enumerable: true,
  43064. configurable: true
  43065. });
  43066. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  43067. /**
  43068. * Returns true if enough samples have been taken to completely fill the sliding window
  43069. */
  43070. get: function () {
  43071. return this._rollingFrameTime.isSaturated();
  43072. },
  43073. enumerable: true,
  43074. configurable: true
  43075. });
  43076. /**
  43077. * Enables contributions to the sliding window sample set
  43078. */
  43079. PerformanceMonitor.prototype.enable = function () {
  43080. this._enabled = true;
  43081. };
  43082. /**
  43083. * Disables contributions to the sliding window sample set
  43084. * Samples will not be interpolated over the disabled period
  43085. */
  43086. PerformanceMonitor.prototype.disable = function () {
  43087. this._enabled = false;
  43088. //clear last sample to avoid interpolating over the disabled period when next enabled
  43089. this._lastFrameTimeMs = null;
  43090. };
  43091. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43092. /**
  43093. * Returns true if sampling is enabled
  43094. */
  43095. get: function () {
  43096. return this._enabled;
  43097. },
  43098. enumerable: true,
  43099. configurable: true
  43100. });
  43101. /**
  43102. * Resets performance monitor
  43103. */
  43104. PerformanceMonitor.prototype.reset = function () {
  43105. //clear last sample to avoid interpolating over the disabled period when next enabled
  43106. this._lastFrameTimeMs = null;
  43107. //wipe record
  43108. this._rollingFrameTime.reset();
  43109. };
  43110. return PerformanceMonitor;
  43111. }());
  43112. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43113. /**
  43114. * RollingAverage
  43115. *
  43116. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43117. */
  43118. var RollingAverage = /** @class */ (function () {
  43119. /**
  43120. * constructor
  43121. * @param length The number of samples required to saturate the sliding window
  43122. */
  43123. function RollingAverage(length) {
  43124. this._samples = new Array(length);
  43125. this.reset();
  43126. }
  43127. /**
  43128. * Adds a sample to the sample set
  43129. * @param v The sample value
  43130. */
  43131. RollingAverage.prototype.add = function (v) {
  43132. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43133. var delta;
  43134. //we need to check if we've already wrapped round
  43135. if (this.isSaturated()) {
  43136. //remove bottom of stack from mean
  43137. var bottomValue = this._samples[this._pos];
  43138. delta = bottomValue - this.average;
  43139. this.average -= delta / (this._sampleCount - 1);
  43140. this._m2 -= delta * (bottomValue - this.average);
  43141. }
  43142. else {
  43143. this._sampleCount++;
  43144. }
  43145. //add new value to mean
  43146. delta = v - this.average;
  43147. this.average += delta / (this._sampleCount);
  43148. this._m2 += delta * (v - this.average);
  43149. //set the new variance
  43150. this.variance = this._m2 / (this._sampleCount - 1);
  43151. this._samples[this._pos] = v;
  43152. this._pos++;
  43153. this._pos %= this._samples.length; //positive wrap around
  43154. };
  43155. /**
  43156. * Returns previously added values or null if outside of history or outside the sliding window domain
  43157. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43158. * @return Value previously recorded with add() or null if outside of range
  43159. */
  43160. RollingAverage.prototype.history = function (i) {
  43161. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43162. return 0;
  43163. }
  43164. var i0 = this._wrapPosition(this._pos - 1.0);
  43165. return this._samples[this._wrapPosition(i0 - i)];
  43166. };
  43167. /**
  43168. * Returns true if enough samples have been taken to completely fill the sliding window
  43169. * @return true if sample-set saturated
  43170. */
  43171. RollingAverage.prototype.isSaturated = function () {
  43172. return this._sampleCount >= this._samples.length;
  43173. };
  43174. /**
  43175. * Resets the rolling average (equivalent to 0 samples taken so far)
  43176. */
  43177. RollingAverage.prototype.reset = function () {
  43178. this.average = 0;
  43179. this.variance = 0;
  43180. this._sampleCount = 0;
  43181. this._pos = 0;
  43182. this._m2 = 0;
  43183. };
  43184. /**
  43185. * Wraps a value around the sample range boundaries
  43186. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43187. * @return Wrapped position in sample range
  43188. */
  43189. RollingAverage.prototype._wrapPosition = function (i) {
  43190. var max = this._samples.length;
  43191. return ((i % max) + max) % max;
  43192. };
  43193. return RollingAverage;
  43194. }());
  43195. BABYLON.RollingAverage = RollingAverage;
  43196. })(BABYLON || (BABYLON = {}));
  43197. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43198. var BABYLON;
  43199. (function (BABYLON) {
  43200. /**
  43201. * "Static Class" containing the most commonly used helper while dealing with material for
  43202. * rendering purpose.
  43203. *
  43204. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43205. *
  43206. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43207. */
  43208. var MaterialHelper = /** @class */ (function () {
  43209. function MaterialHelper() {
  43210. }
  43211. /**
  43212. * Bind the current view position to an effect.
  43213. * @param effect The effect to be bound
  43214. * @param scene The scene the eyes position is used from
  43215. */
  43216. MaterialHelper.BindEyePosition = function (effect, scene) {
  43217. if (scene._forcedViewPosition) {
  43218. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43219. return;
  43220. }
  43221. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43222. };
  43223. /**
  43224. * Helps preparing the defines values about the UVs in used in the effect.
  43225. * UVs are shared as much as we can accross channels in the shaders.
  43226. * @param texture The texture we are preparing the UVs for
  43227. * @param defines The defines to update
  43228. * @param key The channel key "diffuse", "specular"... used in the shader
  43229. */
  43230. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43231. defines._needUVs = true;
  43232. defines[key] = true;
  43233. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43234. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43235. if (texture.coordinatesIndex === 0) {
  43236. defines["MAINUV1"] = true;
  43237. }
  43238. else {
  43239. defines["MAINUV2"] = true;
  43240. }
  43241. }
  43242. else {
  43243. defines[key + "DIRECTUV"] = 0;
  43244. }
  43245. };
  43246. /**
  43247. * Binds a texture matrix value to its corrsponding uniform
  43248. * @param texture The texture to bind the matrix for
  43249. * @param uniformBuffer The uniform buffer receivin the data
  43250. * @param key The channel key "diffuse", "specular"... used in the shader
  43251. */
  43252. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43253. var matrix = texture.getTextureMatrix();
  43254. if (!matrix.isIdentityAs3x2()) {
  43255. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43256. }
  43257. };
  43258. /**
  43259. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43260. * @param mesh defines the current mesh
  43261. * @param scene defines the current scene
  43262. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43263. * @param pointsCloud defines if point cloud rendering has to be turned on
  43264. * @param fogEnabled defines if fog has to be turned on
  43265. * @param alphaTest defines if alpha testing has to be turned on
  43266. * @param defines defines the current list of defines
  43267. */
  43268. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43269. if (defines._areMiscDirty) {
  43270. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43271. defines["POINTSIZE"] = pointsCloud;
  43272. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43273. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43274. defines["ALPHATEST"] = alphaTest;
  43275. }
  43276. };
  43277. /**
  43278. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43279. * @param scene defines the current scene
  43280. * @param engine defines the current engine
  43281. * @param defines specifies the list of active defines
  43282. * @param useInstances defines if instances have to be turned on
  43283. * @param useClipPlane defines if clip plane have to be turned on
  43284. */
  43285. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43286. if (useClipPlane === void 0) { useClipPlane = null; }
  43287. var changed = false;
  43288. var useClipPlane1 = false;
  43289. var useClipPlane2 = false;
  43290. var useClipPlane3 = false;
  43291. var useClipPlane4 = false;
  43292. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43293. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43294. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43295. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43296. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43297. defines["CLIPPLANE"] = useClipPlane1;
  43298. changed = true;
  43299. }
  43300. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43301. defines["CLIPPLANE2"] = useClipPlane2;
  43302. changed = true;
  43303. }
  43304. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43305. defines["CLIPPLANE3"] = useClipPlane3;
  43306. changed = true;
  43307. }
  43308. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43309. defines["CLIPPLANE4"] = useClipPlane4;
  43310. changed = true;
  43311. }
  43312. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43313. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43314. changed = true;
  43315. }
  43316. if (defines["INSTANCES"] !== useInstances) {
  43317. defines["INSTANCES"] = useInstances;
  43318. changed = true;
  43319. }
  43320. if (changed) {
  43321. defines.markAsUnprocessed();
  43322. }
  43323. };
  43324. /**
  43325. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43326. * @param mesh The mesh containing the geometry data we will draw
  43327. * @param defines The defines to update
  43328. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43329. * @param useBones Precise whether bones should be used or not (override mesh info)
  43330. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43331. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43332. * @returns false if defines are considered not dirty and have not been checked
  43333. */
  43334. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43335. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43336. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43337. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43338. return false;
  43339. }
  43340. defines._normals = defines._needNormals;
  43341. defines._uvs = defines._needUVs;
  43342. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43343. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43344. defines["TANGENT"] = true;
  43345. }
  43346. if (defines._needUVs) {
  43347. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43348. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43349. }
  43350. else {
  43351. defines["UV1"] = false;
  43352. defines["UV2"] = false;
  43353. }
  43354. if (useVertexColor) {
  43355. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43356. defines["VERTEXCOLOR"] = hasVertexColors;
  43357. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43358. }
  43359. if (useBones) {
  43360. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43361. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43362. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43363. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43364. defines["BONETEXTURE"] = true;
  43365. }
  43366. else {
  43367. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43368. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43369. }
  43370. }
  43371. else {
  43372. defines["NUM_BONE_INFLUENCERS"] = 0;
  43373. defines["BonesPerMesh"] = 0;
  43374. }
  43375. }
  43376. if (useMorphTargets) {
  43377. var manager = mesh.morphTargetManager;
  43378. if (manager) {
  43379. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43380. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43381. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43382. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43383. }
  43384. else {
  43385. defines["MORPHTARGETS_TANGENT"] = false;
  43386. defines["MORPHTARGETS_NORMAL"] = false;
  43387. defines["MORPHTARGETS"] = false;
  43388. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43389. }
  43390. }
  43391. return true;
  43392. };
  43393. /**
  43394. * Prepares the defines related to the light information passed in parameter
  43395. * @param scene The scene we are intending to draw
  43396. * @param mesh The mesh the effect is compiling for
  43397. * @param defines The defines to update
  43398. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43399. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43400. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43401. * @returns true if normals will be required for the rest of the effect
  43402. */
  43403. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43404. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43405. if (disableLighting === void 0) { disableLighting = false; }
  43406. if (!defines._areLightsDirty) {
  43407. return defines._needNormals;
  43408. }
  43409. var lightIndex = 0;
  43410. var needNormals = false;
  43411. var needRebuild = false;
  43412. var lightmapMode = false;
  43413. var shadowEnabled = false;
  43414. var specularEnabled = false;
  43415. if (scene.lightsEnabled && !disableLighting) {
  43416. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43417. var light = _a[_i];
  43418. needNormals = true;
  43419. if (defines["LIGHT" + lightIndex] === undefined) {
  43420. needRebuild = true;
  43421. }
  43422. defines["LIGHT" + lightIndex] = true;
  43423. defines["SPOTLIGHT" + lightIndex] = false;
  43424. defines["HEMILIGHT" + lightIndex] = false;
  43425. defines["POINTLIGHT" + lightIndex] = false;
  43426. defines["DIRLIGHT" + lightIndex] = false;
  43427. light.prepareLightSpecificDefines(defines, lightIndex);
  43428. // FallOff.
  43429. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43430. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43431. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43432. switch (light.falloffType) {
  43433. case BABYLON.Light.FALLOFF_GLTF:
  43434. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43435. break;
  43436. case BABYLON.Light.FALLOFF_PHYSICAL:
  43437. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43438. break;
  43439. case BABYLON.Light.FALLOFF_STANDARD:
  43440. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43441. break;
  43442. }
  43443. // Specular
  43444. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43445. specularEnabled = true;
  43446. }
  43447. // Shadows
  43448. defines["SHADOW" + lightIndex] = false;
  43449. defines["SHADOWPCF" + lightIndex] = false;
  43450. defines["SHADOWPCSS" + lightIndex] = false;
  43451. defines["SHADOWPOISSON" + lightIndex] = false;
  43452. defines["SHADOWESM" + lightIndex] = false;
  43453. defines["SHADOWCUBE" + lightIndex] = false;
  43454. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43455. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43456. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43457. var shadowGenerator = light.getShadowGenerator();
  43458. if (shadowGenerator) {
  43459. var shadowMap = shadowGenerator.getShadowMap();
  43460. if (shadowMap) {
  43461. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43462. shadowEnabled = true;
  43463. shadowGenerator.prepareDefines(defines, lightIndex);
  43464. }
  43465. }
  43466. }
  43467. }
  43468. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43469. lightmapMode = true;
  43470. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43471. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43472. }
  43473. else {
  43474. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43475. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43476. }
  43477. lightIndex++;
  43478. if (lightIndex === maxSimultaneousLights) {
  43479. break;
  43480. }
  43481. }
  43482. }
  43483. defines["SPECULARTERM"] = specularEnabled;
  43484. defines["SHADOWS"] = shadowEnabled;
  43485. // Resetting all other lights if any
  43486. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43487. if (defines["LIGHT" + index] !== undefined) {
  43488. defines["LIGHT" + index] = false;
  43489. defines["HEMILIGHT" + lightIndex] = false;
  43490. defines["POINTLIGHT" + lightIndex] = false;
  43491. defines["DIRLIGHT" + lightIndex] = false;
  43492. defines["SPOTLIGHT" + lightIndex] = false;
  43493. defines["SHADOW" + lightIndex] = false;
  43494. }
  43495. }
  43496. var caps = scene.getEngine().getCaps();
  43497. if (defines["SHADOWFLOAT"] === undefined) {
  43498. needRebuild = true;
  43499. }
  43500. defines["SHADOWFLOAT"] = shadowEnabled &&
  43501. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43502. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43503. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43504. if (needRebuild) {
  43505. defines.rebuild();
  43506. }
  43507. return needNormals;
  43508. };
  43509. /**
  43510. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43511. * that won t be acctive due to defines being turned off.
  43512. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43513. * @param samplersList The samplers list
  43514. * @param defines The defines helping in the list generation
  43515. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43516. */
  43517. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43518. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43519. var uniformsList;
  43520. var uniformBuffersList = null;
  43521. if (uniformsListOrOptions.uniformsNames) {
  43522. var options = uniformsListOrOptions;
  43523. uniformsList = options.uniformsNames;
  43524. uniformBuffersList = options.uniformBuffersNames;
  43525. samplersList = options.samplers;
  43526. defines = options.defines;
  43527. maxSimultaneousLights = options.maxSimultaneousLights;
  43528. }
  43529. else {
  43530. uniformsList = uniformsListOrOptions;
  43531. if (!samplersList) {
  43532. samplersList = [];
  43533. }
  43534. }
  43535. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43536. if (!defines["LIGHT" + lightIndex]) {
  43537. break;
  43538. }
  43539. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43540. if (uniformBuffersList) {
  43541. uniformBuffersList.push("Light" + lightIndex);
  43542. }
  43543. samplersList.push("shadowSampler" + lightIndex);
  43544. samplersList.push("depthSampler" + lightIndex);
  43545. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43546. samplersList.push("projectionLightSampler" + lightIndex);
  43547. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43548. }
  43549. }
  43550. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43551. uniformsList.push("morphTargetInfluences");
  43552. }
  43553. };
  43554. /**
  43555. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43556. * @param defines The defines to update while falling back
  43557. * @param fallbacks The authorized effect fallbacks
  43558. * @param maxSimultaneousLights The maximum number of lights allowed
  43559. * @param rank the current rank of the Effect
  43560. * @returns The newly affected rank
  43561. */
  43562. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43563. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43564. if (rank === void 0) { rank = 0; }
  43565. var lightFallbackRank = 0;
  43566. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43567. if (!defines["LIGHT" + lightIndex]) {
  43568. break;
  43569. }
  43570. if (lightIndex > 0) {
  43571. lightFallbackRank = rank + lightIndex;
  43572. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43573. }
  43574. if (!defines["SHADOWS"]) {
  43575. if (defines["SHADOW" + lightIndex]) {
  43576. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43577. }
  43578. if (defines["SHADOWPCF" + lightIndex]) {
  43579. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43580. }
  43581. if (defines["SHADOWPCSS" + lightIndex]) {
  43582. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43583. }
  43584. if (defines["SHADOWPOISSON" + lightIndex]) {
  43585. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43586. }
  43587. if (defines["SHADOWESM" + lightIndex]) {
  43588. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43589. }
  43590. }
  43591. }
  43592. return lightFallbackRank++;
  43593. };
  43594. /**
  43595. * Prepares the list of attributes required for morph targets according to the effect defines.
  43596. * @param attribs The current list of supported attribs
  43597. * @param mesh The mesh to prepare the morph targets attributes for
  43598. * @param defines The current Defines of the effect
  43599. */
  43600. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43601. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43602. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43603. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43604. var manager = mesh.morphTargetManager;
  43605. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43606. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43607. for (var index = 0; index < influencers; index++) {
  43608. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43609. if (normal) {
  43610. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43611. }
  43612. if (tangent) {
  43613. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43614. }
  43615. if (attribs.length > maxAttributesCount) {
  43616. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43617. }
  43618. }
  43619. }
  43620. };
  43621. /**
  43622. * Prepares the list of attributes required for bones according to the effect defines.
  43623. * @param attribs The current list of supported attribs
  43624. * @param mesh The mesh to prepare the bones attributes for
  43625. * @param defines The current Defines of the effect
  43626. * @param fallbacks The current efffect fallback strategy
  43627. */
  43628. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43629. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43630. fallbacks.addCPUSkinningFallback(0, mesh);
  43631. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43632. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43633. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43634. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43635. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43636. }
  43637. }
  43638. };
  43639. /**
  43640. * Prepares the list of attributes required for instances according to the effect defines.
  43641. * @param attribs The current list of supported attribs
  43642. * @param defines The current Defines of the effect
  43643. */
  43644. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43645. if (defines["INSTANCES"]) {
  43646. attribs.push("world0");
  43647. attribs.push("world1");
  43648. attribs.push("world2");
  43649. attribs.push("world3");
  43650. }
  43651. };
  43652. /**
  43653. * Binds the light shadow information to the effect for the given mesh.
  43654. * @param light The light containing the generator
  43655. * @param scene The scene the lights belongs to
  43656. * @param mesh The mesh we are binding the information to render
  43657. * @param lightIndex The light index in the effect used to render the mesh
  43658. * @param effect The effect we are binding the data to
  43659. */
  43660. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43661. if (light.shadowEnabled && mesh.receiveShadows) {
  43662. var shadowGenerator = light.getShadowGenerator();
  43663. if (shadowGenerator) {
  43664. shadowGenerator.bindShadowLight(lightIndex, effect);
  43665. }
  43666. }
  43667. };
  43668. /**
  43669. * Binds the light information to the effect.
  43670. * @param light The light containing the generator
  43671. * @param effect The effect we are binding the data to
  43672. * @param lightIndex The light index in the effect used to render
  43673. */
  43674. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43675. light.transferToEffect(effect, lightIndex + "");
  43676. };
  43677. /**
  43678. * Binds the lights information from the scene to the effect for the given mesh.
  43679. * @param scene The scene the lights belongs to
  43680. * @param mesh The mesh we are binding the information to render
  43681. * @param effect The effect we are binding the data to
  43682. * @param defines The generated defines for the effect
  43683. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43684. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43685. */
  43686. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43687. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43688. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43689. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43690. for (var i = 0; i < len; i++) {
  43691. var light = mesh._lightSources[i];
  43692. var iAsString = i.toString();
  43693. var scaledIntensity = light.getScaledIntensity();
  43694. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43695. MaterialHelper.BindLightProperties(light, effect, i);
  43696. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43697. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43698. if (defines["SPECULARTERM"]) {
  43699. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43700. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43701. }
  43702. // Shadows
  43703. if (scene.shadowsEnabled) {
  43704. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43705. }
  43706. light._uniformBuffer.update();
  43707. }
  43708. };
  43709. /**
  43710. * Binds the fog information from the scene to the effect for the given mesh.
  43711. * @param scene The scene the lights belongs to
  43712. * @param mesh The mesh we are binding the information to render
  43713. * @param effect The effect we are binding the data to
  43714. * @param linearSpace Defines if the fog effect is applied in linear space
  43715. */
  43716. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43717. if (linearSpace === void 0) { linearSpace = false; }
  43718. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43719. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43720. // Convert fog color to linear space if used in a linear space computed shader.
  43721. if (linearSpace) {
  43722. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43723. effect.setColor3("vFogColor", this._tempFogColor);
  43724. }
  43725. else {
  43726. effect.setColor3("vFogColor", scene.fogColor);
  43727. }
  43728. }
  43729. };
  43730. /**
  43731. * Binds the bones information from the mesh to the effect.
  43732. * @param mesh The mesh we are binding the information to render
  43733. * @param effect The effect we are binding the data to
  43734. */
  43735. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43736. if (!effect || !mesh) {
  43737. return;
  43738. }
  43739. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43740. mesh.computeBonesUsingShaders = false;
  43741. }
  43742. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43743. var skeleton = mesh.skeleton;
  43744. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43745. var boneTexture = skeleton.getTransformMatrixTexture();
  43746. effect.setTexture("boneSampler", boneTexture);
  43747. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43748. }
  43749. else {
  43750. var matrices = skeleton.getTransformMatrices(mesh);
  43751. if (matrices) {
  43752. effect.setMatrices("mBones", matrices);
  43753. }
  43754. }
  43755. }
  43756. };
  43757. /**
  43758. * Binds the morph targets information from the mesh to the effect.
  43759. * @param abstractMesh The mesh we are binding the information to render
  43760. * @param effect The effect we are binding the data to
  43761. */
  43762. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43763. var manager = abstractMesh.morphTargetManager;
  43764. if (!abstractMesh || !manager) {
  43765. return;
  43766. }
  43767. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43768. };
  43769. /**
  43770. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43771. * @param defines The generated defines used in the effect
  43772. * @param effect The effect we are binding the data to
  43773. * @param scene The scene we are willing to render with logarithmic scale for
  43774. */
  43775. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43776. if (defines["LOGARITHMICDEPTH"]) {
  43777. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43778. }
  43779. };
  43780. /**
  43781. * Binds the clip plane information from the scene to the effect.
  43782. * @param scene The scene the clip plane information are extracted from
  43783. * @param effect The effect we are binding the data to
  43784. */
  43785. MaterialHelper.BindClipPlane = function (effect, scene) {
  43786. if (scene.clipPlane) {
  43787. var clipPlane = scene.clipPlane;
  43788. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43789. }
  43790. if (scene.clipPlane2) {
  43791. var clipPlane = scene.clipPlane2;
  43792. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43793. }
  43794. if (scene.clipPlane3) {
  43795. var clipPlane = scene.clipPlane3;
  43796. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43797. }
  43798. if (scene.clipPlane4) {
  43799. var clipPlane = scene.clipPlane4;
  43800. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43801. }
  43802. };
  43803. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43804. return MaterialHelper;
  43805. }());
  43806. BABYLON.MaterialHelper = MaterialHelper;
  43807. })(BABYLON || (BABYLON = {}));
  43808. //# sourceMappingURL=babylon.materialHelper.js.map
  43809. var BABYLON;
  43810. (function (BABYLON) {
  43811. /**
  43812. * Base class of materials working in push mode in babylon JS
  43813. * @hidden
  43814. */
  43815. var PushMaterial = /** @class */ (function (_super) {
  43816. __extends(PushMaterial, _super);
  43817. function PushMaterial(name, scene) {
  43818. var _this = _super.call(this, name, scene) || this;
  43819. _this._normalMatrix = new BABYLON.Matrix();
  43820. /**
  43821. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43822. * This means that the material can keep using a previous shader while a new one is being compiled.
  43823. * This is mostly used when shader parallel compilation is supported (true by default)
  43824. */
  43825. _this.allowShaderHotSwapping = true;
  43826. _this._storeEffectOnSubMeshes = true;
  43827. return _this;
  43828. }
  43829. PushMaterial.prototype.getEffect = function () {
  43830. return this._activeEffect;
  43831. };
  43832. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43833. if (!mesh) {
  43834. return false;
  43835. }
  43836. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43837. return true;
  43838. }
  43839. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43840. };
  43841. /**
  43842. * Binds the given world matrix to the active effect
  43843. *
  43844. * @param world the matrix to bind
  43845. */
  43846. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43847. this._activeEffect.setMatrix("world", world);
  43848. };
  43849. /**
  43850. * Binds the given normal matrix to the active effect
  43851. *
  43852. * @param normalMatrix the matrix to bind
  43853. */
  43854. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43855. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43856. };
  43857. PushMaterial.prototype.bind = function (world, mesh) {
  43858. if (!mesh) {
  43859. return;
  43860. }
  43861. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43862. };
  43863. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43864. if (effect === void 0) { effect = null; }
  43865. _super.prototype._afterBind.call(this, mesh);
  43866. this.getScene()._cachedEffect = effect;
  43867. };
  43868. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43869. if (visibility === void 0) { visibility = 1; }
  43870. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43871. };
  43872. return PushMaterial;
  43873. }(BABYLON.Material));
  43874. BABYLON.PushMaterial = PushMaterial;
  43875. })(BABYLON || (BABYLON = {}));
  43876. //# sourceMappingURL=babylon.pushMaterial.js.map
  43877. var BABYLON;
  43878. (function (BABYLON) {
  43879. /** @hidden */
  43880. var StandardMaterialDefines = /** @class */ (function (_super) {
  43881. __extends(StandardMaterialDefines, _super);
  43882. function StandardMaterialDefines() {
  43883. var _this = _super.call(this) || this;
  43884. _this.MAINUV1 = false;
  43885. _this.MAINUV2 = false;
  43886. _this.DIFFUSE = false;
  43887. _this.DIFFUSEDIRECTUV = 0;
  43888. _this.AMBIENT = false;
  43889. _this.AMBIENTDIRECTUV = 0;
  43890. _this.OPACITY = false;
  43891. _this.OPACITYDIRECTUV = 0;
  43892. _this.OPACITYRGB = false;
  43893. _this.REFLECTION = false;
  43894. _this.EMISSIVE = false;
  43895. _this.EMISSIVEDIRECTUV = 0;
  43896. _this.SPECULAR = false;
  43897. _this.SPECULARDIRECTUV = 0;
  43898. _this.BUMP = false;
  43899. _this.BUMPDIRECTUV = 0;
  43900. _this.PARALLAX = false;
  43901. _this.PARALLAXOCCLUSION = false;
  43902. _this.SPECULAROVERALPHA = false;
  43903. _this.CLIPPLANE = false;
  43904. _this.CLIPPLANE2 = false;
  43905. _this.CLIPPLANE3 = false;
  43906. _this.CLIPPLANE4 = false;
  43907. _this.ALPHATEST = false;
  43908. _this.DEPTHPREPASS = false;
  43909. _this.ALPHAFROMDIFFUSE = false;
  43910. _this.POINTSIZE = false;
  43911. _this.FOG = false;
  43912. _this.SPECULARTERM = false;
  43913. _this.DIFFUSEFRESNEL = false;
  43914. _this.OPACITYFRESNEL = false;
  43915. _this.REFLECTIONFRESNEL = false;
  43916. _this.REFRACTIONFRESNEL = false;
  43917. _this.EMISSIVEFRESNEL = false;
  43918. _this.FRESNEL = false;
  43919. _this.NORMAL = false;
  43920. _this.UV1 = false;
  43921. _this.UV2 = false;
  43922. _this.VERTEXCOLOR = false;
  43923. _this.VERTEXALPHA = false;
  43924. _this.NUM_BONE_INFLUENCERS = 0;
  43925. _this.BonesPerMesh = 0;
  43926. _this.BONETEXTURE = false;
  43927. _this.INSTANCES = false;
  43928. _this.GLOSSINESS = false;
  43929. _this.ROUGHNESS = false;
  43930. _this.EMISSIVEASILLUMINATION = false;
  43931. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43932. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43933. _this.LIGHTMAP = false;
  43934. _this.LIGHTMAPDIRECTUV = 0;
  43935. _this.OBJECTSPACE_NORMALMAP = false;
  43936. _this.USELIGHTMAPASSHADOWMAP = false;
  43937. _this.REFLECTIONMAP_3D = false;
  43938. _this.REFLECTIONMAP_SPHERICAL = false;
  43939. _this.REFLECTIONMAP_PLANAR = false;
  43940. _this.REFLECTIONMAP_CUBIC = false;
  43941. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43942. _this.REFLECTIONMAP_PROJECTION = false;
  43943. _this.REFLECTIONMAP_SKYBOX = false;
  43944. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43945. _this.REFLECTIONMAP_EXPLICIT = false;
  43946. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43947. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43948. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43949. _this.INVERTCUBICMAP = false;
  43950. _this.LOGARITHMICDEPTH = false;
  43951. _this.REFRACTION = false;
  43952. _this.REFRACTIONMAP_3D = false;
  43953. _this.REFLECTIONOVERALPHA = false;
  43954. _this.TWOSIDEDLIGHTING = false;
  43955. _this.SHADOWFLOAT = false;
  43956. _this.MORPHTARGETS = false;
  43957. _this.MORPHTARGETS_NORMAL = false;
  43958. _this.MORPHTARGETS_TANGENT = false;
  43959. _this.NUM_MORPH_INFLUENCERS = 0;
  43960. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43961. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43962. _this.IMAGEPROCESSING = false;
  43963. _this.VIGNETTE = false;
  43964. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43965. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43966. _this.TONEMAPPING = false;
  43967. _this.TONEMAPPING_ACES = false;
  43968. _this.CONTRAST = false;
  43969. _this.COLORCURVES = false;
  43970. _this.COLORGRADING = false;
  43971. _this.COLORGRADING3D = false;
  43972. _this.SAMPLER3DGREENDEPTH = false;
  43973. _this.SAMPLER3DBGRMAP = false;
  43974. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43975. /**
  43976. * If the reflection texture on this material is in linear color space
  43977. * @hidden
  43978. */
  43979. _this.IS_REFLECTION_LINEAR = false;
  43980. /**
  43981. * If the refraction texture on this material is in linear color space
  43982. * @hidden
  43983. */
  43984. _this.IS_REFRACTION_LINEAR = false;
  43985. _this.EXPOSURE = false;
  43986. _this.rebuild();
  43987. return _this;
  43988. }
  43989. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43990. var modes = [
  43991. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43992. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43993. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43994. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43995. ];
  43996. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43997. var mode = modes_1[_i];
  43998. this[mode] = (mode === modeToEnable);
  43999. }
  44000. };
  44001. return StandardMaterialDefines;
  44002. }(BABYLON.MaterialDefines));
  44003. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  44004. /**
  44005. * This is the default material used in Babylon. It is the best trade off between quality
  44006. * and performances.
  44007. * @see http://doc.babylonjs.com/babylon101/materials
  44008. */
  44009. var StandardMaterial = /** @class */ (function (_super) {
  44010. __extends(StandardMaterial, _super);
  44011. /**
  44012. * Instantiates a new standard material.
  44013. * This is the default material used in Babylon. It is the best trade off between quality
  44014. * and performances.
  44015. * @see http://doc.babylonjs.com/babylon101/materials
  44016. * @param name Define the name of the material in the scene
  44017. * @param scene Define the scene the material belong to
  44018. */
  44019. function StandardMaterial(name, scene) {
  44020. var _this = _super.call(this, name, scene) || this;
  44021. /**
  44022. * The color of the material lit by the environmental background lighting.
  44023. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  44024. */
  44025. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  44026. /**
  44027. * The basic color of the material as viewed under a light.
  44028. */
  44029. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  44030. /**
  44031. * Define how the color and intensity of the highlight given by the light in the material.
  44032. */
  44033. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  44034. /**
  44035. * Define the color of the material as if self lit.
  44036. * This will be mixed in the final result even in the absence of light.
  44037. */
  44038. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  44039. /**
  44040. * Defines how sharp are the highlights in the material.
  44041. * The bigger the value the sharper giving a more glossy feeling to the result.
  44042. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  44043. */
  44044. _this.specularPower = 64;
  44045. _this._useAlphaFromDiffuseTexture = false;
  44046. _this._useEmissiveAsIllumination = false;
  44047. _this._linkEmissiveWithDiffuse = false;
  44048. _this._useSpecularOverAlpha = false;
  44049. _this._useReflectionOverAlpha = false;
  44050. _this._disableLighting = false;
  44051. _this._useObjectSpaceNormalMap = false;
  44052. _this._useParallax = false;
  44053. _this._useParallaxOcclusion = false;
  44054. /**
  44055. * 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.
  44056. */
  44057. _this.parallaxScaleBias = 0.05;
  44058. _this._roughness = 0;
  44059. /**
  44060. * In case of refraction, define the value of the indice of refraction.
  44061. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44062. */
  44063. _this.indexOfRefraction = 0.98;
  44064. /**
  44065. * Invert the refraction texture alongside the y axis.
  44066. * It can be useful with procedural textures or probe for instance.
  44067. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44068. */
  44069. _this.invertRefractionY = true;
  44070. /**
  44071. * Defines the alpha limits in alpha test mode.
  44072. */
  44073. _this.alphaCutOff = 0.4;
  44074. _this._useLightmapAsShadowmap = false;
  44075. _this._useReflectionFresnelFromSpecular = false;
  44076. _this._useGlossinessFromSpecularMapAlpha = false;
  44077. _this._maxSimultaneousLights = 4;
  44078. _this._invertNormalMapX = false;
  44079. _this._invertNormalMapY = false;
  44080. _this._twoSidedLighting = false;
  44081. _this._renderTargets = new BABYLON.SmartArray(16);
  44082. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44083. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44084. // Setup the default processing configuration to the scene.
  44085. _this._attachImageProcessingConfiguration(null);
  44086. _this.getRenderTargetTextures = function () {
  44087. _this._renderTargets.reset();
  44088. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44089. _this._renderTargets.push(_this._reflectionTexture);
  44090. }
  44091. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44092. _this._renderTargets.push(_this._refractionTexture);
  44093. }
  44094. return _this._renderTargets;
  44095. };
  44096. return _this;
  44097. }
  44098. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44099. /**
  44100. * Gets the image processing configuration used either in this material.
  44101. */
  44102. get: function () {
  44103. return this._imageProcessingConfiguration;
  44104. },
  44105. /**
  44106. * Sets the Default image processing configuration used either in the this material.
  44107. *
  44108. * If sets to null, the scene one is in use.
  44109. */
  44110. set: function (value) {
  44111. this._attachImageProcessingConfiguration(value);
  44112. // Ensure the effect will be rebuilt.
  44113. this._markAllSubMeshesAsTexturesDirty();
  44114. },
  44115. enumerable: true,
  44116. configurable: true
  44117. });
  44118. /**
  44119. * Attaches a new image processing configuration to the Standard Material.
  44120. * @param configuration
  44121. */
  44122. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44123. var _this = this;
  44124. if (configuration === this._imageProcessingConfiguration) {
  44125. return;
  44126. }
  44127. // Detaches observer.
  44128. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44129. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44130. }
  44131. // Pick the scene configuration if needed.
  44132. if (!configuration) {
  44133. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44134. }
  44135. else {
  44136. this._imageProcessingConfiguration = configuration;
  44137. }
  44138. // Attaches observer.
  44139. if (this._imageProcessingConfiguration) {
  44140. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44141. _this._markAllSubMeshesAsImageProcessingDirty();
  44142. });
  44143. }
  44144. };
  44145. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44146. /**
  44147. * Gets wether the color curves effect is enabled.
  44148. */
  44149. get: function () {
  44150. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44151. },
  44152. /**
  44153. * Sets wether the color curves effect is enabled.
  44154. */
  44155. set: function (value) {
  44156. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44157. },
  44158. enumerable: true,
  44159. configurable: true
  44160. });
  44161. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44162. /**
  44163. * Gets wether the color grading effect is enabled.
  44164. */
  44165. get: function () {
  44166. return this.imageProcessingConfiguration.colorGradingEnabled;
  44167. },
  44168. /**
  44169. * Gets wether the color grading effect is enabled.
  44170. */
  44171. set: function (value) {
  44172. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44173. },
  44174. enumerable: true,
  44175. configurable: true
  44176. });
  44177. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44178. /**
  44179. * Gets wether tonemapping is enabled or not.
  44180. */
  44181. get: function () {
  44182. return this._imageProcessingConfiguration.toneMappingEnabled;
  44183. },
  44184. /**
  44185. * Sets wether tonemapping is enabled or not
  44186. */
  44187. set: function (value) {
  44188. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44189. },
  44190. enumerable: true,
  44191. configurable: true
  44192. });
  44193. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44194. /**
  44195. * The camera exposure used on this material.
  44196. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44197. * This corresponds to a photographic exposure.
  44198. */
  44199. get: function () {
  44200. return this._imageProcessingConfiguration.exposure;
  44201. },
  44202. /**
  44203. * The camera exposure used on this material.
  44204. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44205. * This corresponds to a photographic exposure.
  44206. */
  44207. set: function (value) {
  44208. this._imageProcessingConfiguration.exposure = value;
  44209. },
  44210. enumerable: true,
  44211. configurable: true
  44212. });
  44213. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44214. /**
  44215. * Gets The camera contrast used on this material.
  44216. */
  44217. get: function () {
  44218. return this._imageProcessingConfiguration.contrast;
  44219. },
  44220. /**
  44221. * Sets The camera contrast used on this material.
  44222. */
  44223. set: function (value) {
  44224. this._imageProcessingConfiguration.contrast = value;
  44225. },
  44226. enumerable: true,
  44227. configurable: true
  44228. });
  44229. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44230. /**
  44231. * Gets the Color Grading 2D Lookup Texture.
  44232. */
  44233. get: function () {
  44234. return this._imageProcessingConfiguration.colorGradingTexture;
  44235. },
  44236. /**
  44237. * Sets the Color Grading 2D Lookup Texture.
  44238. */
  44239. set: function (value) {
  44240. this._imageProcessingConfiguration.colorGradingTexture = value;
  44241. },
  44242. enumerable: true,
  44243. configurable: true
  44244. });
  44245. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44246. /**
  44247. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44248. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44249. * 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;
  44250. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44251. */
  44252. get: function () {
  44253. return this._imageProcessingConfiguration.colorCurves;
  44254. },
  44255. /**
  44256. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44257. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44258. * 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;
  44259. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44260. */
  44261. set: function (value) {
  44262. this._imageProcessingConfiguration.colorCurves = value;
  44263. },
  44264. enumerable: true,
  44265. configurable: true
  44266. });
  44267. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44268. /**
  44269. * Gets a boolean indicating that current material needs to register RTT
  44270. */
  44271. get: function () {
  44272. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44273. return true;
  44274. }
  44275. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44276. return true;
  44277. }
  44278. return false;
  44279. },
  44280. enumerable: true,
  44281. configurable: true
  44282. });
  44283. /**
  44284. * Gets the current class name of the material e.g. "StandardMaterial"
  44285. * Mainly use in serialization.
  44286. * @returns the class name
  44287. */
  44288. StandardMaterial.prototype.getClassName = function () {
  44289. return "StandardMaterial";
  44290. };
  44291. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44292. /**
  44293. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44294. * You can try switching to logarithmic depth.
  44295. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44296. */
  44297. get: function () {
  44298. return this._useLogarithmicDepth;
  44299. },
  44300. set: function (value) {
  44301. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44302. this._markAllSubMeshesAsMiscDirty();
  44303. },
  44304. enumerable: true,
  44305. configurable: true
  44306. });
  44307. /**
  44308. * Specifies if the material will require alpha blending
  44309. * @returns a boolean specifying if alpha blending is needed
  44310. */
  44311. StandardMaterial.prototype.needAlphaBlending = function () {
  44312. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44313. };
  44314. /**
  44315. * Specifies if this material should be rendered in alpha test mode
  44316. * @returns a boolean specifying if an alpha test is needed.
  44317. */
  44318. StandardMaterial.prototype.needAlphaTesting = function () {
  44319. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44320. };
  44321. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44322. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44323. };
  44324. /**
  44325. * Get the texture used for alpha test purpose.
  44326. * @returns the diffuse texture in case of the standard material.
  44327. */
  44328. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44329. return this._diffuseTexture;
  44330. };
  44331. /**
  44332. * Get if the submesh is ready to be used and all its information available.
  44333. * Child classes can use it to update shaders
  44334. * @param mesh defines the mesh to check
  44335. * @param subMesh defines which submesh to check
  44336. * @param useInstances specifies that instances should be used
  44337. * @returns a boolean indicating that the submesh is ready or not
  44338. */
  44339. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44340. if (useInstances === void 0) { useInstances = false; }
  44341. if (subMesh.effect && this.isFrozen) {
  44342. if (this._wasPreviouslyReady) {
  44343. return true;
  44344. }
  44345. }
  44346. if (!subMesh._materialDefines) {
  44347. subMesh._materialDefines = new StandardMaterialDefines();
  44348. }
  44349. var scene = this.getScene();
  44350. var defines = subMesh._materialDefines;
  44351. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44352. if (defines._renderId === scene.getRenderId()) {
  44353. return true;
  44354. }
  44355. }
  44356. var engine = scene.getEngine();
  44357. // Lights
  44358. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44359. // Textures
  44360. if (defines._areTexturesDirty) {
  44361. defines._needUVs = false;
  44362. defines.MAINUV1 = false;
  44363. defines.MAINUV2 = false;
  44364. if (scene.texturesEnabled) {
  44365. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44366. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44367. return false;
  44368. }
  44369. else {
  44370. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44371. }
  44372. }
  44373. else {
  44374. defines.DIFFUSE = false;
  44375. }
  44376. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44377. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44378. return false;
  44379. }
  44380. else {
  44381. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44382. }
  44383. }
  44384. else {
  44385. defines.AMBIENT = false;
  44386. }
  44387. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44388. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44389. return false;
  44390. }
  44391. else {
  44392. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44393. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44394. }
  44395. }
  44396. else {
  44397. defines.OPACITY = false;
  44398. }
  44399. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44400. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44401. return false;
  44402. }
  44403. else {
  44404. defines._needNormals = true;
  44405. defines.REFLECTION = true;
  44406. defines.ROUGHNESS = (this._roughness > 0);
  44407. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44408. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44409. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44410. switch (this._reflectionTexture.coordinatesMode) {
  44411. case BABYLON.Texture.EXPLICIT_MODE:
  44412. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44413. break;
  44414. case BABYLON.Texture.PLANAR_MODE:
  44415. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44416. break;
  44417. case BABYLON.Texture.PROJECTION_MODE:
  44418. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44419. break;
  44420. case BABYLON.Texture.SKYBOX_MODE:
  44421. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44422. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44423. break;
  44424. case BABYLON.Texture.SPHERICAL_MODE:
  44425. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44426. break;
  44427. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44428. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44429. break;
  44430. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44431. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44432. break;
  44433. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44434. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44435. break;
  44436. case BABYLON.Texture.CUBIC_MODE:
  44437. case BABYLON.Texture.INVCUBIC_MODE:
  44438. default:
  44439. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44440. break;
  44441. }
  44442. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44443. }
  44444. }
  44445. else {
  44446. defines.REFLECTION = false;
  44447. }
  44448. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44449. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44450. return false;
  44451. }
  44452. else {
  44453. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44454. }
  44455. }
  44456. else {
  44457. defines.EMISSIVE = false;
  44458. }
  44459. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44460. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44461. return false;
  44462. }
  44463. else {
  44464. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44465. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44466. }
  44467. }
  44468. else {
  44469. defines.LIGHTMAP = false;
  44470. }
  44471. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44472. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44473. return false;
  44474. }
  44475. else {
  44476. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44477. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44478. }
  44479. }
  44480. else {
  44481. defines.SPECULAR = false;
  44482. }
  44483. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44484. // Bump texure can not be not blocking.
  44485. if (!this._bumpTexture.isReady()) {
  44486. return false;
  44487. }
  44488. else {
  44489. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44490. defines.PARALLAX = this._useParallax;
  44491. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44492. }
  44493. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44494. }
  44495. else {
  44496. defines.BUMP = false;
  44497. }
  44498. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44499. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44500. return false;
  44501. }
  44502. else {
  44503. defines._needUVs = true;
  44504. defines.REFRACTION = true;
  44505. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44506. }
  44507. }
  44508. else {
  44509. defines.REFRACTION = false;
  44510. }
  44511. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44512. }
  44513. else {
  44514. defines.DIFFUSE = false;
  44515. defines.AMBIENT = false;
  44516. defines.OPACITY = false;
  44517. defines.REFLECTION = false;
  44518. defines.EMISSIVE = false;
  44519. defines.LIGHTMAP = false;
  44520. defines.BUMP = false;
  44521. defines.REFRACTION = false;
  44522. }
  44523. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44524. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44525. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44526. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44527. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44528. }
  44529. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44530. if (!this._imageProcessingConfiguration.isReady()) {
  44531. return false;
  44532. }
  44533. this._imageProcessingConfiguration.prepareDefines(defines);
  44534. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44535. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44536. }
  44537. if (defines._areFresnelDirty) {
  44538. if (StandardMaterial.FresnelEnabled) {
  44539. // Fresnel
  44540. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44541. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44542. this._reflectionFresnelParameters) {
  44543. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44544. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44545. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44546. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44547. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44548. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44549. defines._needNormals = true;
  44550. defines.FRESNEL = true;
  44551. }
  44552. }
  44553. else {
  44554. defines.FRESNEL = false;
  44555. }
  44556. }
  44557. // Misc.
  44558. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44559. // Attribs
  44560. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44561. // Values that need to be evaluated on every frame
  44562. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44563. // Get correct effect
  44564. if (defines.isDirty) {
  44565. defines.markAsProcessed();
  44566. // Fallbacks
  44567. var fallbacks = new BABYLON.EffectFallbacks();
  44568. if (defines.REFLECTION) {
  44569. fallbacks.addFallback(0, "REFLECTION");
  44570. }
  44571. if (defines.SPECULAR) {
  44572. fallbacks.addFallback(0, "SPECULAR");
  44573. }
  44574. if (defines.BUMP) {
  44575. fallbacks.addFallback(0, "BUMP");
  44576. }
  44577. if (defines.PARALLAX) {
  44578. fallbacks.addFallback(1, "PARALLAX");
  44579. }
  44580. if (defines.PARALLAXOCCLUSION) {
  44581. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44582. }
  44583. if (defines.SPECULAROVERALPHA) {
  44584. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44585. }
  44586. if (defines.FOG) {
  44587. fallbacks.addFallback(1, "FOG");
  44588. }
  44589. if (defines.POINTSIZE) {
  44590. fallbacks.addFallback(0, "POINTSIZE");
  44591. }
  44592. if (defines.LOGARITHMICDEPTH) {
  44593. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44594. }
  44595. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44596. if (defines.SPECULARTERM) {
  44597. fallbacks.addFallback(0, "SPECULARTERM");
  44598. }
  44599. if (defines.DIFFUSEFRESNEL) {
  44600. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44601. }
  44602. if (defines.OPACITYFRESNEL) {
  44603. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44604. }
  44605. if (defines.REFLECTIONFRESNEL) {
  44606. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44607. }
  44608. if (defines.EMISSIVEFRESNEL) {
  44609. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44610. }
  44611. if (defines.FRESNEL) {
  44612. fallbacks.addFallback(4, "FRESNEL");
  44613. }
  44614. //Attributes
  44615. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44616. if (defines.NORMAL) {
  44617. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44618. }
  44619. if (defines.UV1) {
  44620. attribs.push(BABYLON.VertexBuffer.UVKind);
  44621. }
  44622. if (defines.UV2) {
  44623. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44624. }
  44625. if (defines.VERTEXCOLOR) {
  44626. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44627. }
  44628. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44629. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44630. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44631. var shaderName = "default";
  44632. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44633. "vFogInfos", "vFogColor", "pointSize",
  44634. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44635. "mBones",
  44636. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44637. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44638. "vReflectionPosition", "vReflectionSize",
  44639. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44640. ];
  44641. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44642. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44643. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44644. var uniformBuffers = ["Material", "Scene"];
  44645. if (BABYLON.ImageProcessingConfiguration) {
  44646. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44647. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44648. }
  44649. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44650. uniformsNames: uniforms,
  44651. uniformBuffersNames: uniformBuffers,
  44652. samplers: samplers,
  44653. defines: defines,
  44654. maxSimultaneousLights: this._maxSimultaneousLights
  44655. });
  44656. if (this.customShaderNameResolve) {
  44657. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44658. }
  44659. var join = defines.toString();
  44660. var previousEffect = subMesh.effect;
  44661. var effect = scene.getEngine().createEffect(shaderName, {
  44662. attributes: attribs,
  44663. uniformsNames: uniforms,
  44664. uniformBuffersNames: uniformBuffers,
  44665. samplers: samplers,
  44666. defines: join,
  44667. fallbacks: fallbacks,
  44668. onCompiled: this.onCompiled,
  44669. onError: this.onError,
  44670. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44671. }, engine);
  44672. if (effect) {
  44673. // Use previous effect while new one is compiling
  44674. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44675. effect = previousEffect;
  44676. defines.markAsUnprocessed();
  44677. }
  44678. else {
  44679. scene.resetCachedMaterial();
  44680. subMesh.setEffect(effect, defines);
  44681. this.buildUniformLayout();
  44682. }
  44683. }
  44684. }
  44685. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44686. return false;
  44687. }
  44688. defines._renderId = scene.getRenderId();
  44689. this._wasPreviouslyReady = true;
  44690. return true;
  44691. };
  44692. /**
  44693. * Builds the material UBO layouts.
  44694. * Used internally during the effect preparation.
  44695. */
  44696. StandardMaterial.prototype.buildUniformLayout = function () {
  44697. // Order is important !
  44698. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44699. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44700. this._uniformBuffer.addUniform("opacityParts", 4);
  44701. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44702. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44703. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44704. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44705. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44706. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44707. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44708. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44709. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44710. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44711. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44712. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44713. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44714. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44715. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44716. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44717. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44718. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44719. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44720. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44721. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44722. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44723. this._uniformBuffer.addUniform("specularMatrix", 16);
  44724. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44725. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44726. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44727. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44728. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44729. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44730. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44731. this._uniformBuffer.addUniform("pointSize", 1);
  44732. this._uniformBuffer.create();
  44733. };
  44734. /**
  44735. * Unbinds the material from the mesh
  44736. */
  44737. StandardMaterial.prototype.unbind = function () {
  44738. if (this._activeEffect) {
  44739. var needFlag = false;
  44740. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44741. this._activeEffect.setTexture("reflection2DSampler", null);
  44742. needFlag = true;
  44743. }
  44744. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44745. this._activeEffect.setTexture("refraction2DSampler", null);
  44746. needFlag = true;
  44747. }
  44748. if (needFlag) {
  44749. this._markAllSubMeshesAsTexturesDirty();
  44750. }
  44751. }
  44752. _super.prototype.unbind.call(this);
  44753. };
  44754. /**
  44755. * Binds the submesh to this material by preparing the effect and shader to draw
  44756. * @param world defines the world transformation matrix
  44757. * @param mesh defines the mesh containing the submesh
  44758. * @param subMesh defines the submesh to bind the material to
  44759. */
  44760. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44761. var scene = this.getScene();
  44762. var defines = subMesh._materialDefines;
  44763. if (!defines) {
  44764. return;
  44765. }
  44766. var effect = subMesh.effect;
  44767. if (!effect) {
  44768. return;
  44769. }
  44770. this._activeEffect = effect;
  44771. // Matrices
  44772. this.bindOnlyWorldMatrix(world);
  44773. // Normal Matrix
  44774. if (defines.OBJECTSPACE_NORMALMAP) {
  44775. world.toNormalMatrix(this._normalMatrix);
  44776. this.bindOnlyNormalMatrix(this._normalMatrix);
  44777. }
  44778. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44779. // Bones
  44780. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44781. if (mustRebind) {
  44782. this._uniformBuffer.bindToEffect(effect, "Material");
  44783. this.bindViewProjection(effect);
  44784. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44785. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44786. // Fresnel
  44787. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44788. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44789. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44790. }
  44791. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44792. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44793. }
  44794. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44795. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44796. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44797. }
  44798. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44799. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44800. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44801. }
  44802. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44803. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44804. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44805. }
  44806. }
  44807. // Textures
  44808. if (scene.texturesEnabled) {
  44809. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44810. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44811. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44812. if (this._diffuseTexture.hasAlpha) {
  44813. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44814. }
  44815. }
  44816. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44817. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44818. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44819. }
  44820. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44821. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44822. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44823. }
  44824. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44825. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44826. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44827. if (this._reflectionTexture.boundingBoxSize) {
  44828. var cubeTexture = this._reflectionTexture;
  44829. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44830. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44831. }
  44832. }
  44833. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44834. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44835. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44836. }
  44837. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44838. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44839. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44840. }
  44841. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44842. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44843. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44844. }
  44845. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44846. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44847. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44848. if (scene._mirroredCameraPosition) {
  44849. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44850. }
  44851. else {
  44852. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44853. }
  44854. }
  44855. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44856. var depth = 1.0;
  44857. if (!this._refractionTexture.isCube) {
  44858. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44859. if (this._refractionTexture.depth) {
  44860. depth = this._refractionTexture.depth;
  44861. }
  44862. }
  44863. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44864. }
  44865. }
  44866. // Point size
  44867. if (this.pointsCloud) {
  44868. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44869. }
  44870. if (defines.SPECULARTERM) {
  44871. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44872. }
  44873. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44874. // Diffuse
  44875. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44876. }
  44877. // Textures
  44878. if (scene.texturesEnabled) {
  44879. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44880. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44881. }
  44882. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44883. effect.setTexture("ambientSampler", this._ambientTexture);
  44884. }
  44885. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44886. effect.setTexture("opacitySampler", this._opacityTexture);
  44887. }
  44888. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44889. if (this._reflectionTexture.isCube) {
  44890. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44891. }
  44892. else {
  44893. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44894. }
  44895. }
  44896. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44897. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44898. }
  44899. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44900. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44901. }
  44902. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44903. effect.setTexture("specularSampler", this._specularTexture);
  44904. }
  44905. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44906. effect.setTexture("bumpSampler", this._bumpTexture);
  44907. }
  44908. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44909. var depth = 1.0;
  44910. if (this._refractionTexture.isCube) {
  44911. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44912. }
  44913. else {
  44914. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44915. }
  44916. }
  44917. }
  44918. // Clip plane
  44919. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44920. // Colors
  44921. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44922. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44923. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44924. }
  44925. if (mustRebind || !this.isFrozen) {
  44926. // Lights
  44927. if (scene.lightsEnabled && !this._disableLighting) {
  44928. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44929. }
  44930. // View
  44931. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44932. this.bindView(effect);
  44933. }
  44934. // Fog
  44935. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44936. // Morph targets
  44937. if (defines.NUM_MORPH_INFLUENCERS) {
  44938. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44939. }
  44940. // Log. depth
  44941. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44942. // image processing
  44943. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44944. this._imageProcessingConfiguration.bind(this._activeEffect);
  44945. }
  44946. }
  44947. this._uniformBuffer.update();
  44948. this._afterBind(mesh, this._activeEffect);
  44949. };
  44950. /**
  44951. * Get the list of animatables in the material.
  44952. * @returns the list of animatables object used in the material
  44953. */
  44954. StandardMaterial.prototype.getAnimatables = function () {
  44955. var results = [];
  44956. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44957. results.push(this._diffuseTexture);
  44958. }
  44959. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44960. results.push(this._ambientTexture);
  44961. }
  44962. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44963. results.push(this._opacityTexture);
  44964. }
  44965. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44966. results.push(this._reflectionTexture);
  44967. }
  44968. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44969. results.push(this._emissiveTexture);
  44970. }
  44971. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44972. results.push(this._specularTexture);
  44973. }
  44974. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44975. results.push(this._bumpTexture);
  44976. }
  44977. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44978. results.push(this._lightmapTexture);
  44979. }
  44980. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44981. results.push(this._refractionTexture);
  44982. }
  44983. return results;
  44984. };
  44985. /**
  44986. * Gets the active textures from the material
  44987. * @returns an array of textures
  44988. */
  44989. StandardMaterial.prototype.getActiveTextures = function () {
  44990. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44991. if (this._diffuseTexture) {
  44992. activeTextures.push(this._diffuseTexture);
  44993. }
  44994. if (this._ambientTexture) {
  44995. activeTextures.push(this._ambientTexture);
  44996. }
  44997. if (this._opacityTexture) {
  44998. activeTextures.push(this._opacityTexture);
  44999. }
  45000. if (this._reflectionTexture) {
  45001. activeTextures.push(this._reflectionTexture);
  45002. }
  45003. if (this._emissiveTexture) {
  45004. activeTextures.push(this._emissiveTexture);
  45005. }
  45006. if (this._specularTexture) {
  45007. activeTextures.push(this._specularTexture);
  45008. }
  45009. if (this._bumpTexture) {
  45010. activeTextures.push(this._bumpTexture);
  45011. }
  45012. if (this._lightmapTexture) {
  45013. activeTextures.push(this._lightmapTexture);
  45014. }
  45015. if (this._refractionTexture) {
  45016. activeTextures.push(this._refractionTexture);
  45017. }
  45018. return activeTextures;
  45019. };
  45020. /**
  45021. * Specifies if the material uses a texture
  45022. * @param texture defines the texture to check against the material
  45023. * @returns a boolean specifying if the material uses the texture
  45024. */
  45025. StandardMaterial.prototype.hasTexture = function (texture) {
  45026. if (_super.prototype.hasTexture.call(this, texture)) {
  45027. return true;
  45028. }
  45029. if (this._diffuseTexture === texture) {
  45030. return true;
  45031. }
  45032. if (this._ambientTexture === texture) {
  45033. return true;
  45034. }
  45035. if (this._opacityTexture === texture) {
  45036. return true;
  45037. }
  45038. if (this._reflectionTexture === texture) {
  45039. return true;
  45040. }
  45041. if (this._emissiveTexture === texture) {
  45042. return true;
  45043. }
  45044. if (this._specularTexture === texture) {
  45045. return true;
  45046. }
  45047. if (this._bumpTexture === texture) {
  45048. return true;
  45049. }
  45050. if (this._lightmapTexture === texture) {
  45051. return true;
  45052. }
  45053. if (this._refractionTexture === texture) {
  45054. return true;
  45055. }
  45056. return false;
  45057. };
  45058. /**
  45059. * Disposes the material
  45060. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  45061. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  45062. */
  45063. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45064. if (forceDisposeTextures) {
  45065. if (this._diffuseTexture) {
  45066. this._diffuseTexture.dispose();
  45067. }
  45068. if (this._ambientTexture) {
  45069. this._ambientTexture.dispose();
  45070. }
  45071. if (this._opacityTexture) {
  45072. this._opacityTexture.dispose();
  45073. }
  45074. if (this._reflectionTexture) {
  45075. this._reflectionTexture.dispose();
  45076. }
  45077. if (this._emissiveTexture) {
  45078. this._emissiveTexture.dispose();
  45079. }
  45080. if (this._specularTexture) {
  45081. this._specularTexture.dispose();
  45082. }
  45083. if (this._bumpTexture) {
  45084. this._bumpTexture.dispose();
  45085. }
  45086. if (this._lightmapTexture) {
  45087. this._lightmapTexture.dispose();
  45088. }
  45089. if (this._refractionTexture) {
  45090. this._refractionTexture.dispose();
  45091. }
  45092. }
  45093. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45094. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45095. }
  45096. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45097. };
  45098. /**
  45099. * Makes a duplicate of the material, and gives it a new name
  45100. * @param name defines the new name for the duplicated material
  45101. * @returns the cloned material
  45102. */
  45103. StandardMaterial.prototype.clone = function (name) {
  45104. var _this = this;
  45105. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45106. result.name = name;
  45107. result.id = name;
  45108. return result;
  45109. };
  45110. /**
  45111. * Serializes this material in a JSON representation
  45112. * @returns the serialized material object
  45113. */
  45114. StandardMaterial.prototype.serialize = function () {
  45115. return BABYLON.SerializationHelper.Serialize(this);
  45116. };
  45117. /**
  45118. * Creates a standard material from parsed material data
  45119. * @param source defines the JSON represnetation of the material
  45120. * @param scene defines the hosting scene
  45121. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45122. * @returns a new material
  45123. */
  45124. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45125. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45126. };
  45127. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45128. /**
  45129. * Are diffuse textures enabled in the application.
  45130. */
  45131. get: function () {
  45132. return StandardMaterial._DiffuseTextureEnabled;
  45133. },
  45134. set: function (value) {
  45135. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45136. return;
  45137. }
  45138. StandardMaterial._DiffuseTextureEnabled = value;
  45139. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45140. },
  45141. enumerable: true,
  45142. configurable: true
  45143. });
  45144. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45145. /**
  45146. * Are ambient textures enabled in the application.
  45147. */
  45148. get: function () {
  45149. return StandardMaterial._AmbientTextureEnabled;
  45150. },
  45151. set: function (value) {
  45152. if (StandardMaterial._AmbientTextureEnabled === value) {
  45153. return;
  45154. }
  45155. StandardMaterial._AmbientTextureEnabled = value;
  45156. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45157. },
  45158. enumerable: true,
  45159. configurable: true
  45160. });
  45161. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45162. /**
  45163. * Are opacity textures enabled in the application.
  45164. */
  45165. get: function () {
  45166. return StandardMaterial._OpacityTextureEnabled;
  45167. },
  45168. set: function (value) {
  45169. if (StandardMaterial._OpacityTextureEnabled === value) {
  45170. return;
  45171. }
  45172. StandardMaterial._OpacityTextureEnabled = value;
  45173. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45174. },
  45175. enumerable: true,
  45176. configurable: true
  45177. });
  45178. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45179. /**
  45180. * Are reflection textures enabled in the application.
  45181. */
  45182. get: function () {
  45183. return StandardMaterial._ReflectionTextureEnabled;
  45184. },
  45185. set: function (value) {
  45186. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45187. return;
  45188. }
  45189. StandardMaterial._ReflectionTextureEnabled = value;
  45190. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45191. },
  45192. enumerable: true,
  45193. configurable: true
  45194. });
  45195. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45196. /**
  45197. * Are emissive textures enabled in the application.
  45198. */
  45199. get: function () {
  45200. return StandardMaterial._EmissiveTextureEnabled;
  45201. },
  45202. set: function (value) {
  45203. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45204. return;
  45205. }
  45206. StandardMaterial._EmissiveTextureEnabled = value;
  45207. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45208. },
  45209. enumerable: true,
  45210. configurable: true
  45211. });
  45212. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45213. /**
  45214. * Are specular textures enabled in the application.
  45215. */
  45216. get: function () {
  45217. return StandardMaterial._SpecularTextureEnabled;
  45218. },
  45219. set: function (value) {
  45220. if (StandardMaterial._SpecularTextureEnabled === value) {
  45221. return;
  45222. }
  45223. StandardMaterial._SpecularTextureEnabled = value;
  45224. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45225. },
  45226. enumerable: true,
  45227. configurable: true
  45228. });
  45229. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45230. /**
  45231. * Are bump textures enabled in the application.
  45232. */
  45233. get: function () {
  45234. return StandardMaterial._BumpTextureEnabled;
  45235. },
  45236. set: function (value) {
  45237. if (StandardMaterial._BumpTextureEnabled === value) {
  45238. return;
  45239. }
  45240. StandardMaterial._BumpTextureEnabled = value;
  45241. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45242. },
  45243. enumerable: true,
  45244. configurable: true
  45245. });
  45246. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45247. /**
  45248. * Are lightmap textures enabled in the application.
  45249. */
  45250. get: function () {
  45251. return StandardMaterial._LightmapTextureEnabled;
  45252. },
  45253. set: function (value) {
  45254. if (StandardMaterial._LightmapTextureEnabled === value) {
  45255. return;
  45256. }
  45257. StandardMaterial._LightmapTextureEnabled = value;
  45258. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45259. },
  45260. enumerable: true,
  45261. configurable: true
  45262. });
  45263. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45264. /**
  45265. * Are refraction textures enabled in the application.
  45266. */
  45267. get: function () {
  45268. return StandardMaterial._RefractionTextureEnabled;
  45269. },
  45270. set: function (value) {
  45271. if (StandardMaterial._RefractionTextureEnabled === value) {
  45272. return;
  45273. }
  45274. StandardMaterial._RefractionTextureEnabled = value;
  45275. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45276. },
  45277. enumerable: true,
  45278. configurable: true
  45279. });
  45280. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45281. /**
  45282. * Are color grading textures enabled in the application.
  45283. */
  45284. get: function () {
  45285. return StandardMaterial._ColorGradingTextureEnabled;
  45286. },
  45287. set: function (value) {
  45288. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45289. return;
  45290. }
  45291. StandardMaterial._ColorGradingTextureEnabled = value;
  45292. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45293. },
  45294. enumerable: true,
  45295. configurable: true
  45296. });
  45297. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45298. /**
  45299. * Are fresnels enabled in the application.
  45300. */
  45301. get: function () {
  45302. return StandardMaterial._FresnelEnabled;
  45303. },
  45304. set: function (value) {
  45305. if (StandardMaterial._FresnelEnabled === value) {
  45306. return;
  45307. }
  45308. StandardMaterial._FresnelEnabled = value;
  45309. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45310. },
  45311. enumerable: true,
  45312. configurable: true
  45313. });
  45314. // Flags used to enable or disable a type of texture for all Standard Materials
  45315. StandardMaterial._DiffuseTextureEnabled = true;
  45316. StandardMaterial._AmbientTextureEnabled = true;
  45317. StandardMaterial._OpacityTextureEnabled = true;
  45318. StandardMaterial._ReflectionTextureEnabled = true;
  45319. StandardMaterial._EmissiveTextureEnabled = true;
  45320. StandardMaterial._SpecularTextureEnabled = true;
  45321. StandardMaterial._BumpTextureEnabled = true;
  45322. StandardMaterial._LightmapTextureEnabled = true;
  45323. StandardMaterial._RefractionTextureEnabled = true;
  45324. StandardMaterial._ColorGradingTextureEnabled = true;
  45325. StandardMaterial._FresnelEnabled = true;
  45326. __decorate([
  45327. BABYLON.serializeAsTexture("diffuseTexture")
  45328. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45329. __decorate([
  45330. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45331. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45332. __decorate([
  45333. BABYLON.serializeAsTexture("ambientTexture")
  45334. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45335. __decorate([
  45336. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45337. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45338. __decorate([
  45339. BABYLON.serializeAsTexture("opacityTexture")
  45340. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45341. __decorate([
  45342. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45343. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45344. __decorate([
  45345. BABYLON.serializeAsTexture("reflectionTexture")
  45346. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45347. __decorate([
  45348. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45349. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45350. __decorate([
  45351. BABYLON.serializeAsTexture("emissiveTexture")
  45352. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45353. __decorate([
  45354. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45355. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45356. __decorate([
  45357. BABYLON.serializeAsTexture("specularTexture")
  45358. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45359. __decorate([
  45360. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45361. ], StandardMaterial.prototype, "specularTexture", void 0);
  45362. __decorate([
  45363. BABYLON.serializeAsTexture("bumpTexture")
  45364. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45365. __decorate([
  45366. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45367. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45368. __decorate([
  45369. BABYLON.serializeAsTexture("lightmapTexture")
  45370. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45371. __decorate([
  45372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45373. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45374. __decorate([
  45375. BABYLON.serializeAsTexture("refractionTexture")
  45376. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45377. __decorate([
  45378. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45379. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45380. __decorate([
  45381. BABYLON.serializeAsColor3("ambient")
  45382. ], StandardMaterial.prototype, "ambientColor", void 0);
  45383. __decorate([
  45384. BABYLON.serializeAsColor3("diffuse")
  45385. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45386. __decorate([
  45387. BABYLON.serializeAsColor3("specular")
  45388. ], StandardMaterial.prototype, "specularColor", void 0);
  45389. __decorate([
  45390. BABYLON.serializeAsColor3("emissive")
  45391. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45392. __decorate([
  45393. BABYLON.serialize()
  45394. ], StandardMaterial.prototype, "specularPower", void 0);
  45395. __decorate([
  45396. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45397. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45398. __decorate([
  45399. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45400. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45401. __decorate([
  45402. BABYLON.serialize("useEmissiveAsIllumination")
  45403. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45404. __decorate([
  45405. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45406. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45407. __decorate([
  45408. BABYLON.serialize("linkEmissiveWithDiffuse")
  45409. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45410. __decorate([
  45411. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45412. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45413. __decorate([
  45414. BABYLON.serialize("useSpecularOverAlpha")
  45415. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45416. __decorate([
  45417. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45418. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45419. __decorate([
  45420. BABYLON.serialize("useReflectionOverAlpha")
  45421. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45422. __decorate([
  45423. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45424. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45425. __decorate([
  45426. BABYLON.serialize("disableLighting")
  45427. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45428. __decorate([
  45429. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45430. ], StandardMaterial.prototype, "disableLighting", void 0);
  45431. __decorate([
  45432. BABYLON.serialize("useObjectSpaceNormalMap")
  45433. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45434. __decorate([
  45435. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45436. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45437. __decorate([
  45438. BABYLON.serialize("useParallax")
  45439. ], StandardMaterial.prototype, "_useParallax", void 0);
  45440. __decorate([
  45441. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45442. ], StandardMaterial.prototype, "useParallax", void 0);
  45443. __decorate([
  45444. BABYLON.serialize("useParallaxOcclusion")
  45445. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45446. __decorate([
  45447. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45448. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45449. __decorate([
  45450. BABYLON.serialize()
  45451. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45452. __decorate([
  45453. BABYLON.serialize("roughness")
  45454. ], StandardMaterial.prototype, "_roughness", void 0);
  45455. __decorate([
  45456. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45457. ], StandardMaterial.prototype, "roughness", void 0);
  45458. __decorate([
  45459. BABYLON.serialize()
  45460. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45461. __decorate([
  45462. BABYLON.serialize()
  45463. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45464. __decorate([
  45465. BABYLON.serialize()
  45466. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45467. __decorate([
  45468. BABYLON.serialize("useLightmapAsShadowmap")
  45469. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45470. __decorate([
  45471. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45472. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45473. __decorate([
  45474. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45475. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45476. __decorate([
  45477. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45478. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45479. __decorate([
  45480. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45481. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45482. __decorate([
  45483. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45484. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45485. __decorate([
  45486. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45487. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45488. __decorate([
  45489. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45490. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45491. __decorate([
  45492. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45493. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45494. __decorate([
  45495. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45496. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45497. __decorate([
  45498. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45499. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45500. __decorate([
  45501. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45502. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45503. __decorate([
  45504. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45505. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45506. __decorate([
  45507. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45508. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45509. __decorate([
  45510. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45511. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45512. __decorate([
  45513. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45514. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45515. __decorate([
  45516. BABYLON.serialize("maxSimultaneousLights")
  45517. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45518. __decorate([
  45519. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45520. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45521. __decorate([
  45522. BABYLON.serialize("invertNormalMapX")
  45523. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45524. __decorate([
  45525. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45526. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45527. __decorate([
  45528. BABYLON.serialize("invertNormalMapY")
  45529. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45530. __decorate([
  45531. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45532. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45533. __decorate([
  45534. BABYLON.serialize("twoSidedLighting")
  45535. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45536. __decorate([
  45537. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45538. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45539. __decorate([
  45540. BABYLON.serialize()
  45541. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45542. return StandardMaterial;
  45543. }(BABYLON.PushMaterial));
  45544. BABYLON.StandardMaterial = StandardMaterial;
  45545. })(BABYLON || (BABYLON = {}));
  45546. //# sourceMappingURL=babylon.standardMaterial.js.map
  45547. var BABYLON;
  45548. (function (BABYLON) {
  45549. /**
  45550. * Class representing spherical polynomial coefficients to the 3rd degree
  45551. */
  45552. var SphericalPolynomial = /** @class */ (function () {
  45553. function SphericalPolynomial() {
  45554. /**
  45555. * The x coefficients of the spherical polynomial
  45556. */
  45557. this.x = BABYLON.Vector3.Zero();
  45558. /**
  45559. * The y coefficients of the spherical polynomial
  45560. */
  45561. this.y = BABYLON.Vector3.Zero();
  45562. /**
  45563. * The z coefficients of the spherical polynomial
  45564. */
  45565. this.z = BABYLON.Vector3.Zero();
  45566. /**
  45567. * The xx coefficients of the spherical polynomial
  45568. */
  45569. this.xx = BABYLON.Vector3.Zero();
  45570. /**
  45571. * The yy coefficients of the spherical polynomial
  45572. */
  45573. this.yy = BABYLON.Vector3.Zero();
  45574. /**
  45575. * The zz coefficients of the spherical polynomial
  45576. */
  45577. this.zz = BABYLON.Vector3.Zero();
  45578. /**
  45579. * The xy coefficients of the spherical polynomial
  45580. */
  45581. this.xy = BABYLON.Vector3.Zero();
  45582. /**
  45583. * The yz coefficients of the spherical polynomial
  45584. */
  45585. this.yz = BABYLON.Vector3.Zero();
  45586. /**
  45587. * The zx coefficients of the spherical polynomial
  45588. */
  45589. this.zx = BABYLON.Vector3.Zero();
  45590. }
  45591. /**
  45592. * Adds an ambient color to the spherical polynomial
  45593. * @param color the color to add
  45594. */
  45595. SphericalPolynomial.prototype.addAmbient = function (color) {
  45596. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45597. this.xx = this.xx.add(colorVector);
  45598. this.yy = this.yy.add(colorVector);
  45599. this.zz = this.zz.add(colorVector);
  45600. };
  45601. /**
  45602. * Scales the spherical polynomial by the given amount
  45603. * @param scale the amount to scale
  45604. */
  45605. SphericalPolynomial.prototype.scale = function (scale) {
  45606. this.x = this.x.scale(scale);
  45607. this.y = this.y.scale(scale);
  45608. this.z = this.z.scale(scale);
  45609. this.xx = this.xx.scale(scale);
  45610. this.yy = this.yy.scale(scale);
  45611. this.zz = this.zz.scale(scale);
  45612. this.yz = this.yz.scale(scale);
  45613. this.zx = this.zx.scale(scale);
  45614. this.xy = this.xy.scale(scale);
  45615. };
  45616. /**
  45617. * Gets the spherical polynomial from harmonics
  45618. * @param harmonics the spherical harmonics
  45619. * @returns the spherical polynomial
  45620. */
  45621. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45622. var result = new SphericalPolynomial();
  45623. result.x = harmonics.l11.scale(1.02333);
  45624. result.y = harmonics.l1_1.scale(1.02333);
  45625. result.z = harmonics.l10.scale(1.02333);
  45626. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45627. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45628. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45629. result.yz = harmonics.l2_1.scale(0.858086);
  45630. result.zx = harmonics.l21.scale(0.858086);
  45631. result.xy = harmonics.l2_2.scale(0.858086);
  45632. result.scale(1.0 / Math.PI);
  45633. return result;
  45634. };
  45635. /**
  45636. * Constructs a spherical polynomial from an array.
  45637. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45638. * @returns the spherical polynomial
  45639. */
  45640. SphericalPolynomial.FromArray = function (data) {
  45641. var sp = new SphericalPolynomial();
  45642. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45643. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45644. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45645. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45646. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45647. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45648. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45649. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45650. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45651. return sp;
  45652. };
  45653. return SphericalPolynomial;
  45654. }());
  45655. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45656. /**
  45657. * Class representing spherical harmonics coefficients to the 3rd degree
  45658. */
  45659. var SphericalHarmonics = /** @class */ (function () {
  45660. function SphericalHarmonics() {
  45661. /**
  45662. * The l0,0 coefficients of the spherical harmonics
  45663. */
  45664. this.l00 = BABYLON.Vector3.Zero();
  45665. /**
  45666. * The l1,-1 coefficients of the spherical harmonics
  45667. */
  45668. this.l1_1 = BABYLON.Vector3.Zero();
  45669. /**
  45670. * The l1,0 coefficients of the spherical harmonics
  45671. */
  45672. this.l10 = BABYLON.Vector3.Zero();
  45673. /**
  45674. * The l1,1 coefficients of the spherical harmonics
  45675. */
  45676. this.l11 = BABYLON.Vector3.Zero();
  45677. /**
  45678. * The l2,-2 coefficients of the spherical harmonics
  45679. */
  45680. this.l2_2 = BABYLON.Vector3.Zero();
  45681. /**
  45682. * The l2,-1 coefficients of the spherical harmonics
  45683. */
  45684. this.l2_1 = BABYLON.Vector3.Zero();
  45685. /**
  45686. * The l2,0 coefficients of the spherical harmonics
  45687. */
  45688. this.l20 = BABYLON.Vector3.Zero();
  45689. /**
  45690. * The l2,1 coefficients of the spherical harmonics
  45691. */
  45692. this.l21 = BABYLON.Vector3.Zero();
  45693. /**
  45694. * The l2,2 coefficients of the spherical harmonics
  45695. */
  45696. this.lL22 = BABYLON.Vector3.Zero();
  45697. }
  45698. /**
  45699. * Adds a light to the spherical harmonics
  45700. * @param direction the direction of the light
  45701. * @param color the color of the light
  45702. * @param deltaSolidAngle the delta solid angle of the light
  45703. */
  45704. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45705. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45706. var c = colorVector.scale(deltaSolidAngle);
  45707. this.l00 = this.l00.add(c.scale(0.282095));
  45708. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45709. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45710. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45711. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45712. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45713. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45714. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45715. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45716. };
  45717. /**
  45718. * Scales the spherical harmonics by the given amount
  45719. * @param scale the amount to scale
  45720. */
  45721. SphericalHarmonics.prototype.scale = function (scale) {
  45722. this.l00 = this.l00.scale(scale);
  45723. this.l1_1 = this.l1_1.scale(scale);
  45724. this.l10 = this.l10.scale(scale);
  45725. this.l11 = this.l11.scale(scale);
  45726. this.l2_2 = this.l2_2.scale(scale);
  45727. this.l2_1 = this.l2_1.scale(scale);
  45728. this.l20 = this.l20.scale(scale);
  45729. this.l21 = this.l21.scale(scale);
  45730. this.lL22 = this.lL22.scale(scale);
  45731. };
  45732. /**
  45733. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45734. *
  45735. * ```
  45736. * E_lm = A_l * L_lm
  45737. * ```
  45738. *
  45739. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45740. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45741. * the scaling factors are given in equation 9.
  45742. */
  45743. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45744. // Constant (Band 0)
  45745. this.l00 = this.l00.scale(3.141593);
  45746. // Linear (Band 1)
  45747. this.l1_1 = this.l1_1.scale(2.094395);
  45748. this.l10 = this.l10.scale(2.094395);
  45749. this.l11 = this.l11.scale(2.094395);
  45750. // Quadratic (Band 2)
  45751. this.l2_2 = this.l2_2.scale(0.785398);
  45752. this.l2_1 = this.l2_1.scale(0.785398);
  45753. this.l20 = this.l20.scale(0.785398);
  45754. this.l21 = this.l21.scale(0.785398);
  45755. this.lL22 = this.lL22.scale(0.785398);
  45756. };
  45757. /**
  45758. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45759. *
  45760. * ```
  45761. * L = (1/pi) * E * rho
  45762. * ```
  45763. *
  45764. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45765. */
  45766. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45767. this.scale(1.0 / Math.PI);
  45768. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45769. // (The pixel shader must apply albedo after texture fetches, etc).
  45770. };
  45771. /**
  45772. * Gets the spherical harmonics from polynomial
  45773. * @param polynomial the spherical polynomial
  45774. * @returns the spherical harmonics
  45775. */
  45776. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45777. var result = new SphericalHarmonics();
  45778. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45779. result.l1_1 = polynomial.y.scale(0.977204);
  45780. result.l10 = polynomial.z.scale(0.977204);
  45781. result.l11 = polynomial.x.scale(0.977204);
  45782. result.l2_2 = polynomial.xy.scale(1.16538);
  45783. result.l2_1 = polynomial.yz.scale(1.16538);
  45784. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45785. result.l21 = polynomial.zx.scale(1.16538);
  45786. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45787. result.scale(Math.PI);
  45788. return result;
  45789. };
  45790. /**
  45791. * Constructs a spherical harmonics from an array.
  45792. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45793. * @returns the spherical harmonics
  45794. */
  45795. SphericalHarmonics.FromArray = function (data) {
  45796. var sh = new SphericalHarmonics();
  45797. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45798. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45799. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45800. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45801. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45802. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45803. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45804. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45805. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45806. return sh;
  45807. };
  45808. return SphericalHarmonics;
  45809. }());
  45810. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45811. })(BABYLON || (BABYLON = {}));
  45812. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45813. var BABYLON;
  45814. (function (BABYLON) {
  45815. var FileFaceOrientation = /** @class */ (function () {
  45816. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45817. this.name = name;
  45818. this.worldAxisForNormal = worldAxisForNormal;
  45819. this.worldAxisForFileX = worldAxisForFileX;
  45820. this.worldAxisForFileY = worldAxisForFileY;
  45821. }
  45822. return FileFaceOrientation;
  45823. }());
  45824. /**
  45825. * Helper class dealing with the extraction of spherical polynomial dataArray
  45826. * from a cube map.
  45827. */
  45828. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45829. function CubeMapToSphericalPolynomialTools() {
  45830. }
  45831. /**
  45832. * Converts a texture to the according Spherical Polynomial data.
  45833. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45834. *
  45835. * @param texture The texture to extract the information from.
  45836. * @return The Spherical Polynomial data.
  45837. */
  45838. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45839. if (!texture.isCube) {
  45840. // Only supports cube Textures currently.
  45841. return null;
  45842. }
  45843. var size = texture.getSize().width;
  45844. var right = texture.readPixels(0);
  45845. var left = texture.readPixels(1);
  45846. var up;
  45847. var down;
  45848. if (texture.isRenderTarget) {
  45849. up = texture.readPixels(3);
  45850. down = texture.readPixels(2);
  45851. }
  45852. else {
  45853. up = texture.readPixels(2);
  45854. down = texture.readPixels(3);
  45855. }
  45856. var front = texture.readPixels(4);
  45857. var back = texture.readPixels(5);
  45858. var gammaSpace = texture.gammaSpace;
  45859. // Always read as RGBA.
  45860. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45861. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45862. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45863. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45864. }
  45865. var cubeInfo = {
  45866. size: size,
  45867. right: right,
  45868. left: left,
  45869. up: up,
  45870. down: down,
  45871. front: front,
  45872. back: back,
  45873. format: format,
  45874. type: type,
  45875. gammaSpace: gammaSpace,
  45876. };
  45877. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45878. };
  45879. /**
  45880. * Converts a cubemap to the according Spherical Polynomial data.
  45881. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45882. *
  45883. * @param cubeInfo The Cube map to extract the information from.
  45884. * @return The Spherical Polynomial data.
  45885. */
  45886. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45887. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45888. var totalSolidAngle = 0.0;
  45889. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45890. var du = 2.0 / cubeInfo.size;
  45891. var dv = du;
  45892. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45893. var minUV = du * 0.5 - 1.0;
  45894. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45895. var fileFace = this.FileFaces[faceIndex];
  45896. var dataArray = cubeInfo[fileFace.name];
  45897. var v = minUV;
  45898. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45899. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45900. // Because SP is still linear, so summation is fine in that basis.
  45901. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45902. for (var y = 0; y < cubeInfo.size; y++) {
  45903. var u = minUV;
  45904. for (var x = 0; x < cubeInfo.size; x++) {
  45905. // World direction (not normalised)
  45906. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45907. worldDirection.normalize();
  45908. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45909. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45910. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45911. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45912. // Handle Integer types.
  45913. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45914. r /= 255;
  45915. g /= 255;
  45916. b /= 255;
  45917. }
  45918. // Handle Gamma space textures.
  45919. if (cubeInfo.gammaSpace) {
  45920. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45921. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45922. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45923. }
  45924. var color = new BABYLON.Color3(r, g, b);
  45925. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45926. totalSolidAngle += deltaSolidAngle;
  45927. u += du;
  45928. }
  45929. v += dv;
  45930. }
  45931. }
  45932. // Solid angle for entire sphere is 4*pi
  45933. var sphereSolidAngle = 4.0 * Math.PI;
  45934. // Adjust the solid angle to allow for how many faces we processed.
  45935. var facesProcessed = 6.0;
  45936. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45937. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45938. // This is needed because the numerical integration over the cube uses a
  45939. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45940. // and also to compensate for accumulative error due to float precision in the summation.
  45941. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45942. sphericalHarmonics.scale(correctionFactor);
  45943. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45944. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45945. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45946. };
  45947. CubeMapToSphericalPolynomialTools.FileFaces = [
  45948. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45949. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45950. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45951. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45952. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45953. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45954. ];
  45955. return CubeMapToSphericalPolynomialTools;
  45956. }());
  45957. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45958. })(BABYLON || (BABYLON = {}));
  45959. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45960. var BABYLON;
  45961. (function (BABYLON) {
  45962. /**
  45963. * Manages the defines for the PBR Material.
  45964. * @hiddenChildren
  45965. */
  45966. var PBRMaterialDefines = /** @class */ (function (_super) {
  45967. __extends(PBRMaterialDefines, _super);
  45968. /**
  45969. * Initializes the PBR Material defines.
  45970. */
  45971. function PBRMaterialDefines() {
  45972. var _this = _super.call(this) || this;
  45973. _this.PBR = true;
  45974. _this.MAINUV1 = false;
  45975. _this.MAINUV2 = false;
  45976. _this.UV1 = false;
  45977. _this.UV2 = false;
  45978. _this.ALBEDO = false;
  45979. _this.ALBEDODIRECTUV = 0;
  45980. _this.VERTEXCOLOR = false;
  45981. _this.AMBIENT = false;
  45982. _this.AMBIENTDIRECTUV = 0;
  45983. _this.AMBIENTINGRAYSCALE = false;
  45984. _this.OPACITY = false;
  45985. _this.VERTEXALPHA = false;
  45986. _this.OPACITYDIRECTUV = 0;
  45987. _this.OPACITYRGB = false;
  45988. _this.ALPHATEST = false;
  45989. _this.DEPTHPREPASS = false;
  45990. _this.ALPHABLEND = false;
  45991. _this.ALPHAFROMALBEDO = false;
  45992. _this.ALPHATESTVALUE = "0.5";
  45993. _this.SPECULAROVERALPHA = false;
  45994. _this.RADIANCEOVERALPHA = false;
  45995. _this.ALPHAFRESNEL = false;
  45996. _this.LINEARALPHAFRESNEL = false;
  45997. _this.PREMULTIPLYALPHA = false;
  45998. _this.EMISSIVE = false;
  45999. _this.EMISSIVEDIRECTUV = 0;
  46000. _this.REFLECTIVITY = false;
  46001. _this.REFLECTIVITYDIRECTUV = 0;
  46002. _this.SPECULARTERM = false;
  46003. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  46004. _this.MICROSURFACEAUTOMATIC = false;
  46005. _this.LODBASEDMICROSFURACE = false;
  46006. _this.MICROSURFACEMAP = false;
  46007. _this.MICROSURFACEMAPDIRECTUV = 0;
  46008. _this.METALLICWORKFLOW = false;
  46009. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  46010. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  46011. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  46012. _this.AOSTOREINMETALMAPRED = false;
  46013. _this.ENVIRONMENTBRDF = false;
  46014. _this.NORMAL = false;
  46015. _this.TANGENT = false;
  46016. _this.BUMP = false;
  46017. _this.BUMPDIRECTUV = 0;
  46018. _this.OBJECTSPACE_NORMALMAP = false;
  46019. _this.PARALLAX = false;
  46020. _this.PARALLAXOCCLUSION = false;
  46021. _this.NORMALXYSCALE = true;
  46022. _this.LIGHTMAP = false;
  46023. _this.LIGHTMAPDIRECTUV = 0;
  46024. _this.USELIGHTMAPASSHADOWMAP = false;
  46025. _this.GAMMALIGHTMAP = false;
  46026. _this.REFLECTION = false;
  46027. _this.REFLECTIONMAP_3D = false;
  46028. _this.REFLECTIONMAP_SPHERICAL = false;
  46029. _this.REFLECTIONMAP_PLANAR = false;
  46030. _this.REFLECTIONMAP_CUBIC = false;
  46031. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46032. _this.REFLECTIONMAP_PROJECTION = false;
  46033. _this.REFLECTIONMAP_SKYBOX = false;
  46034. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46035. _this.REFLECTIONMAP_EXPLICIT = false;
  46036. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46037. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46038. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46039. _this.INVERTCUBICMAP = false;
  46040. _this.USESPHERICALFROMREFLECTIONMAP = false;
  46041. _this.USESPHERICALINVERTEX = false;
  46042. _this.REFLECTIONMAP_OPPOSITEZ = false;
  46043. _this.LODINREFLECTIONALPHA = false;
  46044. _this.GAMMAREFLECTION = false;
  46045. _this.RGBDREFLECTION = false;
  46046. _this.RADIANCEOCCLUSION = false;
  46047. _this.HORIZONOCCLUSION = false;
  46048. _this.REFRACTION = false;
  46049. _this.REFRACTIONMAP_3D = false;
  46050. _this.REFRACTIONMAP_OPPOSITEZ = false;
  46051. _this.LODINREFRACTIONALPHA = false;
  46052. _this.GAMMAREFRACTION = false;
  46053. _this.RGBDREFRACTION = false;
  46054. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  46055. _this.INSTANCES = false;
  46056. _this.NUM_BONE_INFLUENCERS = 0;
  46057. _this.BonesPerMesh = 0;
  46058. _this.BONETEXTURE = false;
  46059. _this.NONUNIFORMSCALING = false;
  46060. _this.MORPHTARGETS = false;
  46061. _this.MORPHTARGETS_NORMAL = false;
  46062. _this.MORPHTARGETS_TANGENT = false;
  46063. _this.NUM_MORPH_INFLUENCERS = 0;
  46064. _this.IMAGEPROCESSING = false;
  46065. _this.VIGNETTE = false;
  46066. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  46067. _this.VIGNETTEBLENDMODEOPAQUE = false;
  46068. _this.TONEMAPPING = false;
  46069. _this.TONEMAPPING_ACES = false;
  46070. _this.CONTRAST = false;
  46071. _this.COLORCURVES = false;
  46072. _this.COLORGRADING = false;
  46073. _this.COLORGRADING3D = false;
  46074. _this.SAMPLER3DGREENDEPTH = false;
  46075. _this.SAMPLER3DBGRMAP = false;
  46076. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46077. _this.EXPOSURE = false;
  46078. _this.USEPHYSICALLIGHTFALLOFF = false;
  46079. _this.USEGLTFLIGHTFALLOFF = false;
  46080. _this.TWOSIDEDLIGHTING = false;
  46081. _this.SHADOWFLOAT = false;
  46082. _this.CLIPPLANE = false;
  46083. _this.CLIPPLANE2 = false;
  46084. _this.CLIPPLANE3 = false;
  46085. _this.CLIPPLANE4 = false;
  46086. _this.POINTSIZE = false;
  46087. _this.FOG = false;
  46088. _this.LOGARITHMICDEPTH = false;
  46089. _this.FORCENORMALFORWARD = false;
  46090. _this.SPECULARAA = false;
  46091. _this.UNLIT = false;
  46092. _this.rebuild();
  46093. return _this;
  46094. }
  46095. /**
  46096. * Resets the PBR Material defines.
  46097. */
  46098. PBRMaterialDefines.prototype.reset = function () {
  46099. _super.prototype.reset.call(this);
  46100. this.ALPHATESTVALUE = "0.5";
  46101. this.PBR = true;
  46102. };
  46103. return PBRMaterialDefines;
  46104. }(BABYLON.MaterialDefines));
  46105. /**
  46106. * The Physically based material base class of BJS.
  46107. *
  46108. * This offers the main features of a standard PBR material.
  46109. * For more information, please refer to the documentation :
  46110. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46111. */
  46112. var PBRBaseMaterial = /** @class */ (function (_super) {
  46113. __extends(PBRBaseMaterial, _super);
  46114. /**
  46115. * Instantiates a new PBRMaterial instance.
  46116. *
  46117. * @param name The material name
  46118. * @param scene The scene the material will be use in.
  46119. */
  46120. function PBRBaseMaterial(name, scene) {
  46121. var _this = _super.call(this, name, scene) || this;
  46122. /**
  46123. * Intensity of the direct lights e.g. the four lights available in your scene.
  46124. * This impacts both the direct diffuse and specular highlights.
  46125. */
  46126. _this._directIntensity = 1.0;
  46127. /**
  46128. * Intensity of the emissive part of the material.
  46129. * This helps controlling the emissive effect without modifying the emissive color.
  46130. */
  46131. _this._emissiveIntensity = 1.0;
  46132. /**
  46133. * Intensity of the environment e.g. how much the environment will light the object
  46134. * either through harmonics for rough material or through the refelction for shiny ones.
  46135. */
  46136. _this._environmentIntensity = 1.0;
  46137. /**
  46138. * This is a special control allowing the reduction of the specular highlights coming from the
  46139. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46140. */
  46141. _this._specularIntensity = 1.0;
  46142. /**
  46143. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46144. */
  46145. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46146. /**
  46147. * Debug Control allowing disabling the bump map on this material.
  46148. */
  46149. _this._disableBumpMap = false;
  46150. /**
  46151. * AKA Occlusion Texture Intensity in other nomenclature.
  46152. */
  46153. _this._ambientTextureStrength = 1.0;
  46154. /**
  46155. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46156. * 1 means it completely occludes it
  46157. * 0 mean it has no impact
  46158. */
  46159. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46160. /**
  46161. * The color of a material in ambient lighting.
  46162. */
  46163. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46164. /**
  46165. * AKA Diffuse Color in other nomenclature.
  46166. */
  46167. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46168. /**
  46169. * AKA Specular Color in other nomenclature.
  46170. */
  46171. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46172. /**
  46173. * The color applied when light is reflected from a material.
  46174. */
  46175. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46176. /**
  46177. * The color applied when light is emitted from a material.
  46178. */
  46179. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46180. /**
  46181. * AKA Glossiness in other nomenclature.
  46182. */
  46183. _this._microSurface = 0.9;
  46184. /**
  46185. * source material index of refraction (IOR)' / 'destination material IOR.
  46186. */
  46187. _this._indexOfRefraction = 0.66;
  46188. /**
  46189. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46190. */
  46191. _this._invertRefractionY = false;
  46192. /**
  46193. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46194. * Materials half opaque for instance using refraction could benefit from this control.
  46195. */
  46196. _this._linkRefractionWithTransparency = false;
  46197. /**
  46198. * Specifies that the material will use the light map as a show map.
  46199. */
  46200. _this._useLightmapAsShadowmap = false;
  46201. /**
  46202. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46203. * makes the reflect vector face the model (under horizon).
  46204. */
  46205. _this._useHorizonOcclusion = true;
  46206. /**
  46207. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46208. * too much the area relying on ambient texture to define their ambient occlusion.
  46209. */
  46210. _this._useRadianceOcclusion = true;
  46211. /**
  46212. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46213. */
  46214. _this._useAlphaFromAlbedoTexture = false;
  46215. /**
  46216. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46217. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46218. */
  46219. _this._useSpecularOverAlpha = true;
  46220. /**
  46221. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46222. */
  46223. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46224. /**
  46225. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46226. */
  46227. _this._useRoughnessFromMetallicTextureAlpha = true;
  46228. /**
  46229. * Specifies if the metallic texture contains the roughness information in its green channel.
  46230. */
  46231. _this._useRoughnessFromMetallicTextureGreen = false;
  46232. /**
  46233. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46234. */
  46235. _this._useMetallnessFromMetallicTextureBlue = false;
  46236. /**
  46237. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46238. */
  46239. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46240. /**
  46241. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46242. */
  46243. _this._useAmbientInGrayScale = false;
  46244. /**
  46245. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46246. * The material will try to infer what glossiness each pixel should be.
  46247. */
  46248. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46249. /**
  46250. * Defines the falloff type used in this material.
  46251. * It by default is Physical.
  46252. */
  46253. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46254. /**
  46255. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46256. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46257. */
  46258. _this._useRadianceOverAlpha = true;
  46259. /**
  46260. * Allows using an object space normal map (instead of tangent space).
  46261. */
  46262. _this._useObjectSpaceNormalMap = false;
  46263. /**
  46264. * Allows using the bump map in parallax mode.
  46265. */
  46266. _this._useParallax = false;
  46267. /**
  46268. * Allows using the bump map in parallax occlusion mode.
  46269. */
  46270. _this._useParallaxOcclusion = false;
  46271. /**
  46272. * Controls the scale bias of the parallax mode.
  46273. */
  46274. _this._parallaxScaleBias = 0.05;
  46275. /**
  46276. * If sets to true, disables all the lights affecting the material.
  46277. */
  46278. _this._disableLighting = false;
  46279. /**
  46280. * Number of Simultaneous lights allowed on the material.
  46281. */
  46282. _this._maxSimultaneousLights = 4;
  46283. /**
  46284. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46285. */
  46286. _this._invertNormalMapX = false;
  46287. /**
  46288. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46289. */
  46290. _this._invertNormalMapY = false;
  46291. /**
  46292. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46293. */
  46294. _this._twoSidedLighting = false;
  46295. /**
  46296. * Defines the alpha limits in alpha test mode.
  46297. */
  46298. _this._alphaCutOff = 0.4;
  46299. /**
  46300. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46301. */
  46302. _this._forceAlphaTest = false;
  46303. /**
  46304. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46305. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46306. */
  46307. _this._useAlphaFresnel = false;
  46308. /**
  46309. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46310. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46311. */
  46312. _this._useLinearAlphaFresnel = false;
  46313. /**
  46314. * The transparency mode of the material.
  46315. */
  46316. _this._transparencyMode = null;
  46317. /**
  46318. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46319. * from cos thetav and roughness:
  46320. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46321. */
  46322. _this._environmentBRDFTexture = null;
  46323. /**
  46324. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46325. */
  46326. _this._forceIrradianceInFragment = false;
  46327. /**
  46328. * Force normal to face away from face.
  46329. */
  46330. _this._forceNormalForward = false;
  46331. /**
  46332. * Enables specular anti aliasing in the PBR shader.
  46333. * It will both interacts on the Geometry for analytical and IBL lighting.
  46334. * It also prefilter the roughness map based on the bump values.
  46335. */
  46336. _this._enableSpecularAntiAliasing = false;
  46337. /**
  46338. * Stores the available render targets.
  46339. */
  46340. _this._renderTargets = new BABYLON.SmartArray(16);
  46341. /**
  46342. * Sets the global ambient color for the material used in lighting calculations.
  46343. */
  46344. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46345. /**
  46346. * If set to true, no lighting calculations will be applied.
  46347. */
  46348. _this._unlit = false;
  46349. // Setup the default processing configuration to the scene.
  46350. _this._attachImageProcessingConfiguration(null);
  46351. _this.getRenderTargetTextures = function () {
  46352. _this._renderTargets.reset();
  46353. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46354. _this._renderTargets.push(_this._reflectionTexture);
  46355. }
  46356. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46357. _this._renderTargets.push(_this._refractionTexture);
  46358. }
  46359. return _this._renderTargets;
  46360. };
  46361. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46362. return _this;
  46363. }
  46364. /**
  46365. * Attaches a new image processing configuration to the PBR Material.
  46366. * @param configuration
  46367. */
  46368. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46369. var _this = this;
  46370. if (configuration === this._imageProcessingConfiguration) {
  46371. return;
  46372. }
  46373. // Detaches observer.
  46374. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46375. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46376. }
  46377. // Pick the scene configuration if needed.
  46378. if (!configuration) {
  46379. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46380. }
  46381. else {
  46382. this._imageProcessingConfiguration = configuration;
  46383. }
  46384. // Attaches observer.
  46385. if (this._imageProcessingConfiguration) {
  46386. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46387. _this._markAllSubMeshesAsImageProcessingDirty();
  46388. });
  46389. }
  46390. };
  46391. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46392. /**
  46393. * Gets a boolean indicating that current material needs to register RTT
  46394. */
  46395. get: function () {
  46396. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46397. return true;
  46398. }
  46399. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46400. return true;
  46401. }
  46402. return false;
  46403. },
  46404. enumerable: true,
  46405. configurable: true
  46406. });
  46407. /**
  46408. * Gets the name of the material class.
  46409. */
  46410. PBRBaseMaterial.prototype.getClassName = function () {
  46411. return "PBRBaseMaterial";
  46412. };
  46413. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46414. /**
  46415. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46416. */
  46417. get: function () {
  46418. return this._useLogarithmicDepth;
  46419. },
  46420. /**
  46421. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46422. */
  46423. set: function (value) {
  46424. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46425. },
  46426. enumerable: true,
  46427. configurable: true
  46428. });
  46429. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46430. /**
  46431. * Gets the current transparency mode.
  46432. */
  46433. get: function () {
  46434. return this._transparencyMode;
  46435. },
  46436. /**
  46437. * Sets the transparency mode of the material.
  46438. *
  46439. * | Value | Type | Description |
  46440. * | ----- | ----------------------------------- | ----------- |
  46441. * | 0 | OPAQUE | |
  46442. * | 1 | ALPHATEST | |
  46443. * | 2 | ALPHABLEND | |
  46444. * | 3 | ALPHATESTANDBLEND | |
  46445. *
  46446. */
  46447. set: function (value) {
  46448. if (this._transparencyMode === value) {
  46449. return;
  46450. }
  46451. this._transparencyMode = value;
  46452. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46453. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46454. },
  46455. enumerable: true,
  46456. configurable: true
  46457. });
  46458. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46459. /**
  46460. * Returns true if alpha blending should be disabled.
  46461. */
  46462. get: function () {
  46463. return (this._linkRefractionWithTransparency ||
  46464. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46465. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46466. },
  46467. enumerable: true,
  46468. configurable: true
  46469. });
  46470. /**
  46471. * Specifies whether or not this material should be rendered in alpha blend mode.
  46472. */
  46473. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46474. if (this._disableAlphaBlending) {
  46475. return false;
  46476. }
  46477. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46478. };
  46479. /**
  46480. * Specifies if the mesh will require alpha blending.
  46481. * @param mesh - BJS mesh.
  46482. */
  46483. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46484. if (this._disableAlphaBlending) {
  46485. return false;
  46486. }
  46487. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46488. };
  46489. /**
  46490. * Specifies whether or not this material should be rendered in alpha test mode.
  46491. */
  46492. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46493. if (this._forceAlphaTest) {
  46494. return true;
  46495. }
  46496. if (this._linkRefractionWithTransparency) {
  46497. return false;
  46498. }
  46499. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46500. };
  46501. /**
  46502. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46503. */
  46504. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46505. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46506. };
  46507. /**
  46508. * Gets the texture used for the alpha test.
  46509. */
  46510. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46511. return this._albedoTexture;
  46512. };
  46513. /**
  46514. * Specifies that the submesh is ready to be used.
  46515. * @param mesh - BJS mesh.
  46516. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46517. * @param useInstances - Specifies that instances should be used.
  46518. * @returns - boolean indicating that the submesh is ready or not.
  46519. */
  46520. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46521. if (subMesh.effect && this.isFrozen) {
  46522. if (this._wasPreviouslyReady) {
  46523. return true;
  46524. }
  46525. }
  46526. if (!subMesh._materialDefines) {
  46527. subMesh._materialDefines = new PBRMaterialDefines();
  46528. }
  46529. var defines = subMesh._materialDefines;
  46530. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46531. if (defines._renderId === this.getScene().getRenderId()) {
  46532. return true;
  46533. }
  46534. }
  46535. var scene = this.getScene();
  46536. var engine = scene.getEngine();
  46537. if (defines._areTexturesDirty) {
  46538. if (scene.texturesEnabled) {
  46539. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46540. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46541. return false;
  46542. }
  46543. }
  46544. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46545. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46546. return false;
  46547. }
  46548. }
  46549. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46550. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46551. return false;
  46552. }
  46553. }
  46554. var reflectionTexture = this._getReflectionTexture();
  46555. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46556. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46557. return false;
  46558. }
  46559. }
  46560. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46561. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46562. return false;
  46563. }
  46564. }
  46565. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46566. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46567. return false;
  46568. }
  46569. }
  46570. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46571. if (this._metallicTexture) {
  46572. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46573. return false;
  46574. }
  46575. }
  46576. else if (this._reflectivityTexture) {
  46577. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46578. return false;
  46579. }
  46580. }
  46581. if (this._microSurfaceTexture) {
  46582. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46583. return false;
  46584. }
  46585. }
  46586. }
  46587. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46588. // Bump texture cannot be not blocking.
  46589. if (!this._bumpTexture.isReady()) {
  46590. return false;
  46591. }
  46592. }
  46593. var refractionTexture = this._getRefractionTexture();
  46594. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46595. if (!refractionTexture.isReadyOrNotBlocking()) {
  46596. return false;
  46597. }
  46598. }
  46599. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46600. // This is blocking.
  46601. if (!this._environmentBRDFTexture.isReady()) {
  46602. return false;
  46603. }
  46604. }
  46605. }
  46606. }
  46607. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46608. if (!this._imageProcessingConfiguration.isReady()) {
  46609. return false;
  46610. }
  46611. }
  46612. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46613. mesh.createNormals(true);
  46614. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46615. }
  46616. var previousEffect = subMesh.effect;
  46617. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46618. if (effect) {
  46619. // Use previous effect while new one is compiling
  46620. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46621. effect = previousEffect;
  46622. defines.markAsUnprocessed();
  46623. }
  46624. else {
  46625. scene.resetCachedMaterial();
  46626. subMesh.setEffect(effect, defines);
  46627. this.buildUniformLayout();
  46628. }
  46629. }
  46630. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46631. return false;
  46632. }
  46633. defines._renderId = scene.getRenderId();
  46634. this._wasPreviouslyReady = true;
  46635. return true;
  46636. };
  46637. /**
  46638. * Specifies if the material uses metallic roughness workflow.
  46639. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46640. */
  46641. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46642. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46643. return true;
  46644. }
  46645. return false;
  46646. };
  46647. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46648. if (onCompiled === void 0) { onCompiled = null; }
  46649. if (onError === void 0) { onError = null; }
  46650. if (useInstances === void 0) { useInstances = null; }
  46651. if (useClipPlane === void 0) { useClipPlane = null; }
  46652. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46653. if (!defines.isDirty) {
  46654. return null;
  46655. }
  46656. defines.markAsProcessed();
  46657. var scene = this.getScene();
  46658. var engine = scene.getEngine();
  46659. // Fallbacks
  46660. var fallbacks = new BABYLON.EffectFallbacks();
  46661. var fallbackRank = 0;
  46662. if (defines.USESPHERICALINVERTEX) {
  46663. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46664. }
  46665. if (defines.FOG) {
  46666. fallbacks.addFallback(fallbackRank, "FOG");
  46667. }
  46668. if (defines.SPECULARAA) {
  46669. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46670. }
  46671. if (defines.POINTSIZE) {
  46672. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46673. }
  46674. if (defines.LOGARITHMICDEPTH) {
  46675. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46676. }
  46677. if (defines.PARALLAX) {
  46678. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46679. }
  46680. if (defines.PARALLAXOCCLUSION) {
  46681. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46682. }
  46683. if (defines.ENVIRONMENTBRDF) {
  46684. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46685. }
  46686. if (defines.TANGENT) {
  46687. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46688. }
  46689. if (defines.BUMP) {
  46690. fallbacks.addFallback(fallbackRank++, "BUMP");
  46691. }
  46692. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46693. if (defines.SPECULARTERM) {
  46694. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46695. }
  46696. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46697. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46698. }
  46699. if (defines.LIGHTMAP) {
  46700. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46701. }
  46702. if (defines.NORMAL) {
  46703. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46704. }
  46705. if (defines.AMBIENT) {
  46706. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46707. }
  46708. if (defines.EMISSIVE) {
  46709. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46710. }
  46711. if (defines.VERTEXCOLOR) {
  46712. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46713. }
  46714. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46715. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46716. }
  46717. if (defines.MORPHTARGETS) {
  46718. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46719. }
  46720. //Attributes
  46721. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46722. if (defines.NORMAL) {
  46723. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46724. }
  46725. if (defines.TANGENT) {
  46726. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46727. }
  46728. if (defines.UV1) {
  46729. attribs.push(BABYLON.VertexBuffer.UVKind);
  46730. }
  46731. if (defines.UV2) {
  46732. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46733. }
  46734. if (defines.VERTEXCOLOR) {
  46735. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46736. }
  46737. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46738. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46739. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46740. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46741. "vFogInfos", "vFogColor", "pointSize",
  46742. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46743. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46744. "mBones",
  46745. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46746. "vLightingIntensity",
  46747. "logarithmicDepthConstant",
  46748. "vSphericalX", "vSphericalY", "vSphericalZ",
  46749. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46750. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46751. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46752. "vTangentSpaceParams", "boneTextureWidth"
  46753. ];
  46754. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46755. "bumpSampler", "lightmapSampler", "opacitySampler",
  46756. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46757. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46758. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46759. var uniformBuffers = ["Material", "Scene"];
  46760. if (BABYLON.ImageProcessingConfiguration) {
  46761. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46762. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46763. }
  46764. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46765. uniformsNames: uniforms,
  46766. uniformBuffersNames: uniformBuffers,
  46767. samplers: samplers,
  46768. defines: defines,
  46769. maxSimultaneousLights: this._maxSimultaneousLights
  46770. });
  46771. var join = defines.toString();
  46772. return engine.createEffect("pbr", {
  46773. attributes: attribs,
  46774. uniformsNames: uniforms,
  46775. uniformBuffersNames: uniformBuffers,
  46776. samplers: samplers,
  46777. defines: join,
  46778. fallbacks: fallbacks,
  46779. onCompiled: onCompiled,
  46780. onError: onError,
  46781. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46782. }, engine);
  46783. };
  46784. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46785. if (useInstances === void 0) { useInstances = null; }
  46786. if (useClipPlane === void 0) { useClipPlane = null; }
  46787. var scene = this.getScene();
  46788. var engine = scene.getEngine();
  46789. // Lights
  46790. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46791. defines._needNormals = true;
  46792. // Textures
  46793. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46794. if (defines._areTexturesDirty) {
  46795. defines._needUVs = false;
  46796. if (scene.texturesEnabled) {
  46797. if (scene.getEngine().getCaps().textureLOD) {
  46798. defines.LODBASEDMICROSFURACE = true;
  46799. }
  46800. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46801. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46802. }
  46803. else {
  46804. defines.ALBEDO = false;
  46805. }
  46806. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46807. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46808. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46809. }
  46810. else {
  46811. defines.AMBIENT = false;
  46812. }
  46813. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46814. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46815. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46816. }
  46817. else {
  46818. defines.OPACITY = false;
  46819. }
  46820. var reflectionTexture = this._getReflectionTexture();
  46821. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46822. defines.REFLECTION = true;
  46823. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46824. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46825. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46826. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46827. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46828. defines.INVERTCUBICMAP = true;
  46829. }
  46830. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46831. switch (reflectionTexture.coordinatesMode) {
  46832. case BABYLON.Texture.EXPLICIT_MODE:
  46833. defines.REFLECTIONMAP_EXPLICIT = true;
  46834. break;
  46835. case BABYLON.Texture.PLANAR_MODE:
  46836. defines.REFLECTIONMAP_PLANAR = true;
  46837. break;
  46838. case BABYLON.Texture.PROJECTION_MODE:
  46839. defines.REFLECTIONMAP_PROJECTION = true;
  46840. break;
  46841. case BABYLON.Texture.SKYBOX_MODE:
  46842. defines.REFLECTIONMAP_SKYBOX = true;
  46843. break;
  46844. case BABYLON.Texture.SPHERICAL_MODE:
  46845. defines.REFLECTIONMAP_SPHERICAL = true;
  46846. break;
  46847. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46848. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46849. break;
  46850. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46851. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46852. break;
  46853. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46854. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46855. break;
  46856. case BABYLON.Texture.CUBIC_MODE:
  46857. case BABYLON.Texture.INVCUBIC_MODE:
  46858. default:
  46859. defines.REFLECTIONMAP_CUBIC = true;
  46860. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46861. break;
  46862. }
  46863. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46864. if (reflectionTexture.sphericalPolynomial) {
  46865. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46866. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46867. defines.USESPHERICALINVERTEX = false;
  46868. }
  46869. else {
  46870. defines.USESPHERICALINVERTEX = true;
  46871. }
  46872. }
  46873. }
  46874. else {
  46875. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46876. }
  46877. }
  46878. else {
  46879. defines.REFLECTION = false;
  46880. defines.REFLECTIONMAP_3D = false;
  46881. defines.REFLECTIONMAP_SPHERICAL = false;
  46882. defines.REFLECTIONMAP_PLANAR = false;
  46883. defines.REFLECTIONMAP_CUBIC = false;
  46884. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46885. defines.REFLECTIONMAP_PROJECTION = false;
  46886. defines.REFLECTIONMAP_SKYBOX = false;
  46887. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46888. defines.REFLECTIONMAP_EXPLICIT = false;
  46889. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46890. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46891. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46892. defines.INVERTCUBICMAP = false;
  46893. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46894. defines.USESPHERICALINVERTEX = false;
  46895. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46896. defines.LODINREFLECTIONALPHA = false;
  46897. defines.GAMMAREFLECTION = false;
  46898. defines.RGBDREFLECTION = false;
  46899. }
  46900. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46901. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46902. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46903. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46904. }
  46905. else {
  46906. defines.LIGHTMAP = false;
  46907. }
  46908. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46909. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46910. }
  46911. else {
  46912. defines.EMISSIVE = false;
  46913. }
  46914. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46915. if (this._metallicTexture) {
  46916. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46917. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46918. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46919. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46920. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46921. }
  46922. else if (this._reflectivityTexture) {
  46923. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46924. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46925. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46926. }
  46927. else {
  46928. defines.REFLECTIVITY = false;
  46929. }
  46930. if (this._microSurfaceTexture) {
  46931. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46932. }
  46933. else {
  46934. defines.MICROSURFACEMAP = false;
  46935. }
  46936. }
  46937. else {
  46938. defines.REFLECTIVITY = false;
  46939. defines.MICROSURFACEMAP = false;
  46940. }
  46941. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46942. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46943. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46944. defines.PARALLAX = true;
  46945. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46946. }
  46947. else {
  46948. defines.PARALLAX = false;
  46949. }
  46950. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46951. }
  46952. else {
  46953. defines.BUMP = false;
  46954. }
  46955. var refractionTexture = this._getRefractionTexture();
  46956. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46957. defines.REFRACTION = true;
  46958. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46959. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46960. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46961. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46962. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46963. if (this._linkRefractionWithTransparency) {
  46964. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46965. }
  46966. }
  46967. else {
  46968. defines.REFRACTION = false;
  46969. }
  46970. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46971. defines.ENVIRONMENTBRDF = true;
  46972. }
  46973. else {
  46974. defines.ENVIRONMENTBRDF = false;
  46975. }
  46976. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46977. defines.ALPHAFROMALBEDO = true;
  46978. }
  46979. else {
  46980. defines.ALPHAFROMALBEDO = false;
  46981. }
  46982. }
  46983. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46984. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46985. defines.USEPHYSICALLIGHTFALLOFF = false;
  46986. defines.USEGLTFLIGHTFALLOFF = false;
  46987. }
  46988. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46989. defines.USEPHYSICALLIGHTFALLOFF = false;
  46990. defines.USEGLTFLIGHTFALLOFF = true;
  46991. }
  46992. else {
  46993. defines.USEPHYSICALLIGHTFALLOFF = true;
  46994. defines.USEGLTFLIGHTFALLOFF = false;
  46995. }
  46996. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46997. if (!this.backFaceCulling && this._twoSidedLighting) {
  46998. defines.TWOSIDEDLIGHTING = true;
  46999. }
  47000. else {
  47001. defines.TWOSIDEDLIGHTING = false;
  47002. }
  47003. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  47004. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  47005. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  47006. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  47007. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  47008. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  47009. }
  47010. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  47011. this._imageProcessingConfiguration.prepareDefines(defines);
  47012. }
  47013. defines.FORCENORMALFORWARD = this._forceNormalForward;
  47014. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  47015. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  47016. // Misc.
  47017. if (defines._areMiscDirty) {
  47018. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  47019. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  47020. }
  47021. // Values that need to be evaluated on every frame
  47022. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  47023. // Attribs
  47024. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  47025. };
  47026. /**
  47027. * Force shader compilation
  47028. */
  47029. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  47030. var _this = this;
  47031. var localOptions = __assign({ clipPlane: false }, options);
  47032. var defines = new PBRMaterialDefines();
  47033. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  47034. if (effect.isReady()) {
  47035. if (onCompiled) {
  47036. onCompiled(this);
  47037. }
  47038. }
  47039. else {
  47040. effect.onCompileObservable.add(function () {
  47041. if (onCompiled) {
  47042. onCompiled(_this);
  47043. }
  47044. });
  47045. }
  47046. };
  47047. /**
  47048. * Initializes the uniform buffer layout for the shader.
  47049. */
  47050. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  47051. // Order is important !
  47052. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  47053. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  47054. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  47055. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  47056. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  47057. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  47058. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  47059. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  47060. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  47061. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  47062. this._uniformBuffer.addUniform("vReflectionSize", 3);
  47063. this._uniformBuffer.addUniform("vBumpInfos", 3);
  47064. this._uniformBuffer.addUniform("albedoMatrix", 16);
  47065. this._uniformBuffer.addUniform("ambientMatrix", 16);
  47066. this._uniformBuffer.addUniform("opacityMatrix", 16);
  47067. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  47068. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  47069. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  47070. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  47071. this._uniformBuffer.addUniform("bumpMatrix", 16);
  47072. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  47073. this._uniformBuffer.addUniform("refractionMatrix", 16);
  47074. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47075. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47076. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47077. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47078. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47079. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47080. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47081. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47082. this._uniformBuffer.addUniform("pointSize", 1);
  47083. this._uniformBuffer.create();
  47084. };
  47085. /**
  47086. * Unbinds the textures.
  47087. */
  47088. PBRBaseMaterial.prototype.unbind = function () {
  47089. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47090. this._uniformBuffer.setTexture("reflectionSampler", null);
  47091. }
  47092. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47093. this._uniformBuffer.setTexture("refractionSampler", null);
  47094. }
  47095. _super.prototype.unbind.call(this);
  47096. };
  47097. /**
  47098. * Binds the submesh data.
  47099. * @param world - The world matrix.
  47100. * @param mesh - The BJS mesh.
  47101. * @param subMesh - A submesh of the BJS mesh.
  47102. */
  47103. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47104. var scene = this.getScene();
  47105. var defines = subMesh._materialDefines;
  47106. if (!defines) {
  47107. return;
  47108. }
  47109. var effect = subMesh.effect;
  47110. if (!effect) {
  47111. return;
  47112. }
  47113. this._activeEffect = effect;
  47114. // Matrices
  47115. this.bindOnlyWorldMatrix(world);
  47116. // Normal Matrix
  47117. if (defines.OBJECTSPACE_NORMALMAP) {
  47118. world.toNormalMatrix(this._normalMatrix);
  47119. this.bindOnlyNormalMatrix(this._normalMatrix);
  47120. }
  47121. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47122. // Bones
  47123. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47124. var reflectionTexture = null;
  47125. if (mustRebind) {
  47126. this._uniformBuffer.bindToEffect(effect, "Material");
  47127. this.bindViewProjection(effect);
  47128. reflectionTexture = this._getReflectionTexture();
  47129. var refractionTexture = this._getRefractionTexture();
  47130. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47131. // Texture uniforms
  47132. if (scene.texturesEnabled) {
  47133. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47134. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47135. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47136. }
  47137. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47138. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47139. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47140. }
  47141. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47142. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47143. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47144. }
  47145. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47146. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47147. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47148. if (reflectionTexture.boundingBoxSize) {
  47149. var cubeTexture = reflectionTexture;
  47150. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47151. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47152. }
  47153. var polynomials = reflectionTexture.sphericalPolynomial;
  47154. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47155. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47156. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47157. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47158. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47159. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47160. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47161. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47162. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47163. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47164. }
  47165. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47166. }
  47167. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47168. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47169. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47170. }
  47171. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47172. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47173. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47174. }
  47175. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47176. if (this._metallicTexture) {
  47177. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47178. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47179. }
  47180. else if (this._reflectivityTexture) {
  47181. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47182. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47183. }
  47184. if (this._microSurfaceTexture) {
  47185. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47186. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47187. }
  47188. }
  47189. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47190. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47191. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47192. if (scene._mirroredCameraPosition) {
  47193. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47194. }
  47195. else {
  47196. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47197. }
  47198. }
  47199. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47200. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47201. var depth = 1.0;
  47202. if (!refractionTexture.isCube) {
  47203. if (refractionTexture.depth) {
  47204. depth = refractionTexture.depth;
  47205. }
  47206. }
  47207. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47208. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47209. }
  47210. }
  47211. // Point size
  47212. if (this.pointsCloud) {
  47213. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47214. }
  47215. // Colors
  47216. if (defines.METALLICWORKFLOW) {
  47217. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47218. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47219. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47220. }
  47221. else {
  47222. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47223. }
  47224. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47225. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47226. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47227. // Misc
  47228. this._lightingInfos.x = this._directIntensity;
  47229. this._lightingInfos.y = this._emissiveIntensity;
  47230. this._lightingInfos.z = this._environmentIntensity;
  47231. this._lightingInfos.w = this._specularIntensity;
  47232. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47233. }
  47234. // Textures
  47235. if (scene.texturesEnabled) {
  47236. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47237. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47238. }
  47239. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47240. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47241. }
  47242. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47243. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47244. }
  47245. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47246. if (defines.LODBASEDMICROSFURACE) {
  47247. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47248. }
  47249. else {
  47250. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47251. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47252. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47253. }
  47254. }
  47255. if (defines.ENVIRONMENTBRDF) {
  47256. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47257. }
  47258. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47259. if (defines.LODBASEDMICROSFURACE) {
  47260. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47261. }
  47262. else {
  47263. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47264. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47265. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47266. }
  47267. }
  47268. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47269. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47270. }
  47271. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47272. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47273. }
  47274. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47275. if (this._metallicTexture) {
  47276. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47277. }
  47278. else if (this._reflectivityTexture) {
  47279. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47280. }
  47281. if (this._microSurfaceTexture) {
  47282. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47283. }
  47284. }
  47285. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47286. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47287. }
  47288. }
  47289. // Clip plane
  47290. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47291. // Colors
  47292. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47293. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47294. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47295. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47296. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47297. }
  47298. if (mustRebind || !this.isFrozen) {
  47299. // Lights
  47300. if (scene.lightsEnabled && !this._disableLighting) {
  47301. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47302. }
  47303. // View
  47304. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47305. this.bindView(effect);
  47306. }
  47307. // Fog
  47308. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47309. // Morph targets
  47310. if (defines.NUM_MORPH_INFLUENCERS) {
  47311. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47312. }
  47313. // image processing
  47314. this._imageProcessingConfiguration.bind(this._activeEffect);
  47315. // Log. depth
  47316. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47317. }
  47318. this._uniformBuffer.update();
  47319. this._afterBind(mesh, this._activeEffect);
  47320. };
  47321. /**
  47322. * Returns the animatable textures.
  47323. * @returns - Array of animatable textures.
  47324. */
  47325. PBRBaseMaterial.prototype.getAnimatables = function () {
  47326. var results = [];
  47327. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47328. results.push(this._albedoTexture);
  47329. }
  47330. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47331. results.push(this._ambientTexture);
  47332. }
  47333. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47334. results.push(this._opacityTexture);
  47335. }
  47336. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47337. results.push(this._reflectionTexture);
  47338. }
  47339. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47340. results.push(this._emissiveTexture);
  47341. }
  47342. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47343. results.push(this._metallicTexture);
  47344. }
  47345. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47346. results.push(this._reflectivityTexture);
  47347. }
  47348. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47349. results.push(this._bumpTexture);
  47350. }
  47351. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47352. results.push(this._lightmapTexture);
  47353. }
  47354. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47355. results.push(this._refractionTexture);
  47356. }
  47357. return results;
  47358. };
  47359. /**
  47360. * Returns the texture used for reflections.
  47361. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47362. */
  47363. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47364. if (this._reflectionTexture) {
  47365. return this._reflectionTexture;
  47366. }
  47367. return this.getScene().environmentTexture;
  47368. };
  47369. /**
  47370. * Returns the texture used for refraction or null if none is used.
  47371. * @returns - Refection texture if present. If no refraction texture and refraction
  47372. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47373. */
  47374. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47375. if (this._refractionTexture) {
  47376. return this._refractionTexture;
  47377. }
  47378. if (this._linkRefractionWithTransparency) {
  47379. return this.getScene().environmentTexture;
  47380. }
  47381. return null;
  47382. };
  47383. /**
  47384. * Disposes the resources of the material.
  47385. * @param forceDisposeEffect - Forces the disposal of effects.
  47386. * @param forceDisposeTextures - Forces the disposal of all textures.
  47387. */
  47388. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47389. if (forceDisposeTextures) {
  47390. if (this._albedoTexture) {
  47391. this._albedoTexture.dispose();
  47392. }
  47393. if (this._ambientTexture) {
  47394. this._ambientTexture.dispose();
  47395. }
  47396. if (this._opacityTexture) {
  47397. this._opacityTexture.dispose();
  47398. }
  47399. if (this._reflectionTexture) {
  47400. this._reflectionTexture.dispose();
  47401. }
  47402. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47403. this._environmentBRDFTexture.dispose();
  47404. }
  47405. if (this._emissiveTexture) {
  47406. this._emissiveTexture.dispose();
  47407. }
  47408. if (this._metallicTexture) {
  47409. this._metallicTexture.dispose();
  47410. }
  47411. if (this._reflectivityTexture) {
  47412. this._reflectivityTexture.dispose();
  47413. }
  47414. if (this._bumpTexture) {
  47415. this._bumpTexture.dispose();
  47416. }
  47417. if (this._lightmapTexture) {
  47418. this._lightmapTexture.dispose();
  47419. }
  47420. if (this._refractionTexture) {
  47421. this._refractionTexture.dispose();
  47422. }
  47423. }
  47424. this._renderTargets.dispose();
  47425. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47426. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47427. }
  47428. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47429. };
  47430. /**
  47431. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47432. */
  47433. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47434. /**
  47435. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47436. * to enhance interoperability with other engines.
  47437. */
  47438. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47439. /**
  47440. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47441. * to enhance interoperability with other materials.
  47442. */
  47443. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47444. /**
  47445. * Stores the reflectivity values based on metallic roughness workflow.
  47446. */
  47447. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47448. __decorate([
  47449. BABYLON.serializeAsImageProcessingConfiguration()
  47450. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47451. __decorate([
  47452. BABYLON.serialize()
  47453. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47454. __decorate([
  47455. BABYLON.serialize()
  47456. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47457. return PBRBaseMaterial;
  47458. }(BABYLON.PushMaterial));
  47459. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47460. })(BABYLON || (BABYLON = {}));
  47461. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47462. var BABYLON;
  47463. (function (BABYLON) {
  47464. /**
  47465. * The Physically based simple base material of BJS.
  47466. *
  47467. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47468. * It is used as the base class for both the specGloss and metalRough conventions.
  47469. */
  47470. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47471. __extends(PBRBaseSimpleMaterial, _super);
  47472. /**
  47473. * Instantiates a new PBRMaterial instance.
  47474. *
  47475. * @param name The material name
  47476. * @param scene The scene the material will be use in.
  47477. */
  47478. function PBRBaseSimpleMaterial(name, scene) {
  47479. var _this = _super.call(this, name, scene) || this;
  47480. /**
  47481. * Number of Simultaneous lights allowed on the material.
  47482. */
  47483. _this.maxSimultaneousLights = 4;
  47484. /**
  47485. * If sets to true, disables all the lights affecting the material.
  47486. */
  47487. _this.disableLighting = false;
  47488. /**
  47489. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47490. */
  47491. _this.invertNormalMapX = false;
  47492. /**
  47493. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47494. */
  47495. _this.invertNormalMapY = false;
  47496. /**
  47497. * Emissivie color used to self-illuminate the model.
  47498. */
  47499. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47500. /**
  47501. * Occlusion Channel Strenght.
  47502. */
  47503. _this.occlusionStrength = 1.0;
  47504. /**
  47505. * If true, the light map contains occlusion information instead of lighting info.
  47506. */
  47507. _this.useLightmapAsShadowmap = false;
  47508. _this._useAlphaFromAlbedoTexture = true;
  47509. _this._useAmbientInGrayScale = true;
  47510. return _this;
  47511. }
  47512. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47513. /**
  47514. * Gets the current double sided mode.
  47515. */
  47516. get: function () {
  47517. return this._twoSidedLighting;
  47518. },
  47519. /**
  47520. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47521. */
  47522. set: function (value) {
  47523. if (this._twoSidedLighting === value) {
  47524. return;
  47525. }
  47526. this._twoSidedLighting = value;
  47527. this.backFaceCulling = !value;
  47528. this._markAllSubMeshesAsTexturesDirty();
  47529. },
  47530. enumerable: true,
  47531. configurable: true
  47532. });
  47533. /**
  47534. * Return the active textures of the material.
  47535. */
  47536. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47537. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47538. if (this.environmentTexture) {
  47539. activeTextures.push(this.environmentTexture);
  47540. }
  47541. if (this.normalTexture) {
  47542. activeTextures.push(this.normalTexture);
  47543. }
  47544. if (this.emissiveTexture) {
  47545. activeTextures.push(this.emissiveTexture);
  47546. }
  47547. if (this.occlusionTexture) {
  47548. activeTextures.push(this.occlusionTexture);
  47549. }
  47550. if (this.lightmapTexture) {
  47551. activeTextures.push(this.lightmapTexture);
  47552. }
  47553. return activeTextures;
  47554. };
  47555. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47556. if (_super.prototype.hasTexture.call(this, texture)) {
  47557. return true;
  47558. }
  47559. if (this.lightmapTexture === texture) {
  47560. return true;
  47561. }
  47562. return false;
  47563. };
  47564. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47565. return "PBRBaseSimpleMaterial";
  47566. };
  47567. __decorate([
  47568. BABYLON.serialize(),
  47569. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47570. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47571. __decorate([
  47572. BABYLON.serialize(),
  47573. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47574. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47575. __decorate([
  47576. BABYLON.serializeAsTexture(),
  47577. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47578. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47579. __decorate([
  47580. BABYLON.serialize(),
  47581. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47582. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47583. __decorate([
  47584. BABYLON.serialize(),
  47585. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47586. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47587. __decorate([
  47588. BABYLON.serializeAsTexture(),
  47589. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47590. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47591. __decorate([
  47592. BABYLON.serializeAsColor3("emissive"),
  47593. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47594. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47595. __decorate([
  47596. BABYLON.serializeAsTexture(),
  47597. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47598. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47599. __decorate([
  47600. BABYLON.serialize(),
  47601. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47602. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47603. __decorate([
  47604. BABYLON.serializeAsTexture(),
  47605. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47606. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47607. __decorate([
  47608. BABYLON.serialize(),
  47609. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47610. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47611. __decorate([
  47612. BABYLON.serialize()
  47613. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47614. __decorate([
  47615. BABYLON.serializeAsTexture(),
  47616. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47617. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47618. __decorate([
  47619. BABYLON.serialize(),
  47620. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47621. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47622. return PBRBaseSimpleMaterial;
  47623. }(BABYLON.PBRBaseMaterial));
  47624. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47625. })(BABYLON || (BABYLON = {}));
  47626. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47627. var BABYLON;
  47628. (function (BABYLON) {
  47629. /**
  47630. * The Physically based material of BJS.
  47631. *
  47632. * This offers the main features of a standard PBR material.
  47633. * For more information, please refer to the documentation :
  47634. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47635. */
  47636. var PBRMaterial = /** @class */ (function (_super) {
  47637. __extends(PBRMaterial, _super);
  47638. /**
  47639. * Instantiates a new PBRMaterial instance.
  47640. *
  47641. * @param name The material name
  47642. * @param scene The scene the material will be use in.
  47643. */
  47644. function PBRMaterial(name, scene) {
  47645. var _this = _super.call(this, name, scene) || this;
  47646. /**
  47647. * Intensity of the direct lights e.g. the four lights available in your scene.
  47648. * This impacts both the direct diffuse and specular highlights.
  47649. */
  47650. _this.directIntensity = 1.0;
  47651. /**
  47652. * Intensity of the emissive part of the material.
  47653. * This helps controlling the emissive effect without modifying the emissive color.
  47654. */
  47655. _this.emissiveIntensity = 1.0;
  47656. /**
  47657. * Intensity of the environment e.g. how much the environment will light the object
  47658. * either through harmonics for rough material or through the refelction for shiny ones.
  47659. */
  47660. _this.environmentIntensity = 1.0;
  47661. /**
  47662. * This is a special control allowing the reduction of the specular highlights coming from the
  47663. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47664. */
  47665. _this.specularIntensity = 1.0;
  47666. /**
  47667. * Debug Control allowing disabling the bump map on this material.
  47668. */
  47669. _this.disableBumpMap = false;
  47670. /**
  47671. * AKA Occlusion Texture Intensity in other nomenclature.
  47672. */
  47673. _this.ambientTextureStrength = 1.0;
  47674. /**
  47675. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47676. * 1 means it completely occludes it
  47677. * 0 mean it has no impact
  47678. */
  47679. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47680. /**
  47681. * The color of a material in ambient lighting.
  47682. */
  47683. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47684. /**
  47685. * AKA Diffuse Color in other nomenclature.
  47686. */
  47687. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47688. /**
  47689. * AKA Specular Color in other nomenclature.
  47690. */
  47691. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47692. /**
  47693. * The color reflected from the material.
  47694. */
  47695. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47696. /**
  47697. * The color emitted from the material.
  47698. */
  47699. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47700. /**
  47701. * AKA Glossiness in other nomenclature.
  47702. */
  47703. _this.microSurface = 1.0;
  47704. /**
  47705. * source material index of refraction (IOR)' / 'destination material IOR.
  47706. */
  47707. _this.indexOfRefraction = 0.66;
  47708. /**
  47709. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47710. */
  47711. _this.invertRefractionY = false;
  47712. /**
  47713. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47714. * Materials half opaque for instance using refraction could benefit from this control.
  47715. */
  47716. _this.linkRefractionWithTransparency = false;
  47717. /**
  47718. * If true, the light map contains occlusion information instead of lighting info.
  47719. */
  47720. _this.useLightmapAsShadowmap = false;
  47721. /**
  47722. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47723. */
  47724. _this.useAlphaFromAlbedoTexture = false;
  47725. /**
  47726. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47727. */
  47728. _this.forceAlphaTest = false;
  47729. /**
  47730. * Defines the alpha limits in alpha test mode.
  47731. */
  47732. _this.alphaCutOff = 0.4;
  47733. /**
  47734. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47735. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47736. */
  47737. _this.useSpecularOverAlpha = true;
  47738. /**
  47739. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47740. */
  47741. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47742. /**
  47743. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47744. */
  47745. _this.useRoughnessFromMetallicTextureAlpha = true;
  47746. /**
  47747. * Specifies if the metallic texture contains the roughness information in its green channel.
  47748. */
  47749. _this.useRoughnessFromMetallicTextureGreen = false;
  47750. /**
  47751. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47752. */
  47753. _this.useMetallnessFromMetallicTextureBlue = false;
  47754. /**
  47755. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47756. */
  47757. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47758. /**
  47759. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47760. */
  47761. _this.useAmbientInGrayScale = false;
  47762. /**
  47763. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47764. * The material will try to infer what glossiness each pixel should be.
  47765. */
  47766. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47767. /**
  47768. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47769. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47770. */
  47771. _this.useRadianceOverAlpha = true;
  47772. /**
  47773. * Allows using an object space normal map (instead of tangent space).
  47774. */
  47775. _this.useObjectSpaceNormalMap = false;
  47776. /**
  47777. * Allows using the bump map in parallax mode.
  47778. */
  47779. _this.useParallax = false;
  47780. /**
  47781. * Allows using the bump map in parallax occlusion mode.
  47782. */
  47783. _this.useParallaxOcclusion = false;
  47784. /**
  47785. * Controls the scale bias of the parallax mode.
  47786. */
  47787. _this.parallaxScaleBias = 0.05;
  47788. /**
  47789. * If sets to true, disables all the lights affecting the material.
  47790. */
  47791. _this.disableLighting = false;
  47792. /**
  47793. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47794. */
  47795. _this.forceIrradianceInFragment = false;
  47796. /**
  47797. * Number of Simultaneous lights allowed on the material.
  47798. */
  47799. _this.maxSimultaneousLights = 4;
  47800. /**
  47801. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47802. */
  47803. _this.invertNormalMapX = false;
  47804. /**
  47805. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47806. */
  47807. _this.invertNormalMapY = false;
  47808. /**
  47809. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47810. */
  47811. _this.twoSidedLighting = false;
  47812. /**
  47813. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47814. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47815. */
  47816. _this.useAlphaFresnel = false;
  47817. /**
  47818. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47819. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47820. */
  47821. _this.useLinearAlphaFresnel = false;
  47822. /**
  47823. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47824. * And/Or occlude the blended part.
  47825. */
  47826. _this.environmentBRDFTexture = null;
  47827. /**
  47828. * Force normal to face away from face.
  47829. */
  47830. _this.forceNormalForward = false;
  47831. /**
  47832. * Enables specular anti aliasing in the PBR shader.
  47833. * It will both interacts on the Geometry for analytical and IBL lighting.
  47834. * It also prefilter the roughness map based on the bump values.
  47835. */
  47836. _this.enableSpecularAntiAliasing = false;
  47837. /**
  47838. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47839. * makes the reflect vector face the model (under horizon).
  47840. */
  47841. _this.useHorizonOcclusion = true;
  47842. /**
  47843. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47844. * too much the area relying on ambient texture to define their ambient occlusion.
  47845. */
  47846. _this.useRadianceOcclusion = true;
  47847. /**
  47848. * If set to true, no lighting calculations will be applied.
  47849. */
  47850. _this.unlit = false;
  47851. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47852. return _this;
  47853. }
  47854. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47855. /**
  47856. * BJS is using an harcoded light falloff based on a manually sets up range.
  47857. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47858. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47859. */
  47860. get: function () {
  47861. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47862. },
  47863. /**
  47864. * BJS is using an harcoded light falloff based on a manually sets up range.
  47865. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47866. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47867. */
  47868. set: function (value) {
  47869. if (value !== this.usePhysicalLightFalloff) {
  47870. // Ensure the effect will be rebuilt.
  47871. this._markAllSubMeshesAsTexturesDirty();
  47872. if (value) {
  47873. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47874. }
  47875. else {
  47876. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47877. }
  47878. }
  47879. },
  47880. enumerable: true,
  47881. configurable: true
  47882. });
  47883. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47884. /**
  47885. * In order to support the falloff compatibility with gltf, a special mode has been added
  47886. * to reproduce the gltf light falloff.
  47887. */
  47888. get: function () {
  47889. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47890. },
  47891. /**
  47892. * In order to support the falloff compatibility with gltf, a special mode has been added
  47893. * to reproduce the gltf light falloff.
  47894. */
  47895. set: function (value) {
  47896. if (value !== this.useGLTFLightFalloff) {
  47897. // Ensure the effect will be rebuilt.
  47898. this._markAllSubMeshesAsTexturesDirty();
  47899. if (value) {
  47900. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47901. }
  47902. else {
  47903. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47904. }
  47905. }
  47906. },
  47907. enumerable: true,
  47908. configurable: true
  47909. });
  47910. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47911. /**
  47912. * Gets the image processing configuration used either in this material.
  47913. */
  47914. get: function () {
  47915. return this._imageProcessingConfiguration;
  47916. },
  47917. /**
  47918. * Sets the Default image processing configuration used either in the this material.
  47919. *
  47920. * If sets to null, the scene one is in use.
  47921. */
  47922. set: function (value) {
  47923. this._attachImageProcessingConfiguration(value);
  47924. // Ensure the effect will be rebuilt.
  47925. this._markAllSubMeshesAsTexturesDirty();
  47926. },
  47927. enumerable: true,
  47928. configurable: true
  47929. });
  47930. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47931. /**
  47932. * Gets wether the color curves effect is enabled.
  47933. */
  47934. get: function () {
  47935. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47936. },
  47937. /**
  47938. * Sets wether the color curves effect is enabled.
  47939. */
  47940. set: function (value) {
  47941. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47942. },
  47943. enumerable: true,
  47944. configurable: true
  47945. });
  47946. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47947. /**
  47948. * Gets wether the color grading effect is enabled.
  47949. */
  47950. get: function () {
  47951. return this.imageProcessingConfiguration.colorGradingEnabled;
  47952. },
  47953. /**
  47954. * Gets wether the color grading effect is enabled.
  47955. */
  47956. set: function (value) {
  47957. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47958. },
  47959. enumerable: true,
  47960. configurable: true
  47961. });
  47962. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47963. /**
  47964. * Gets wether tonemapping is enabled or not.
  47965. */
  47966. get: function () {
  47967. return this._imageProcessingConfiguration.toneMappingEnabled;
  47968. },
  47969. /**
  47970. * Sets wether tonemapping is enabled or not
  47971. */
  47972. set: function (value) {
  47973. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47974. },
  47975. enumerable: true,
  47976. configurable: true
  47977. });
  47978. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47979. /**
  47980. * The camera exposure used on this material.
  47981. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47982. * This corresponds to a photographic exposure.
  47983. */
  47984. get: function () {
  47985. return this._imageProcessingConfiguration.exposure;
  47986. },
  47987. /**
  47988. * The camera exposure used on this material.
  47989. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47990. * This corresponds to a photographic exposure.
  47991. */
  47992. set: function (value) {
  47993. this._imageProcessingConfiguration.exposure = value;
  47994. },
  47995. enumerable: true,
  47996. configurable: true
  47997. });
  47998. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47999. /**
  48000. * Gets The camera contrast used on this material.
  48001. */
  48002. get: function () {
  48003. return this._imageProcessingConfiguration.contrast;
  48004. },
  48005. /**
  48006. * Sets The camera contrast used on this material.
  48007. */
  48008. set: function (value) {
  48009. this._imageProcessingConfiguration.contrast = value;
  48010. },
  48011. enumerable: true,
  48012. configurable: true
  48013. });
  48014. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  48015. /**
  48016. * Gets the Color Grading 2D Lookup Texture.
  48017. */
  48018. get: function () {
  48019. return this._imageProcessingConfiguration.colorGradingTexture;
  48020. },
  48021. /**
  48022. * Sets the Color Grading 2D Lookup Texture.
  48023. */
  48024. set: function (value) {
  48025. this._imageProcessingConfiguration.colorGradingTexture = value;
  48026. },
  48027. enumerable: true,
  48028. configurable: true
  48029. });
  48030. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  48031. /**
  48032. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48033. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48034. * 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;
  48035. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48036. */
  48037. get: function () {
  48038. return this._imageProcessingConfiguration.colorCurves;
  48039. },
  48040. /**
  48041. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48042. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48043. * 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;
  48044. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48045. */
  48046. set: function (value) {
  48047. this._imageProcessingConfiguration.colorCurves = value;
  48048. },
  48049. enumerable: true,
  48050. configurable: true
  48051. });
  48052. /**
  48053. * Returns the name of this material class.
  48054. */
  48055. PBRMaterial.prototype.getClassName = function () {
  48056. return "PBRMaterial";
  48057. };
  48058. /**
  48059. * Returns an array of the actively used textures.
  48060. * @returns - Array of BaseTextures
  48061. */
  48062. PBRMaterial.prototype.getActiveTextures = function () {
  48063. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48064. if (this._albedoTexture) {
  48065. activeTextures.push(this._albedoTexture);
  48066. }
  48067. if (this._ambientTexture) {
  48068. activeTextures.push(this._ambientTexture);
  48069. }
  48070. if (this._opacityTexture) {
  48071. activeTextures.push(this._opacityTexture);
  48072. }
  48073. if (this._reflectionTexture) {
  48074. activeTextures.push(this._reflectionTexture);
  48075. }
  48076. if (this._emissiveTexture) {
  48077. activeTextures.push(this._emissiveTexture);
  48078. }
  48079. if (this._reflectivityTexture) {
  48080. activeTextures.push(this._reflectivityTexture);
  48081. }
  48082. if (this._metallicTexture) {
  48083. activeTextures.push(this._metallicTexture);
  48084. }
  48085. if (this._microSurfaceTexture) {
  48086. activeTextures.push(this._microSurfaceTexture);
  48087. }
  48088. if (this._bumpTexture) {
  48089. activeTextures.push(this._bumpTexture);
  48090. }
  48091. if (this._lightmapTexture) {
  48092. activeTextures.push(this._lightmapTexture);
  48093. }
  48094. if (this._refractionTexture) {
  48095. activeTextures.push(this._refractionTexture);
  48096. }
  48097. return activeTextures;
  48098. };
  48099. /**
  48100. * Checks to see if a texture is used in the material.
  48101. * @param texture - Base texture to use.
  48102. * @returns - Boolean specifying if a texture is used in the material.
  48103. */
  48104. PBRMaterial.prototype.hasTexture = function (texture) {
  48105. if (_super.prototype.hasTexture.call(this, texture)) {
  48106. return true;
  48107. }
  48108. if (this._albedoTexture === texture) {
  48109. return true;
  48110. }
  48111. if (this._ambientTexture === texture) {
  48112. return true;
  48113. }
  48114. if (this._opacityTexture === texture) {
  48115. return true;
  48116. }
  48117. if (this._reflectionTexture === texture) {
  48118. return true;
  48119. }
  48120. if (this._reflectivityTexture === texture) {
  48121. return true;
  48122. }
  48123. if (this._metallicTexture === texture) {
  48124. return true;
  48125. }
  48126. if (this._microSurfaceTexture === texture) {
  48127. return true;
  48128. }
  48129. if (this._bumpTexture === texture) {
  48130. return true;
  48131. }
  48132. if (this._lightmapTexture === texture) {
  48133. return true;
  48134. }
  48135. if (this._refractionTexture === texture) {
  48136. return true;
  48137. }
  48138. return false;
  48139. };
  48140. /**
  48141. * Makes a duplicate of the current material.
  48142. * @param name - name to use for the new material.
  48143. */
  48144. PBRMaterial.prototype.clone = function (name) {
  48145. var _this = this;
  48146. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48147. clone.id = name;
  48148. clone.name = name;
  48149. return clone;
  48150. };
  48151. /**
  48152. * Serializes this PBR Material.
  48153. * @returns - An object with the serialized material.
  48154. */
  48155. PBRMaterial.prototype.serialize = function () {
  48156. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48157. serializationObject.customType = "BABYLON.PBRMaterial";
  48158. return serializationObject;
  48159. };
  48160. // Statics
  48161. /**
  48162. * Parses a PBR Material from a serialized object.
  48163. * @param source - Serialized object.
  48164. * @param scene - BJS scene instance.
  48165. * @param rootUrl - url for the scene object
  48166. * @returns - PBRMaterial
  48167. */
  48168. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48169. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48170. };
  48171. /**
  48172. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48173. */
  48174. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48175. /**
  48176. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48177. */
  48178. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48179. /**
  48180. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48181. */
  48182. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48183. /**
  48184. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48185. * They are also discarded below the alpha cutoff threshold to improve performances.
  48186. */
  48187. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48188. /**
  48189. * Defines the default value of how much AO map is occluding the analytical lights
  48190. * (point spot...).
  48191. */
  48192. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48193. __decorate([
  48194. BABYLON.serialize(),
  48195. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48196. ], PBRMaterial.prototype, "directIntensity", void 0);
  48197. __decorate([
  48198. BABYLON.serialize(),
  48199. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48200. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48201. __decorate([
  48202. BABYLON.serialize(),
  48203. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48204. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48205. __decorate([
  48206. BABYLON.serialize(),
  48207. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48208. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48209. __decorate([
  48210. BABYLON.serialize(),
  48211. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48212. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48213. __decorate([
  48214. BABYLON.serializeAsTexture(),
  48215. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48216. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48217. __decorate([
  48218. BABYLON.serializeAsTexture(),
  48219. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48220. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48221. __decorate([
  48222. BABYLON.serialize(),
  48223. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48224. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48225. __decorate([
  48226. BABYLON.serialize(),
  48227. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48228. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48229. __decorate([
  48230. BABYLON.serializeAsTexture(),
  48231. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48232. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48233. __decorate([
  48234. BABYLON.serializeAsTexture(),
  48235. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48236. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48237. __decorate([
  48238. BABYLON.serializeAsTexture(),
  48239. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48240. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48241. __decorate([
  48242. BABYLON.serializeAsTexture(),
  48243. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48244. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48245. __decorate([
  48246. BABYLON.serializeAsTexture(),
  48247. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48248. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48249. __decorate([
  48250. BABYLON.serialize(),
  48251. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48252. ], PBRMaterial.prototype, "metallic", void 0);
  48253. __decorate([
  48254. BABYLON.serialize(),
  48255. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48256. ], PBRMaterial.prototype, "roughness", void 0);
  48257. __decorate([
  48258. BABYLON.serializeAsTexture(),
  48259. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48260. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48261. __decorate([
  48262. BABYLON.serializeAsTexture(),
  48263. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48264. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48265. __decorate([
  48266. BABYLON.serializeAsTexture(),
  48267. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48268. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48269. __decorate([
  48270. BABYLON.serializeAsTexture(),
  48271. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48272. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48273. __decorate([
  48274. BABYLON.serializeAsColor3("ambient"),
  48275. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48276. ], PBRMaterial.prototype, "ambientColor", void 0);
  48277. __decorate([
  48278. BABYLON.serializeAsColor3("albedo"),
  48279. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48280. ], PBRMaterial.prototype, "albedoColor", void 0);
  48281. __decorate([
  48282. BABYLON.serializeAsColor3("reflectivity"),
  48283. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48284. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48285. __decorate([
  48286. BABYLON.serializeAsColor3("reflection"),
  48287. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48288. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48289. __decorate([
  48290. BABYLON.serializeAsColor3("emissive"),
  48291. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48292. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48293. __decorate([
  48294. BABYLON.serialize(),
  48295. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48296. ], PBRMaterial.prototype, "microSurface", void 0);
  48297. __decorate([
  48298. BABYLON.serialize(),
  48299. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48300. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48301. __decorate([
  48302. BABYLON.serialize(),
  48303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48304. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48305. __decorate([
  48306. BABYLON.serialize(),
  48307. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48308. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48309. __decorate([
  48310. BABYLON.serialize(),
  48311. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48312. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48313. __decorate([
  48314. BABYLON.serialize(),
  48315. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48316. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48317. __decorate([
  48318. BABYLON.serialize(),
  48319. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48320. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48321. __decorate([
  48322. BABYLON.serialize(),
  48323. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48324. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48325. __decorate([
  48326. BABYLON.serialize(),
  48327. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48328. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48329. __decorate([
  48330. BABYLON.serialize(),
  48331. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48332. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48333. __decorate([
  48334. BABYLON.serialize(),
  48335. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48336. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48337. __decorate([
  48338. BABYLON.serialize(),
  48339. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48340. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48341. __decorate([
  48342. BABYLON.serialize(),
  48343. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48344. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48345. __decorate([
  48346. BABYLON.serialize(),
  48347. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48348. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48349. __decorate([
  48350. BABYLON.serialize(),
  48351. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48352. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48353. __decorate([
  48354. BABYLON.serialize(),
  48355. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48356. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48357. __decorate([
  48358. BABYLON.serialize()
  48359. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48360. __decorate([
  48361. BABYLON.serialize()
  48362. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48363. __decorate([
  48364. BABYLON.serialize(),
  48365. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48366. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48367. __decorate([
  48368. BABYLON.serialize(),
  48369. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48370. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48371. __decorate([
  48372. BABYLON.serialize(),
  48373. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48374. ], PBRMaterial.prototype, "useParallax", void 0);
  48375. __decorate([
  48376. BABYLON.serialize(),
  48377. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48378. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48379. __decorate([
  48380. BABYLON.serialize(),
  48381. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48382. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48383. __decorate([
  48384. BABYLON.serialize(),
  48385. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48386. ], PBRMaterial.prototype, "disableLighting", void 0);
  48387. __decorate([
  48388. BABYLON.serialize(),
  48389. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48390. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48391. __decorate([
  48392. BABYLON.serialize(),
  48393. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48394. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48395. __decorate([
  48396. BABYLON.serialize(),
  48397. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48398. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48399. __decorate([
  48400. BABYLON.serialize(),
  48401. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48402. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48403. __decorate([
  48404. BABYLON.serialize(),
  48405. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48406. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48407. __decorate([
  48408. BABYLON.serialize(),
  48409. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48410. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48411. __decorate([
  48412. BABYLON.serialize(),
  48413. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48414. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48415. __decorate([
  48416. BABYLON.serializeAsTexture(),
  48417. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48418. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48419. __decorate([
  48420. BABYLON.serialize(),
  48421. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48422. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48423. __decorate([
  48424. BABYLON.serialize(),
  48425. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48426. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48427. __decorate([
  48428. BABYLON.serialize(),
  48429. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48430. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48431. __decorate([
  48432. BABYLON.serialize(),
  48433. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48434. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48435. __decorate([
  48436. BABYLON.serialize(),
  48437. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48438. ], PBRMaterial.prototype, "unlit", void 0);
  48439. return PBRMaterial;
  48440. }(BABYLON.PBRBaseMaterial));
  48441. BABYLON.PBRMaterial = PBRMaterial;
  48442. })(BABYLON || (BABYLON = {}));
  48443. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48444. var BABYLON;
  48445. (function (BABYLON) {
  48446. /**
  48447. * The PBR material of BJS following the metal roughness convention.
  48448. *
  48449. * This fits to the PBR convention in the GLTF definition:
  48450. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48451. */
  48452. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48453. __extends(PBRMetallicRoughnessMaterial, _super);
  48454. /**
  48455. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48456. *
  48457. * @param name The material name
  48458. * @param scene The scene the material will be use in.
  48459. */
  48460. function PBRMetallicRoughnessMaterial(name, scene) {
  48461. var _this = _super.call(this, name, scene) || this;
  48462. _this._useRoughnessFromMetallicTextureAlpha = false;
  48463. _this._useRoughnessFromMetallicTextureGreen = true;
  48464. _this._useMetallnessFromMetallicTextureBlue = true;
  48465. _this.metallic = 1.0;
  48466. _this.roughness = 1.0;
  48467. return _this;
  48468. }
  48469. /**
  48470. * Return the currrent class name of the material.
  48471. */
  48472. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48473. return "PBRMetallicRoughnessMaterial";
  48474. };
  48475. /**
  48476. * Return the active textures of the material.
  48477. */
  48478. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48479. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48480. if (this.baseTexture) {
  48481. activeTextures.push(this.baseTexture);
  48482. }
  48483. if (this.metallicRoughnessTexture) {
  48484. activeTextures.push(this.metallicRoughnessTexture);
  48485. }
  48486. return activeTextures;
  48487. };
  48488. /**
  48489. * Checks to see if a texture is used in the material.
  48490. * @param texture - Base texture to use.
  48491. * @returns - Boolean specifying if a texture is used in the material.
  48492. */
  48493. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48494. if (_super.prototype.hasTexture.call(this, texture)) {
  48495. return true;
  48496. }
  48497. if (this.baseTexture === texture) {
  48498. return true;
  48499. }
  48500. if (this.metallicRoughnessTexture === texture) {
  48501. return true;
  48502. }
  48503. return false;
  48504. };
  48505. /**
  48506. * Makes a duplicate of the current material.
  48507. * @param name - name to use for the new material.
  48508. */
  48509. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48510. var _this = this;
  48511. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48512. clone.id = name;
  48513. clone.name = name;
  48514. return clone;
  48515. };
  48516. /**
  48517. * Serialize the material to a parsable JSON object.
  48518. */
  48519. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48520. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48521. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48522. return serializationObject;
  48523. };
  48524. /**
  48525. * Parses a JSON object correponding to the serialize function.
  48526. */
  48527. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48528. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48529. };
  48530. __decorate([
  48531. BABYLON.serializeAsColor3(),
  48532. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48533. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48534. __decorate([
  48535. BABYLON.serializeAsTexture(),
  48536. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48537. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48538. __decorate([
  48539. BABYLON.serialize(),
  48540. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48541. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48542. __decorate([
  48543. BABYLON.serialize(),
  48544. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48545. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48546. __decorate([
  48547. BABYLON.serializeAsTexture(),
  48548. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48549. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48550. return PBRMetallicRoughnessMaterial;
  48551. }(BABYLON.PBRBaseSimpleMaterial));
  48552. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48553. })(BABYLON || (BABYLON = {}));
  48554. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48555. var BABYLON;
  48556. (function (BABYLON) {
  48557. /**
  48558. * The PBR material of BJS following the specular glossiness convention.
  48559. *
  48560. * This fits to the PBR convention in the GLTF definition:
  48561. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48562. */
  48563. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48564. __extends(PBRSpecularGlossinessMaterial, _super);
  48565. /**
  48566. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48567. *
  48568. * @param name The material name
  48569. * @param scene The scene the material will be use in.
  48570. */
  48571. function PBRSpecularGlossinessMaterial(name, scene) {
  48572. var _this = _super.call(this, name, scene) || this;
  48573. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48574. return _this;
  48575. }
  48576. /**
  48577. * Return the currrent class name of the material.
  48578. */
  48579. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48580. return "PBRSpecularGlossinessMaterial";
  48581. };
  48582. /**
  48583. * Return the active textures of the material.
  48584. */
  48585. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48586. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48587. if (this.diffuseTexture) {
  48588. activeTextures.push(this.diffuseTexture);
  48589. }
  48590. if (this.specularGlossinessTexture) {
  48591. activeTextures.push(this.specularGlossinessTexture);
  48592. }
  48593. return activeTextures;
  48594. };
  48595. /**
  48596. * Checks to see if a texture is used in the material.
  48597. * @param texture - Base texture to use.
  48598. * @returns - Boolean specifying if a texture is used in the material.
  48599. */
  48600. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48601. if (_super.prototype.hasTexture.call(this, texture)) {
  48602. return true;
  48603. }
  48604. if (this.diffuseTexture === texture) {
  48605. return true;
  48606. }
  48607. if (this.specularGlossinessTexture === texture) {
  48608. return true;
  48609. }
  48610. return false;
  48611. };
  48612. /**
  48613. * Makes a duplicate of the current material.
  48614. * @param name - name to use for the new material.
  48615. */
  48616. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48617. var _this = this;
  48618. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48619. clone.id = name;
  48620. clone.name = name;
  48621. return clone;
  48622. };
  48623. /**
  48624. * Serialize the material to a parsable JSON object.
  48625. */
  48626. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48627. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48628. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48629. return serializationObject;
  48630. };
  48631. /**
  48632. * Parses a JSON object correponding to the serialize function.
  48633. */
  48634. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48635. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48636. };
  48637. __decorate([
  48638. BABYLON.serializeAsColor3("diffuse"),
  48639. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48640. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48641. __decorate([
  48642. BABYLON.serializeAsTexture(),
  48643. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48644. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48645. __decorate([
  48646. BABYLON.serializeAsColor3("specular"),
  48647. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48648. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48649. __decorate([
  48650. BABYLON.serialize(),
  48651. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48652. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48653. __decorate([
  48654. BABYLON.serializeAsTexture(),
  48655. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48656. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48657. return PBRSpecularGlossinessMaterial;
  48658. }(BABYLON.PBRBaseSimpleMaterial));
  48659. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48660. })(BABYLON || (BABYLON = {}));
  48661. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48662. var BABYLON;
  48663. (function (BABYLON) {
  48664. /**
  48665. * @ignore
  48666. * This is a list of all the different input types that are available in the application.
  48667. * Fo instance: ArcRotateCameraGamepadInput...
  48668. */
  48669. BABYLON.CameraInputTypes = {};
  48670. /**
  48671. * This represents the input manager used within a camera.
  48672. * It helps dealing with all the different kind of input attached to a camera.
  48673. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48674. */
  48675. var CameraInputsManager = /** @class */ (function () {
  48676. /**
  48677. * Instantiate a new Camera Input Manager.
  48678. * @param camera Defines the camera the input manager blongs to
  48679. */
  48680. function CameraInputsManager(camera) {
  48681. this.attached = {};
  48682. this.camera = camera;
  48683. this.checkInputs = function () { };
  48684. }
  48685. /**
  48686. * Add an input method to a camera
  48687. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48688. * @param input camera input method
  48689. */
  48690. CameraInputsManager.prototype.add = function (input) {
  48691. var type = input.getSimpleName();
  48692. if (this.attached[type]) {
  48693. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48694. return;
  48695. }
  48696. this.attached[type] = input;
  48697. input.camera = this.camera;
  48698. //for checkInputs, we are dynamically creating a function
  48699. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48700. if (input.checkInputs) {
  48701. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48702. }
  48703. if (this.attachedElement) {
  48704. input.attachControl(this.attachedElement);
  48705. }
  48706. };
  48707. /**
  48708. * Remove a specific input method from a camera
  48709. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48710. * @param inputToRemove camera input method
  48711. */
  48712. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48713. for (var cam in this.attached) {
  48714. var input = this.attached[cam];
  48715. if (input === inputToRemove) {
  48716. input.detachControl(this.attachedElement);
  48717. input.camera = null;
  48718. delete this.attached[cam];
  48719. this.rebuildInputCheck();
  48720. }
  48721. }
  48722. };
  48723. /**
  48724. * Remove a specific input type from a camera
  48725. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48726. * @param inputType the type of the input to remove
  48727. */
  48728. CameraInputsManager.prototype.removeByType = function (inputType) {
  48729. for (var cam in this.attached) {
  48730. var input = this.attached[cam];
  48731. if (input.getClassName() === inputType) {
  48732. input.detachControl(this.attachedElement);
  48733. input.camera = null;
  48734. delete this.attached[cam];
  48735. this.rebuildInputCheck();
  48736. }
  48737. }
  48738. };
  48739. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48740. var current = this.checkInputs;
  48741. return function () {
  48742. current();
  48743. fn();
  48744. };
  48745. };
  48746. /**
  48747. * Attach the input controls to the currently attached dom element to listen the events from.
  48748. * @param input Defines the input to attach
  48749. */
  48750. CameraInputsManager.prototype.attachInput = function (input) {
  48751. if (this.attachedElement) {
  48752. input.attachControl(this.attachedElement, this.noPreventDefault);
  48753. }
  48754. };
  48755. /**
  48756. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48757. * @param element Defines the dom element to collect the events from
  48758. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48759. */
  48760. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48761. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48762. if (this.attachedElement) {
  48763. return;
  48764. }
  48765. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48766. this.attachedElement = element;
  48767. this.noPreventDefault = noPreventDefault;
  48768. for (var cam in this.attached) {
  48769. this.attached[cam].attachControl(element, noPreventDefault);
  48770. }
  48771. };
  48772. /**
  48773. * Detach the current manager inputs controls from a specific dom element.
  48774. * @param element Defines the dom element to collect the events from
  48775. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48776. */
  48777. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48778. if (disconnect === void 0) { disconnect = false; }
  48779. if (this.attachedElement !== element) {
  48780. return;
  48781. }
  48782. for (var cam in this.attached) {
  48783. this.attached[cam].detachControl(element);
  48784. if (disconnect) {
  48785. this.attached[cam].camera = null;
  48786. }
  48787. }
  48788. this.attachedElement = null;
  48789. };
  48790. /**
  48791. * Rebuild the dynamic inputCheck function from the current list of
  48792. * defined inputs in the manager.
  48793. */
  48794. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48795. this.checkInputs = function () { };
  48796. for (var cam in this.attached) {
  48797. var input = this.attached[cam];
  48798. if (input.checkInputs) {
  48799. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48800. }
  48801. }
  48802. };
  48803. /**
  48804. * Remove all attached input methods from a camera
  48805. */
  48806. CameraInputsManager.prototype.clear = function () {
  48807. if (this.attachedElement) {
  48808. this.detachElement(this.attachedElement, true);
  48809. }
  48810. this.attached = {};
  48811. this.attachedElement = null;
  48812. this.checkInputs = function () { };
  48813. };
  48814. /**
  48815. * Serialize the current input manager attached to a camera.
  48816. * This ensures than once parsed,
  48817. * the input associated to the camera will be identical to the current ones
  48818. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48819. */
  48820. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48821. var inputs = {};
  48822. for (var cam in this.attached) {
  48823. var input = this.attached[cam];
  48824. var res = BABYLON.SerializationHelper.Serialize(input);
  48825. inputs[input.getClassName()] = res;
  48826. }
  48827. serializedCamera.inputsmgr = inputs;
  48828. };
  48829. /**
  48830. * Parses an input manager serialized JSON to restore the previous list of inputs
  48831. * and states associated to a camera.
  48832. * @param parsedCamera Defines the JSON to parse
  48833. */
  48834. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48835. var parsedInputs = parsedCamera.inputsmgr;
  48836. if (parsedInputs) {
  48837. this.clear();
  48838. for (var n in parsedInputs) {
  48839. var construct = BABYLON.CameraInputTypes[n];
  48840. if (construct) {
  48841. var parsedinput = parsedInputs[n];
  48842. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48843. this.add(input);
  48844. }
  48845. }
  48846. }
  48847. else {
  48848. //2016-03-08 this part is for managing backward compatibility
  48849. for (var n in this.attached) {
  48850. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48851. if (construct) {
  48852. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48853. this.remove(this.attached[n]);
  48854. this.add(input);
  48855. }
  48856. }
  48857. }
  48858. };
  48859. return CameraInputsManager;
  48860. }());
  48861. BABYLON.CameraInputsManager = CameraInputsManager;
  48862. })(BABYLON || (BABYLON = {}));
  48863. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48864. var BABYLON;
  48865. (function (BABYLON) {
  48866. /**
  48867. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48868. * This is the base of the follow, arc rotate cameras and Free camera
  48869. * @see http://doc.babylonjs.com/features/cameras
  48870. */
  48871. var TargetCamera = /** @class */ (function (_super) {
  48872. __extends(TargetCamera, _super);
  48873. /**
  48874. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48875. * This is the base of the follow, arc rotate cameras and Free camera
  48876. * @see http://doc.babylonjs.com/features/cameras
  48877. * @param name Defines the name of the camera in the scene
  48878. * @param position Defines the start position of the camera in the scene
  48879. * @param scene Defines the scene the camera belongs to
  48880. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48881. */
  48882. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48883. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48884. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48885. /**
  48886. * Define the current direction the camera is moving to
  48887. */
  48888. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48889. /**
  48890. * Define the current rotation the camera is rotating to
  48891. */
  48892. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48893. /**
  48894. * When set, the up vector of the camera will be updated by the rotation of the camera
  48895. */
  48896. _this.updateUpVectorFromRotation = false;
  48897. _this._tmpQuaternion = new BABYLON.Quaternion();
  48898. /**
  48899. * Define the current rotation of the camera
  48900. */
  48901. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48902. /**
  48903. * Define the current speed of the camera
  48904. */
  48905. _this.speed = 2.0;
  48906. /**
  48907. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48908. * around all axis.
  48909. */
  48910. _this.noRotationConstraint = false;
  48911. /**
  48912. * Define the current target of the camera as an object or a position.
  48913. */
  48914. _this.lockedTarget = null;
  48915. /** @hidden */
  48916. _this._currentTarget = BABYLON.Vector3.Zero();
  48917. /** @hidden */
  48918. _this._initialFocalDistance = 1;
  48919. /** @hidden */
  48920. _this._viewMatrix = BABYLON.Matrix.Zero();
  48921. /** @hidden */
  48922. _this._camMatrix = BABYLON.Matrix.Zero();
  48923. /** @hidden */
  48924. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48925. /** @hidden */
  48926. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48927. /** @hidden */
  48928. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48929. /** @hidden */
  48930. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48931. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48932. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48933. _this._defaultUp = BABYLON.Vector3.Up();
  48934. _this._cachedRotationZ = 0;
  48935. _this._cachedQuaternionRotationZ = 0;
  48936. return _this;
  48937. }
  48938. /**
  48939. * Gets the position in front of the camera at a given distance.
  48940. * @param distance The distance from the camera we want the position to be
  48941. * @returns the position
  48942. */
  48943. TargetCamera.prototype.getFrontPosition = function (distance) {
  48944. this.getWorldMatrix();
  48945. var direction = this.getTarget().subtract(this.position);
  48946. direction.normalize();
  48947. direction.scaleInPlace(distance);
  48948. return this.globalPosition.add(direction);
  48949. };
  48950. /** @hidden */
  48951. TargetCamera.prototype._getLockedTargetPosition = function () {
  48952. if (!this.lockedTarget) {
  48953. return null;
  48954. }
  48955. if (this.lockedTarget.absolutePosition) {
  48956. this.lockedTarget.computeWorldMatrix();
  48957. }
  48958. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48959. };
  48960. /**
  48961. * Store current camera state of the camera (fov, position, rotation, etc..)
  48962. * @returns the camera
  48963. */
  48964. TargetCamera.prototype.storeState = function () {
  48965. this._storedPosition = this.position.clone();
  48966. this._storedRotation = this.rotation.clone();
  48967. if (this.rotationQuaternion) {
  48968. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48969. }
  48970. return _super.prototype.storeState.call(this);
  48971. };
  48972. /**
  48973. * Restored camera state. You must call storeState() first
  48974. * @returns whether it was successful or not
  48975. * @hidden
  48976. */
  48977. TargetCamera.prototype._restoreStateValues = function () {
  48978. if (!_super.prototype._restoreStateValues.call(this)) {
  48979. return false;
  48980. }
  48981. this.position = this._storedPosition.clone();
  48982. this.rotation = this._storedRotation.clone();
  48983. if (this.rotationQuaternion) {
  48984. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48985. }
  48986. this.cameraDirection.copyFromFloats(0, 0, 0);
  48987. this.cameraRotation.copyFromFloats(0, 0);
  48988. return true;
  48989. };
  48990. /** @hidden */
  48991. TargetCamera.prototype._initCache = function () {
  48992. _super.prototype._initCache.call(this);
  48993. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48994. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48995. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48996. };
  48997. /** @hidden */
  48998. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48999. if (!ignoreParentClass) {
  49000. _super.prototype._updateCache.call(this);
  49001. }
  49002. var lockedTargetPosition = this._getLockedTargetPosition();
  49003. if (!lockedTargetPosition) {
  49004. this._cache.lockedTarget = null;
  49005. }
  49006. else {
  49007. if (!this._cache.lockedTarget) {
  49008. this._cache.lockedTarget = lockedTargetPosition.clone();
  49009. }
  49010. else {
  49011. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  49012. }
  49013. }
  49014. this._cache.rotation.copyFrom(this.rotation);
  49015. if (this.rotationQuaternion) {
  49016. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49017. }
  49018. };
  49019. // Synchronized
  49020. /** @hidden */
  49021. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  49022. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  49023. return false;
  49024. }
  49025. var lockedTargetPosition = this._getLockedTargetPosition();
  49026. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  49027. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  49028. };
  49029. // Methods
  49030. /** @hidden */
  49031. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  49032. var engine = this.getEngine();
  49033. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  49034. };
  49035. // Target
  49036. /** @hidden */
  49037. TargetCamera.prototype.setTarget = function (target) {
  49038. this.upVector.normalize();
  49039. this._initialFocalDistance = target.subtract(this.position).length();
  49040. if (this.position.z === target.z) {
  49041. this.position.z += BABYLON.Epsilon;
  49042. }
  49043. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  49044. this._camMatrix.invert();
  49045. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  49046. var vDir = target.subtract(this.position);
  49047. if (vDir.x >= 0.0) {
  49048. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  49049. }
  49050. else {
  49051. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  49052. }
  49053. this.rotation.z = 0;
  49054. if (isNaN(this.rotation.x)) {
  49055. this.rotation.x = 0;
  49056. }
  49057. if (isNaN(this.rotation.y)) {
  49058. this.rotation.y = 0;
  49059. }
  49060. if (isNaN(this.rotation.z)) {
  49061. this.rotation.z = 0;
  49062. }
  49063. if (this.rotationQuaternion) {
  49064. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49065. }
  49066. };
  49067. /**
  49068. * Return the current target position of the camera. This value is expressed in local space.
  49069. * @returns the target position
  49070. */
  49071. TargetCamera.prototype.getTarget = function () {
  49072. return this._currentTarget;
  49073. };
  49074. /** @hidden */
  49075. TargetCamera.prototype._decideIfNeedsToMove = function () {
  49076. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49077. };
  49078. /** @hidden */
  49079. TargetCamera.prototype._updatePosition = function () {
  49080. if (this.parent) {
  49081. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49082. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49083. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49084. return;
  49085. }
  49086. this.position.addInPlace(this.cameraDirection);
  49087. };
  49088. /** @hidden */
  49089. TargetCamera.prototype._checkInputs = function () {
  49090. var needToMove = this._decideIfNeedsToMove();
  49091. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49092. // Move
  49093. if (needToMove) {
  49094. this._updatePosition();
  49095. }
  49096. // Rotate
  49097. if (needToRotate) {
  49098. this.rotation.x += this.cameraRotation.x;
  49099. this.rotation.y += this.cameraRotation.y;
  49100. //rotate, if quaternion is set and rotation was used
  49101. if (this.rotationQuaternion) {
  49102. var len = this.rotation.lengthSquared();
  49103. if (len) {
  49104. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49105. }
  49106. }
  49107. if (!this.noRotationConstraint) {
  49108. var limit = (Math.PI / 2) * 0.95;
  49109. if (this.rotation.x > limit) {
  49110. this.rotation.x = limit;
  49111. }
  49112. if (this.rotation.x < -limit) {
  49113. this.rotation.x = -limit;
  49114. }
  49115. }
  49116. }
  49117. // Inertia
  49118. if (needToMove) {
  49119. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49120. this.cameraDirection.x = 0;
  49121. }
  49122. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49123. this.cameraDirection.y = 0;
  49124. }
  49125. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49126. this.cameraDirection.z = 0;
  49127. }
  49128. this.cameraDirection.scaleInPlace(this.inertia);
  49129. }
  49130. if (needToRotate) {
  49131. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49132. this.cameraRotation.x = 0;
  49133. }
  49134. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49135. this.cameraRotation.y = 0;
  49136. }
  49137. this.cameraRotation.scaleInPlace(this.inertia);
  49138. }
  49139. _super.prototype._checkInputs.call(this);
  49140. };
  49141. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49142. if (this.rotationQuaternion) {
  49143. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49144. }
  49145. else {
  49146. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49147. }
  49148. };
  49149. /**
  49150. * 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)
  49151. * @returns the current camera
  49152. */
  49153. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49154. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49155. return this;
  49156. };
  49157. /** @hidden */
  49158. TargetCamera.prototype._getViewMatrix = function () {
  49159. if (this.lockedTarget) {
  49160. this.setTarget(this._getLockedTargetPosition());
  49161. }
  49162. // Compute
  49163. this._updateCameraRotationMatrix();
  49164. // Apply the changed rotation to the upVector
  49165. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49166. this._rotateUpVectorWithCameraRotationMatrix();
  49167. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49168. }
  49169. else if (this._cachedRotationZ != this.rotation.z) {
  49170. this._rotateUpVectorWithCameraRotationMatrix();
  49171. this._cachedRotationZ = this.rotation.z;
  49172. }
  49173. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49174. // Computing target and final matrix
  49175. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49176. if (this.updateUpVectorFromRotation) {
  49177. if (this.rotationQuaternion) {
  49178. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49179. }
  49180. else {
  49181. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49182. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49183. }
  49184. }
  49185. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49186. return this._viewMatrix;
  49187. };
  49188. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49189. if (this.parent) {
  49190. var parentWorldMatrix = this.parent.getWorldMatrix();
  49191. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49192. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49193. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49194. this._markSyncedWithParent();
  49195. }
  49196. else {
  49197. this._globalPosition.copyFrom(position);
  49198. this._globalCurrentTarget.copyFrom(target);
  49199. this._globalCurrentUpVector.copyFrom(up);
  49200. }
  49201. if (this.getScene().useRightHandedSystem) {
  49202. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49203. }
  49204. else {
  49205. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49206. }
  49207. };
  49208. /**
  49209. * @hidden
  49210. */
  49211. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49212. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49213. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49214. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49215. if (!this.rotationQuaternion) {
  49216. this.rotationQuaternion = new BABYLON.Quaternion();
  49217. }
  49218. rigCamera._cameraRigParams = {};
  49219. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49220. }
  49221. return rigCamera;
  49222. }
  49223. return null;
  49224. };
  49225. /**
  49226. * @hidden
  49227. */
  49228. TargetCamera.prototype._updateRigCameras = function () {
  49229. var camLeft = this._rigCameras[0];
  49230. var camRight = this._rigCameras[1];
  49231. this.computeWorldMatrix();
  49232. switch (this.cameraRigMode) {
  49233. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49234. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49235. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49236. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49237. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49238. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49239. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49240. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
  49241. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
  49242. break;
  49243. case BABYLON.Camera.RIG_MODE_VR:
  49244. if (camLeft.rotationQuaternion) {
  49245. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49246. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49247. }
  49248. else {
  49249. camLeft.rotation.copyFrom(this.rotation);
  49250. camRight.rotation.copyFrom(this.rotation);
  49251. }
  49252. camLeft.position.copyFrom(this.position);
  49253. camRight.position.copyFrom(this.position);
  49254. break;
  49255. }
  49256. _super.prototype._updateRigCameras.call(this);
  49257. };
  49258. TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {
  49259. var target = this.getTarget();
  49260. target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
  49261. TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
  49262. var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
  49263. BABYLON.Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49264. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49265. BABYLON.Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49266. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49267. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
  49268. rigCamera.setTarget(newFocalTarget);
  49269. };
  49270. /**
  49271. * Gets the current object class name.
  49272. * @return the class name
  49273. */
  49274. TargetCamera.prototype.getClassName = function () {
  49275. return "TargetCamera";
  49276. };
  49277. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49278. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49279. TargetCamera._TargetFocalPoint = new BABYLON.Vector3();
  49280. __decorate([
  49281. BABYLON.serializeAsVector3()
  49282. ], TargetCamera.prototype, "rotation", void 0);
  49283. __decorate([
  49284. BABYLON.serialize()
  49285. ], TargetCamera.prototype, "speed", void 0);
  49286. __decorate([
  49287. BABYLON.serializeAsMeshReference("lockedTargetId")
  49288. ], TargetCamera.prototype, "lockedTarget", void 0);
  49289. return TargetCamera;
  49290. }(BABYLON.Camera));
  49291. BABYLON.TargetCamera = TargetCamera;
  49292. })(BABYLON || (BABYLON = {}));
  49293. //# sourceMappingURL=babylon.targetCamera.js.map
  49294. var BABYLON;
  49295. (function (BABYLON) {
  49296. /**
  49297. * Manage the mouse inputs to control the movement of a free camera.
  49298. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49299. */
  49300. var FreeCameraMouseInput = /** @class */ (function () {
  49301. /**
  49302. * Manage the mouse inputs to control the movement of a free camera.
  49303. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49304. * @param touchEnabled Defines if touch is enabled or not
  49305. */
  49306. function FreeCameraMouseInput(
  49307. /**
  49308. * Define if touch is enabled in the mouse input
  49309. */
  49310. touchEnabled) {
  49311. if (touchEnabled === void 0) { touchEnabled = true; }
  49312. this.touchEnabled = touchEnabled;
  49313. /**
  49314. * Defines the buttons associated with the input to handle camera move.
  49315. */
  49316. this.buttons = [0, 1, 2];
  49317. /**
  49318. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49319. */
  49320. this.angularSensibility = 2000.0;
  49321. this.previousPosition = null;
  49322. }
  49323. /**
  49324. * Attach the input controls to a specific dom element to get the input from.
  49325. * @param element Defines the element the controls should be listened from
  49326. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49327. */
  49328. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49329. var _this = this;
  49330. var engine = this.camera.getEngine();
  49331. if (!this._pointerInput) {
  49332. this._pointerInput = function (p, s) {
  49333. var evt = p.event;
  49334. if (engine.isInVRExclusivePointerMode) {
  49335. return;
  49336. }
  49337. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49338. return;
  49339. }
  49340. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49341. return;
  49342. }
  49343. var srcElement = (evt.srcElement || evt.target);
  49344. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49345. try {
  49346. srcElement.setPointerCapture(evt.pointerId);
  49347. }
  49348. catch (e) {
  49349. //Nothing to do with the error. Execution will continue.
  49350. }
  49351. _this.previousPosition = {
  49352. x: evt.clientX,
  49353. y: evt.clientY
  49354. };
  49355. if (!noPreventDefault) {
  49356. evt.preventDefault();
  49357. element.focus();
  49358. }
  49359. }
  49360. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49361. try {
  49362. srcElement.releasePointerCapture(evt.pointerId);
  49363. }
  49364. catch (e) {
  49365. //Nothing to do with the error.
  49366. }
  49367. _this.previousPosition = null;
  49368. if (!noPreventDefault) {
  49369. evt.preventDefault();
  49370. }
  49371. }
  49372. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49373. if (!_this.previousPosition || engine.isPointerLock) {
  49374. return;
  49375. }
  49376. var offsetX = evt.clientX - _this.previousPosition.x;
  49377. if (_this.camera.getScene().useRightHandedSystem) {
  49378. offsetX *= -1;
  49379. }
  49380. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49381. offsetX *= -1;
  49382. }
  49383. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49384. var offsetY = evt.clientY - _this.previousPosition.y;
  49385. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49386. _this.previousPosition = {
  49387. x: evt.clientX,
  49388. y: evt.clientY
  49389. };
  49390. if (!noPreventDefault) {
  49391. evt.preventDefault();
  49392. }
  49393. }
  49394. };
  49395. }
  49396. this._onMouseMove = function (evt) {
  49397. if (!engine.isPointerLock) {
  49398. return;
  49399. }
  49400. if (engine.isInVRExclusivePointerMode) {
  49401. return;
  49402. }
  49403. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49404. if (_this.camera.getScene().useRightHandedSystem) {
  49405. offsetX *= -1;
  49406. }
  49407. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49408. offsetX *= -1;
  49409. }
  49410. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49411. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49412. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49413. _this.previousPosition = null;
  49414. if (!noPreventDefault) {
  49415. evt.preventDefault();
  49416. }
  49417. };
  49418. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49419. element.addEventListener("mousemove", this._onMouseMove, false);
  49420. };
  49421. /**
  49422. * Detach the current controls from the specified dom element.
  49423. * @param element Defines the element to stop listening the inputs from
  49424. */
  49425. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49426. if (this._observer && element) {
  49427. this.camera.getScene().onPointerObservable.remove(this._observer);
  49428. if (this._onMouseMove) {
  49429. element.removeEventListener("mousemove", this._onMouseMove);
  49430. }
  49431. this._observer = null;
  49432. this._onMouseMove = null;
  49433. this.previousPosition = null;
  49434. }
  49435. };
  49436. /**
  49437. * Gets the class name of the current intput.
  49438. * @returns the class name
  49439. */
  49440. FreeCameraMouseInput.prototype.getClassName = function () {
  49441. return "FreeCameraMouseInput";
  49442. };
  49443. /**
  49444. * Get the friendly name associated with the input class.
  49445. * @returns the input friendly name
  49446. */
  49447. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49448. return "mouse";
  49449. };
  49450. __decorate([
  49451. BABYLON.serialize()
  49452. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49453. __decorate([
  49454. BABYLON.serialize()
  49455. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49456. return FreeCameraMouseInput;
  49457. }());
  49458. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49459. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49460. })(BABYLON || (BABYLON = {}));
  49461. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49462. var BABYLON;
  49463. (function (BABYLON) {
  49464. /**
  49465. * Manage the keyboard inputs to control the movement of a free camera.
  49466. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49467. */
  49468. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49469. function FreeCameraKeyboardMoveInput() {
  49470. /**
  49471. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49472. */
  49473. this.keysUp = [38];
  49474. /**
  49475. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49476. */
  49477. this.keysDown = [40];
  49478. /**
  49479. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49480. */
  49481. this.keysLeft = [37];
  49482. /**
  49483. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49484. */
  49485. this.keysRight = [39];
  49486. this._keys = new Array();
  49487. }
  49488. /**
  49489. * Attach the input controls to a specific dom element to get the input from.
  49490. * @param element Defines the element the controls should be listened from
  49491. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49492. */
  49493. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49494. var _this = this;
  49495. if (this._onCanvasBlurObserver) {
  49496. return;
  49497. }
  49498. this._scene = this.camera.getScene();
  49499. this._engine = this._scene.getEngine();
  49500. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49501. _this._keys = [];
  49502. });
  49503. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49504. var evt = info.event;
  49505. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49506. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49507. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49508. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49509. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49510. var index = _this._keys.indexOf(evt.keyCode);
  49511. if (index === -1) {
  49512. _this._keys.push(evt.keyCode);
  49513. }
  49514. if (!noPreventDefault) {
  49515. evt.preventDefault();
  49516. }
  49517. }
  49518. }
  49519. else {
  49520. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49521. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49522. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49523. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49524. var index = _this._keys.indexOf(evt.keyCode);
  49525. if (index >= 0) {
  49526. _this._keys.splice(index, 1);
  49527. }
  49528. if (!noPreventDefault) {
  49529. evt.preventDefault();
  49530. }
  49531. }
  49532. }
  49533. });
  49534. };
  49535. /**
  49536. * Detach the current controls from the specified dom element.
  49537. * @param element Defines the element to stop listening the inputs from
  49538. */
  49539. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49540. if (this._scene) {
  49541. if (this._onKeyboardObserver) {
  49542. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49543. }
  49544. if (this._onCanvasBlurObserver) {
  49545. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49546. }
  49547. this._onKeyboardObserver = null;
  49548. this._onCanvasBlurObserver = null;
  49549. }
  49550. this._keys = [];
  49551. };
  49552. /**
  49553. * Update the current camera state depending on the inputs that have been used this frame.
  49554. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49555. */
  49556. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49557. if (this._onKeyboardObserver) {
  49558. var camera = this.camera;
  49559. // Keyboard
  49560. for (var index = 0; index < this._keys.length; index++) {
  49561. var keyCode = this._keys[index];
  49562. var speed = camera._computeLocalCameraSpeed();
  49563. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49564. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49565. }
  49566. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49567. camera._localDirection.copyFromFloats(0, 0, speed);
  49568. }
  49569. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49570. camera._localDirection.copyFromFloats(speed, 0, 0);
  49571. }
  49572. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49573. camera._localDirection.copyFromFloats(0, 0, -speed);
  49574. }
  49575. if (camera.getScene().useRightHandedSystem) {
  49576. camera._localDirection.z *= -1;
  49577. }
  49578. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49579. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49580. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49581. }
  49582. }
  49583. };
  49584. /**
  49585. * Gets the class name of the current intput.
  49586. * @returns the class name
  49587. */
  49588. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49589. return "FreeCameraKeyboardMoveInput";
  49590. };
  49591. /** @hidden */
  49592. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49593. this._keys = [];
  49594. };
  49595. /**
  49596. * Get the friendly name associated with the input class.
  49597. * @returns the input friendly name
  49598. */
  49599. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49600. return "keyboard";
  49601. };
  49602. __decorate([
  49603. BABYLON.serialize()
  49604. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49605. __decorate([
  49606. BABYLON.serialize()
  49607. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49608. __decorate([
  49609. BABYLON.serialize()
  49610. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49611. __decorate([
  49612. BABYLON.serialize()
  49613. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49614. return FreeCameraKeyboardMoveInput;
  49615. }());
  49616. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49617. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49618. })(BABYLON || (BABYLON = {}));
  49619. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49620. var BABYLON;
  49621. (function (BABYLON) {
  49622. /**
  49623. * Default Inputs manager for the FreeCamera.
  49624. * It groups all the default supported inputs for ease of use.
  49625. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49626. */
  49627. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49628. __extends(FreeCameraInputsManager, _super);
  49629. /**
  49630. * Instantiates a new FreeCameraInputsManager.
  49631. * @param camera Defines the camera the inputs belong to
  49632. */
  49633. function FreeCameraInputsManager(camera) {
  49634. return _super.call(this, camera) || this;
  49635. }
  49636. /**
  49637. * Add keyboard input support to the input manager.
  49638. * @returns the current input manager
  49639. */
  49640. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49641. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49642. return this;
  49643. };
  49644. /**
  49645. * Add mouse input support to the input manager.
  49646. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49647. * @returns the current input manager
  49648. */
  49649. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49650. if (touchEnabled === void 0) { touchEnabled = true; }
  49651. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49652. return this;
  49653. };
  49654. /**
  49655. * Add orientation input support to the input manager.
  49656. * @returns the current input manager
  49657. */
  49658. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49659. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49660. return this;
  49661. };
  49662. /**
  49663. * Add touch input support to the input manager.
  49664. * @returns the current input manager
  49665. */
  49666. FreeCameraInputsManager.prototype.addTouch = function () {
  49667. this.add(new BABYLON.FreeCameraTouchInput());
  49668. return this;
  49669. };
  49670. /**
  49671. * Add virtual joystick input support to the input manager.
  49672. * @returns the current input manager
  49673. */
  49674. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49675. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49676. return this;
  49677. };
  49678. return FreeCameraInputsManager;
  49679. }(BABYLON.CameraInputsManager));
  49680. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49681. })(BABYLON || (BABYLON = {}));
  49682. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49683. var BABYLON;
  49684. (function (BABYLON) {
  49685. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49686. // Forcing to use the Universal camera
  49687. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49688. });
  49689. /**
  49690. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49691. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49692. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49693. */
  49694. var FreeCamera = /** @class */ (function (_super) {
  49695. __extends(FreeCamera, _super);
  49696. /**
  49697. * Instantiates a Free Camera.
  49698. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49699. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49700. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49701. * @param name Define the name of the camera in the scene
  49702. * @param position Define the start position of the camera in the scene
  49703. * @param scene Define the scene the camera belongs to
  49704. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49705. */
  49706. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49707. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49708. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49709. /**
  49710. * Define the collision ellipsoid of the camera.
  49711. * This is helpful to simulate a camera body like the player body around the camera
  49712. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49713. */
  49714. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49715. /**
  49716. * Define an offset for the position of the ellipsoid around the camera.
  49717. * This can be helpful to determine the center of the body near the gravity center of the body
  49718. * instead of its head.
  49719. */
  49720. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49721. /**
  49722. * Enable or disable collisions of the camera with the rest of the scene objects.
  49723. */
  49724. _this.checkCollisions = false;
  49725. /**
  49726. * Enable or disable gravity on the camera.
  49727. */
  49728. _this.applyGravity = false;
  49729. _this._needMoveForGravity = false;
  49730. _this._oldPosition = BABYLON.Vector3.Zero();
  49731. _this._diffPosition = BABYLON.Vector3.Zero();
  49732. _this._newPosition = BABYLON.Vector3.Zero();
  49733. // Collisions
  49734. _this._collisionMask = -1;
  49735. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49736. if (collidedMesh === void 0) { collidedMesh = null; }
  49737. //TODO move this to the collision coordinator!
  49738. if (_this.getScene().workerCollisions) {
  49739. newPosition.multiplyInPlace(_this._collider._radius);
  49740. }
  49741. var updatePosition = function (newPos) {
  49742. _this._newPosition.copyFrom(newPos);
  49743. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49744. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49745. _this.position.addInPlace(_this._diffPosition);
  49746. if (_this.onCollide && collidedMesh) {
  49747. _this.onCollide(collidedMesh);
  49748. }
  49749. }
  49750. };
  49751. updatePosition(newPosition);
  49752. };
  49753. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49754. _this.inputs.addKeyboard().addMouse();
  49755. return _this;
  49756. }
  49757. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49758. /**
  49759. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49760. * Higher values reduce sensitivity.
  49761. */
  49762. get: function () {
  49763. var mouse = this.inputs.attached["mouse"];
  49764. if (mouse) {
  49765. return mouse.angularSensibility;
  49766. }
  49767. return 0;
  49768. },
  49769. /**
  49770. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49771. * Higher values reduce sensitivity.
  49772. */
  49773. set: function (value) {
  49774. var mouse = this.inputs.attached["mouse"];
  49775. if (mouse) {
  49776. mouse.angularSensibility = value;
  49777. }
  49778. },
  49779. enumerable: true,
  49780. configurable: true
  49781. });
  49782. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49783. /**
  49784. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49785. */
  49786. get: function () {
  49787. var keyboard = this.inputs.attached["keyboard"];
  49788. if (keyboard) {
  49789. return keyboard.keysUp;
  49790. }
  49791. return [];
  49792. },
  49793. set: function (value) {
  49794. var keyboard = this.inputs.attached["keyboard"];
  49795. if (keyboard) {
  49796. keyboard.keysUp = value;
  49797. }
  49798. },
  49799. enumerable: true,
  49800. configurable: true
  49801. });
  49802. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49803. /**
  49804. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49805. */
  49806. get: function () {
  49807. var keyboard = this.inputs.attached["keyboard"];
  49808. if (keyboard) {
  49809. return keyboard.keysDown;
  49810. }
  49811. return [];
  49812. },
  49813. set: function (value) {
  49814. var keyboard = this.inputs.attached["keyboard"];
  49815. if (keyboard) {
  49816. keyboard.keysDown = value;
  49817. }
  49818. },
  49819. enumerable: true,
  49820. configurable: true
  49821. });
  49822. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49823. /**
  49824. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49825. */
  49826. get: function () {
  49827. var keyboard = this.inputs.attached["keyboard"];
  49828. if (keyboard) {
  49829. return keyboard.keysLeft;
  49830. }
  49831. return [];
  49832. },
  49833. set: function (value) {
  49834. var keyboard = this.inputs.attached["keyboard"];
  49835. if (keyboard) {
  49836. keyboard.keysLeft = value;
  49837. }
  49838. },
  49839. enumerable: true,
  49840. configurable: true
  49841. });
  49842. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49843. /**
  49844. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49845. */
  49846. get: function () {
  49847. var keyboard = this.inputs.attached["keyboard"];
  49848. if (keyboard) {
  49849. return keyboard.keysRight;
  49850. }
  49851. return [];
  49852. },
  49853. set: function (value) {
  49854. var keyboard = this.inputs.attached["keyboard"];
  49855. if (keyboard) {
  49856. keyboard.keysRight = value;
  49857. }
  49858. },
  49859. enumerable: true,
  49860. configurable: true
  49861. });
  49862. /**
  49863. * Attached controls to the current camera.
  49864. * @param element Defines the element the controls should be listened from
  49865. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49866. */
  49867. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49868. this.inputs.attachElement(element, noPreventDefault);
  49869. };
  49870. /**
  49871. * Detach the current controls from the camera.
  49872. * The camera will stop reacting to inputs.
  49873. * @param element Defines the element to stop listening the inputs from
  49874. */
  49875. FreeCamera.prototype.detachControl = function (element) {
  49876. this.inputs.detachElement(element);
  49877. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49878. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49879. };
  49880. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49881. /**
  49882. * Define a collision mask to limit the list of object the camera can collide with
  49883. */
  49884. get: function () {
  49885. return this._collisionMask;
  49886. },
  49887. set: function (mask) {
  49888. this._collisionMask = !isNaN(mask) ? mask : -1;
  49889. },
  49890. enumerable: true,
  49891. configurable: true
  49892. });
  49893. /** @hidden */
  49894. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49895. var globalPosition;
  49896. if (this.parent) {
  49897. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49898. }
  49899. else {
  49900. globalPosition = this.position;
  49901. }
  49902. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49903. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49904. if (!this._collider) {
  49905. this._collider = new BABYLON.Collider();
  49906. }
  49907. this._collider._radius = this.ellipsoid;
  49908. this._collider.collisionMask = this._collisionMask;
  49909. //no need for clone, as long as gravity is not on.
  49910. var actualDisplacement = displacement;
  49911. //add gravity to the direction to prevent the dual-collision checking
  49912. if (this.applyGravity) {
  49913. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49914. actualDisplacement = displacement.add(this.getScene().gravity);
  49915. }
  49916. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49917. };
  49918. /** @hidden */
  49919. FreeCamera.prototype._checkInputs = function () {
  49920. if (!this._localDirection) {
  49921. this._localDirection = BABYLON.Vector3.Zero();
  49922. this._transformedDirection = BABYLON.Vector3.Zero();
  49923. }
  49924. this.inputs.checkInputs();
  49925. _super.prototype._checkInputs.call(this);
  49926. };
  49927. /** @hidden */
  49928. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49929. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49930. };
  49931. /** @hidden */
  49932. FreeCamera.prototype._updatePosition = function () {
  49933. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49934. this._collideWithWorld(this.cameraDirection);
  49935. }
  49936. else {
  49937. _super.prototype._updatePosition.call(this);
  49938. }
  49939. };
  49940. /**
  49941. * Destroy the camera and release the current resources hold by it.
  49942. */
  49943. FreeCamera.prototype.dispose = function () {
  49944. this.inputs.clear();
  49945. _super.prototype.dispose.call(this);
  49946. };
  49947. /**
  49948. * Gets the current object class name.
  49949. * @return the class name
  49950. */
  49951. FreeCamera.prototype.getClassName = function () {
  49952. return "FreeCamera";
  49953. };
  49954. __decorate([
  49955. BABYLON.serializeAsVector3()
  49956. ], FreeCamera.prototype, "ellipsoid", void 0);
  49957. __decorate([
  49958. BABYLON.serializeAsVector3()
  49959. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49960. __decorate([
  49961. BABYLON.serialize()
  49962. ], FreeCamera.prototype, "checkCollisions", void 0);
  49963. __decorate([
  49964. BABYLON.serialize()
  49965. ], FreeCamera.prototype, "applyGravity", void 0);
  49966. return FreeCamera;
  49967. }(BABYLON.TargetCamera));
  49968. BABYLON.FreeCamera = FreeCamera;
  49969. })(BABYLON || (BABYLON = {}));
  49970. //# sourceMappingURL=babylon.freeCamera.js.map
  49971. var BABYLON;
  49972. (function (BABYLON) {
  49973. /**
  49974. * Listen to mouse events to control the camera.
  49975. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49976. */
  49977. var FlyCameraMouseInput = /** @class */ (function () {
  49978. /**
  49979. * Listen to mouse events to control the camera.
  49980. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49981. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49982. */
  49983. function FlyCameraMouseInput(touchEnabled) {
  49984. if (touchEnabled === void 0) { touchEnabled = true; }
  49985. /**
  49986. * Defines the buttons associated with the input to handle camera rotation.
  49987. */
  49988. this.buttons = [0, 1, 2];
  49989. /**
  49990. * Assign buttons for Yaw control.
  49991. */
  49992. this.buttonsYaw = [-1, 0, 1];
  49993. /**
  49994. * Assign buttons for Pitch control.
  49995. */
  49996. this.buttonsPitch = [-1, 0, 1];
  49997. /**
  49998. * Assign buttons for Roll control.
  49999. */
  50000. this.buttonsRoll = [2];
  50001. /**
  50002. * Detect if any button is being pressed while mouse is moved.
  50003. * -1 = Mouse locked.
  50004. * 0 = Left button.
  50005. * 1 = Middle Button.
  50006. * 2 = Right Button.
  50007. */
  50008. this.activeButton = -1;
  50009. /**
  50010. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  50011. * Higher values reduce its sensitivity.
  50012. */
  50013. this.angularSensibility = 1000.0;
  50014. this.previousPosition = null;
  50015. }
  50016. /**
  50017. * Attach the mouse control to the HTML DOM element.
  50018. * @param element Defines the element that listens to the input events.
  50019. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  50020. */
  50021. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  50022. var _this = this;
  50023. this.element = element;
  50024. this.noPreventDefault = noPreventDefault;
  50025. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  50026. _this._pointerInput(p, s);
  50027. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  50028. // Correct Roll by rate, if enabled.
  50029. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  50030. if (_this.camera.rollCorrect) {
  50031. _this.camera.restoreRoll(_this.camera.rollCorrect);
  50032. }
  50033. });
  50034. // Helper function to keep 'this'.
  50035. this._mousemoveCallback = function (e) {
  50036. _this._onMouseMove(e);
  50037. };
  50038. element.addEventListener("mousemove", this._mousemoveCallback, false);
  50039. };
  50040. /**
  50041. * Detach the current controls from the specified dom element.
  50042. * @param element Defines the element to stop listening the inputs from
  50043. */
  50044. FlyCameraMouseInput.prototype.detachControl = function (element) {
  50045. if (this._observer && element) {
  50046. this.camera.getScene().onPointerObservable.remove(this._observer);
  50047. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  50048. if (this._mousemoveCallback) {
  50049. element.removeEventListener("mousemove", this._mousemoveCallback);
  50050. }
  50051. this._observer = null;
  50052. this._rollObserver = null;
  50053. this.previousPosition = null;
  50054. this.noPreventDefault = undefined;
  50055. }
  50056. };
  50057. /**
  50058. * Gets the class name of the current input.
  50059. * @returns the class name.
  50060. */
  50061. FlyCameraMouseInput.prototype.getClassName = function () {
  50062. return "FlyCameraMouseInput";
  50063. };
  50064. /**
  50065. * Get the friendly name associated with the input class.
  50066. * @returns the input's friendly name.
  50067. */
  50068. FlyCameraMouseInput.prototype.getSimpleName = function () {
  50069. return "mouse";
  50070. };
  50071. // Track mouse movement, when the pointer is not locked.
  50072. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  50073. var e = p.event;
  50074. var camera = this.camera;
  50075. var engine = camera.getEngine();
  50076. if (engine.isInVRExclusivePointerMode) {
  50077. return;
  50078. }
  50079. if (!this.touchEnabled && e.pointerType === "touch") {
  50080. return;
  50081. }
  50082. // Mouse is moved but an unknown mouse button is pressed.
  50083. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50084. return;
  50085. }
  50086. var srcElement = (e.srcElement || e.target);
  50087. // Mouse down.
  50088. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50089. try {
  50090. srcElement.setPointerCapture(e.pointerId);
  50091. }
  50092. catch (e) {
  50093. // Nothing to do with the error. Execution continues.
  50094. }
  50095. this.previousPosition = {
  50096. x: e.clientX,
  50097. y: e.clientY
  50098. };
  50099. this.activeButton = e.button;
  50100. if (!this.noPreventDefault) {
  50101. e.preventDefault();
  50102. this.element.focus();
  50103. }
  50104. }
  50105. else
  50106. // Mouse up.
  50107. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50108. try {
  50109. srcElement.releasePointerCapture(e.pointerId);
  50110. }
  50111. catch (e) {
  50112. // Nothing to do with the error. Execution continues.
  50113. }
  50114. this.activeButton = -1;
  50115. this.previousPosition = null;
  50116. if (!this.noPreventDefault) {
  50117. e.preventDefault();
  50118. }
  50119. }
  50120. else
  50121. // Mouse move.
  50122. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50123. if (!this.previousPosition || engine.isPointerLock) {
  50124. return;
  50125. }
  50126. var offsetX = e.clientX - this.previousPosition.x;
  50127. var offsetY = e.clientY - this.previousPosition.y;
  50128. this.rotateCamera(offsetX, offsetY);
  50129. this.previousPosition = {
  50130. x: e.clientX,
  50131. y: e.clientY
  50132. };
  50133. if (!this.noPreventDefault) {
  50134. e.preventDefault();
  50135. }
  50136. }
  50137. };
  50138. // Track mouse movement, when pointer is locked.
  50139. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50140. var camera = this.camera;
  50141. var engine = camera.getEngine();
  50142. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50143. return;
  50144. }
  50145. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50146. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50147. this.rotateCamera(offsetX, offsetY);
  50148. this.previousPosition = null;
  50149. if (!this.noPreventDefault) {
  50150. e.preventDefault();
  50151. }
  50152. };
  50153. /**
  50154. * Rotate camera by mouse offset.
  50155. */
  50156. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50157. var _this = this;
  50158. var camera = this.camera;
  50159. var scene = this.camera.getScene();
  50160. if (scene.useRightHandedSystem) {
  50161. offsetX *= -1;
  50162. }
  50163. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50164. offsetX *= -1;
  50165. }
  50166. var x = offsetX / this.angularSensibility;
  50167. var y = offsetY / this.angularSensibility;
  50168. // Initialize to current rotation.
  50169. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50170. var rotationChange;
  50171. // Pitch.
  50172. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50173. // Apply change in Radians to vector Angle.
  50174. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50175. // Apply Pitch to quaternion.
  50176. currentRotation.multiplyInPlace(rotationChange);
  50177. }
  50178. // Yaw.
  50179. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50180. // Apply change in Radians to vector Angle.
  50181. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50182. // Apply Yaw to quaternion.
  50183. currentRotation.multiplyInPlace(rotationChange);
  50184. // Add Roll, if banked turning is enabled, within Roll limit.
  50185. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50186. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50187. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50188. // Apply change in Radians to vector Angle.
  50189. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50190. // Apply Yaw to quaternion.
  50191. currentRotation.multiplyInPlace(rotationChange);
  50192. }
  50193. }
  50194. // Roll.
  50195. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50196. // Apply change in Radians to vector Angle.
  50197. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50198. // Track Rolling.
  50199. camera._trackRoll -= x;
  50200. // Apply Pitch to quaternion.
  50201. currentRotation.multiplyInPlace(rotationChange);
  50202. }
  50203. // Apply rotationQuaternion to Euler camera.rotation.
  50204. currentRotation.toEulerAnglesToRef(camera.rotation);
  50205. };
  50206. __decorate([
  50207. BABYLON.serialize()
  50208. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50209. __decorate([
  50210. BABYLON.serialize()
  50211. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50212. return FlyCameraMouseInput;
  50213. }());
  50214. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50215. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50216. })(BABYLON || (BABYLON = {}));
  50217. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50218. var BABYLON;
  50219. (function (BABYLON) {
  50220. /**
  50221. * Listen to keyboard events to control the camera.
  50222. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50223. */
  50224. var FlyCameraKeyboardInput = /** @class */ (function () {
  50225. function FlyCameraKeyboardInput() {
  50226. /**
  50227. * The list of keyboard keys used to control the forward move of the camera.
  50228. */
  50229. this.keysForward = [87];
  50230. /**
  50231. * The list of keyboard keys used to control the backward move of the camera.
  50232. */
  50233. this.keysBackward = [83];
  50234. /**
  50235. * The list of keyboard keys used to control the forward move of the camera.
  50236. */
  50237. this.keysUp = [69];
  50238. /**
  50239. * The list of keyboard keys used to control the backward move of the camera.
  50240. */
  50241. this.keysDown = [81];
  50242. /**
  50243. * The list of keyboard keys used to control the right strafe move of the camera.
  50244. */
  50245. this.keysRight = [68];
  50246. /**
  50247. * The list of keyboard keys used to control the left strafe move of the camera.
  50248. */
  50249. this.keysLeft = [65];
  50250. this._keys = new Array();
  50251. }
  50252. /**
  50253. * Attach the input controls to a specific dom element to get the input from.
  50254. * @param element Defines the element the controls should be listened from
  50255. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50256. */
  50257. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50258. var _this = this;
  50259. if (this._onCanvasBlurObserver) {
  50260. return;
  50261. }
  50262. this._scene = this.camera.getScene();
  50263. this._engine = this._scene.getEngine();
  50264. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50265. _this._keys = [];
  50266. });
  50267. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50268. var evt = info.event;
  50269. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50270. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50271. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50272. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50273. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50274. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50275. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50276. var index = _this._keys.indexOf(evt.keyCode);
  50277. if (index === -1) {
  50278. _this._keys.push(evt.keyCode);
  50279. }
  50280. if (!noPreventDefault) {
  50281. evt.preventDefault();
  50282. }
  50283. }
  50284. }
  50285. else {
  50286. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50287. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50288. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50289. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50290. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50291. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50292. var index = _this._keys.indexOf(evt.keyCode);
  50293. if (index >= 0) {
  50294. _this._keys.splice(index, 1);
  50295. }
  50296. if (!noPreventDefault) {
  50297. evt.preventDefault();
  50298. }
  50299. }
  50300. }
  50301. });
  50302. };
  50303. /**
  50304. * Detach the current controls from the specified dom element.
  50305. * @param element Defines the element to stop listening the inputs from
  50306. */
  50307. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50308. if (this._scene) {
  50309. if (this._onKeyboardObserver) {
  50310. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50311. }
  50312. if (this._onCanvasBlurObserver) {
  50313. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50314. }
  50315. this._onKeyboardObserver = null;
  50316. this._onCanvasBlurObserver = null;
  50317. }
  50318. this._keys = [];
  50319. };
  50320. /**
  50321. * Gets the class name of the current intput.
  50322. * @returns the class name
  50323. */
  50324. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50325. return "FlyCameraKeyboardInput";
  50326. };
  50327. /** @hidden */
  50328. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50329. this._keys = [];
  50330. };
  50331. /**
  50332. * Get the friendly name associated with the input class.
  50333. * @returns the input friendly name
  50334. */
  50335. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50336. return "keyboard";
  50337. };
  50338. /**
  50339. * Update the current camera state depending on the inputs that have been used this frame.
  50340. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50341. */
  50342. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50343. if (this._onKeyboardObserver) {
  50344. var camera = this.camera;
  50345. // Keyboard
  50346. for (var index = 0; index < this._keys.length; index++) {
  50347. var keyCode = this._keys[index];
  50348. var speed = camera._computeLocalCameraSpeed();
  50349. if (this.keysForward.indexOf(keyCode) !== -1) {
  50350. camera._localDirection.copyFromFloats(0, 0, speed);
  50351. }
  50352. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50353. camera._localDirection.copyFromFloats(0, 0, -speed);
  50354. }
  50355. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50356. camera._localDirection.copyFromFloats(0, speed, 0);
  50357. }
  50358. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50359. camera._localDirection.copyFromFloats(0, -speed, 0);
  50360. }
  50361. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50362. camera._localDirection.copyFromFloats(speed, 0, 0);
  50363. }
  50364. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50365. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50366. }
  50367. if (camera.getScene().useRightHandedSystem) {
  50368. camera._localDirection.z *= -1;
  50369. }
  50370. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50371. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50372. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50373. }
  50374. }
  50375. };
  50376. __decorate([
  50377. BABYLON.serialize()
  50378. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50379. __decorate([
  50380. BABYLON.serialize()
  50381. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50382. __decorate([
  50383. BABYLON.serialize()
  50384. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50385. __decorate([
  50386. BABYLON.serialize()
  50387. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50388. __decorate([
  50389. BABYLON.serialize()
  50390. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50391. __decorate([
  50392. BABYLON.serialize()
  50393. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50394. return FlyCameraKeyboardInput;
  50395. }());
  50396. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50397. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50398. })(BABYLON || (BABYLON = {}));
  50399. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50400. var BABYLON;
  50401. (function (BABYLON) {
  50402. /**
  50403. * Default Inputs manager for the FlyCamera.
  50404. * It groups all the default supported inputs for ease of use.
  50405. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50406. */
  50407. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50408. __extends(FlyCameraInputsManager, _super);
  50409. /**
  50410. * Instantiates a new FlyCameraInputsManager.
  50411. * @param camera Defines the camera the inputs belong to.
  50412. */
  50413. function FlyCameraInputsManager(camera) {
  50414. return _super.call(this, camera) || this;
  50415. }
  50416. /**
  50417. * Add keyboard input support to the input manager.
  50418. * @returns the new FlyCameraKeyboardMoveInput().
  50419. */
  50420. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50421. this.add(new BABYLON.FlyCameraKeyboardInput());
  50422. return this;
  50423. };
  50424. /**
  50425. * Add mouse input support to the input manager.
  50426. * @param touchEnabled Enable touch screen support.
  50427. * @returns the new FlyCameraMouseInput().
  50428. */
  50429. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50430. if (touchEnabled === void 0) { touchEnabled = true; }
  50431. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50432. return this;
  50433. };
  50434. return FlyCameraInputsManager;
  50435. }(BABYLON.CameraInputsManager));
  50436. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50437. })(BABYLON || (BABYLON = {}));
  50438. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50439. var BABYLON;
  50440. (function (BABYLON) {
  50441. /**
  50442. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50443. * such as in a 3D Space Shooter or a Flight Simulator.
  50444. */
  50445. var FlyCamera = /** @class */ (function (_super) {
  50446. __extends(FlyCamera, _super);
  50447. /**
  50448. * Instantiates a FlyCamera.
  50449. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50450. * such as in a 3D Space Shooter or a Flight Simulator.
  50451. * @param name Define the name of the camera in the scene.
  50452. * @param position Define the starting position of the camera in the scene.
  50453. * @param scene Define the scene the camera belongs to.
  50454. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50455. */
  50456. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50457. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50458. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50459. /**
  50460. * Define the collision ellipsoid of the camera.
  50461. * This is helpful for simulating a camera body, like a player's body.
  50462. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50463. */
  50464. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50465. /**
  50466. * Define an offset for the position of the ellipsoid around the camera.
  50467. * This can be helpful if the camera is attached away from the player's body center,
  50468. * such as at its head.
  50469. */
  50470. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50471. /**
  50472. * Enable or disable collisions of the camera with the rest of the scene objects.
  50473. */
  50474. _this.checkCollisions = false;
  50475. /**
  50476. * Enable or disable gravity on the camera.
  50477. */
  50478. _this.applyGravity = false;
  50479. /**
  50480. * Define the current direction the camera is moving to.
  50481. */
  50482. _this.cameraDirection = BABYLON.Vector3.Zero();
  50483. /**
  50484. * Track Roll to maintain the wanted Rolling when looking around.
  50485. */
  50486. _this._trackRoll = 0;
  50487. /**
  50488. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50489. */
  50490. _this.rollCorrect = 100;
  50491. /**
  50492. * Mimic a banked turn, Rolling the camera when Yawing.
  50493. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50494. */
  50495. _this.bankedTurn = false;
  50496. /**
  50497. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50498. */
  50499. _this.bankedTurnLimit = Math.PI / 2;
  50500. /**
  50501. * Value of 0 disables the banked Roll.
  50502. * Value of 1 is equal to the Yaw angle in radians.
  50503. */
  50504. _this.bankedTurnMultiplier = 1;
  50505. _this._needMoveForGravity = false;
  50506. _this._oldPosition = BABYLON.Vector3.Zero();
  50507. _this._diffPosition = BABYLON.Vector3.Zero();
  50508. _this._newPosition = BABYLON.Vector3.Zero();
  50509. // Collisions.
  50510. _this._collisionMask = -1;
  50511. /** @hidden */
  50512. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50513. if (collidedMesh === void 0) { collidedMesh = null; }
  50514. // TODO Move this to the collision coordinator!
  50515. if (_this.getScene().workerCollisions) {
  50516. newPosition.multiplyInPlace(_this._collider._radius);
  50517. }
  50518. var updatePosition = function (newPos) {
  50519. _this._newPosition.copyFrom(newPos);
  50520. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50521. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50522. _this.position.addInPlace(_this._diffPosition);
  50523. if (_this.onCollide && collidedMesh) {
  50524. _this.onCollide(collidedMesh);
  50525. }
  50526. }
  50527. };
  50528. updatePosition(newPosition);
  50529. };
  50530. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50531. _this.inputs.addKeyboard().addMouse();
  50532. return _this;
  50533. }
  50534. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50535. /**
  50536. * Gets the input sensibility for mouse input.
  50537. * Higher values reduce sensitivity.
  50538. */
  50539. get: function () {
  50540. var mouse = this.inputs.attached["mouse"];
  50541. if (mouse) {
  50542. return mouse.angularSensibility;
  50543. }
  50544. return 0;
  50545. },
  50546. /**
  50547. * Sets the input sensibility for a mouse input.
  50548. * Higher values reduce sensitivity.
  50549. */
  50550. set: function (value) {
  50551. var mouse = this.inputs.attached["mouse"];
  50552. if (mouse) {
  50553. mouse.angularSensibility = value;
  50554. }
  50555. },
  50556. enumerable: true,
  50557. configurable: true
  50558. });
  50559. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50560. /**
  50561. * Get the keys for camera movement forward.
  50562. */
  50563. get: function () {
  50564. var keyboard = this.inputs.attached["keyboard"];
  50565. if (keyboard) {
  50566. return keyboard.keysForward;
  50567. }
  50568. return [];
  50569. },
  50570. /**
  50571. * Set the keys for camera movement forward.
  50572. */
  50573. set: function (value) {
  50574. var keyboard = this.inputs.attached["keyboard"];
  50575. if (keyboard) {
  50576. keyboard.keysForward = value;
  50577. }
  50578. },
  50579. enumerable: true,
  50580. configurable: true
  50581. });
  50582. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50583. /**
  50584. * Get the keys for camera movement backward.
  50585. */
  50586. get: function () {
  50587. var keyboard = this.inputs.attached["keyboard"];
  50588. if (keyboard) {
  50589. return keyboard.keysBackward;
  50590. }
  50591. return [];
  50592. },
  50593. set: function (value) {
  50594. var keyboard = this.inputs.attached["keyboard"];
  50595. if (keyboard) {
  50596. keyboard.keysBackward = value;
  50597. }
  50598. },
  50599. enumerable: true,
  50600. configurable: true
  50601. });
  50602. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50603. /**
  50604. * Get the keys for camera movement up.
  50605. */
  50606. get: function () {
  50607. var keyboard = this.inputs.attached["keyboard"];
  50608. if (keyboard) {
  50609. return keyboard.keysUp;
  50610. }
  50611. return [];
  50612. },
  50613. /**
  50614. * Set the keys for camera movement up.
  50615. */
  50616. set: function (value) {
  50617. var keyboard = this.inputs.attached["keyboard"];
  50618. if (keyboard) {
  50619. keyboard.keysUp = value;
  50620. }
  50621. },
  50622. enumerable: true,
  50623. configurable: true
  50624. });
  50625. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50626. /**
  50627. * Get the keys for camera movement down.
  50628. */
  50629. get: function () {
  50630. var keyboard = this.inputs.attached["keyboard"];
  50631. if (keyboard) {
  50632. return keyboard.keysDown;
  50633. }
  50634. return [];
  50635. },
  50636. /**
  50637. * Set the keys for camera movement down.
  50638. */
  50639. set: function (value) {
  50640. var keyboard = this.inputs.attached["keyboard"];
  50641. if (keyboard) {
  50642. keyboard.keysDown = value;
  50643. }
  50644. },
  50645. enumerable: true,
  50646. configurable: true
  50647. });
  50648. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50649. /**
  50650. * Get the keys for camera movement left.
  50651. */
  50652. get: function () {
  50653. var keyboard = this.inputs.attached["keyboard"];
  50654. if (keyboard) {
  50655. return keyboard.keysLeft;
  50656. }
  50657. return [];
  50658. },
  50659. /**
  50660. * Set the keys for camera movement left.
  50661. */
  50662. set: function (value) {
  50663. var keyboard = this.inputs.attached["keyboard"];
  50664. if (keyboard) {
  50665. keyboard.keysLeft = value;
  50666. }
  50667. },
  50668. enumerable: true,
  50669. configurable: true
  50670. });
  50671. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50672. /**
  50673. * Set the keys for camera movement right.
  50674. */
  50675. get: function () {
  50676. var keyboard = this.inputs.attached["keyboard"];
  50677. if (keyboard) {
  50678. return keyboard.keysRight;
  50679. }
  50680. return [];
  50681. },
  50682. /**
  50683. * Set the keys for camera movement right.
  50684. */
  50685. set: function (value) {
  50686. var keyboard = this.inputs.attached["keyboard"];
  50687. if (keyboard) {
  50688. keyboard.keysRight = value;
  50689. }
  50690. },
  50691. enumerable: true,
  50692. configurable: true
  50693. });
  50694. /**
  50695. * Attach a control to the HTML DOM element.
  50696. * @param element Defines the element that listens to the input events.
  50697. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50698. */
  50699. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50700. this.inputs.attachElement(element, noPreventDefault);
  50701. };
  50702. /**
  50703. * Detach a control from the HTML DOM element.
  50704. * The camera will stop reacting to that input.
  50705. * @param element Defines the element that listens to the input events.
  50706. */
  50707. FlyCamera.prototype.detachControl = function (element) {
  50708. this.inputs.detachElement(element);
  50709. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50710. };
  50711. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50712. /**
  50713. * Get the mask that the camera ignores in collision events.
  50714. */
  50715. get: function () {
  50716. return this._collisionMask;
  50717. },
  50718. /**
  50719. * Set the mask that the camera ignores in collision events.
  50720. */
  50721. set: function (mask) {
  50722. this._collisionMask = !isNaN(mask) ? mask : -1;
  50723. },
  50724. enumerable: true,
  50725. configurable: true
  50726. });
  50727. /** @hidden */
  50728. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50729. var globalPosition;
  50730. if (this.parent) {
  50731. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50732. }
  50733. else {
  50734. globalPosition = this.position;
  50735. }
  50736. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50737. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50738. if (!this._collider) {
  50739. this._collider = new BABYLON.Collider();
  50740. }
  50741. this._collider._radius = this.ellipsoid;
  50742. this._collider.collisionMask = this._collisionMask;
  50743. // No need for clone, as long as gravity is not on.
  50744. var actualDisplacement = displacement;
  50745. // Add gravity to direction to prevent dual-collision checking.
  50746. if (this.applyGravity) {
  50747. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50748. actualDisplacement = displacement.add(this.getScene().gravity);
  50749. }
  50750. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50751. };
  50752. /** @hidden */
  50753. FlyCamera.prototype._checkInputs = function () {
  50754. if (!this._localDirection) {
  50755. this._localDirection = BABYLON.Vector3.Zero();
  50756. this._transformedDirection = BABYLON.Vector3.Zero();
  50757. }
  50758. this.inputs.checkInputs();
  50759. _super.prototype._checkInputs.call(this);
  50760. };
  50761. /** @hidden */
  50762. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50763. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50764. };
  50765. /** @hidden */
  50766. FlyCamera.prototype._updatePosition = function () {
  50767. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50768. this._collideWithWorld(this.cameraDirection);
  50769. }
  50770. else {
  50771. _super.prototype._updatePosition.call(this);
  50772. }
  50773. };
  50774. /**
  50775. * Restore the Roll to its target value at the rate specified.
  50776. * @param rate - Higher means slower restoring.
  50777. * @hidden
  50778. */
  50779. FlyCamera.prototype.restoreRoll = function (rate) {
  50780. var limit = this._trackRoll; // Target Roll.
  50781. var z = this.rotation.z; // Current Roll.
  50782. var delta = limit - z; // Difference in Roll.
  50783. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50784. // If the difference is noticable, restore the Roll.
  50785. if (Math.abs(delta) >= minRad) {
  50786. // Change Z rotation towards the target Roll.
  50787. this.rotation.z += delta / rate;
  50788. // Match when near enough.
  50789. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50790. this.rotation.z = limit;
  50791. }
  50792. }
  50793. };
  50794. /**
  50795. * Destroy the camera and release the current resources held by it.
  50796. */
  50797. FlyCamera.prototype.dispose = function () {
  50798. this.inputs.clear();
  50799. _super.prototype.dispose.call(this);
  50800. };
  50801. /**
  50802. * Get the current object class name.
  50803. * @returns the class name.
  50804. */
  50805. FlyCamera.prototype.getClassName = function () {
  50806. return "FlyCamera";
  50807. };
  50808. __decorate([
  50809. BABYLON.serializeAsVector3()
  50810. ], FlyCamera.prototype, "ellipsoid", void 0);
  50811. __decorate([
  50812. BABYLON.serializeAsVector3()
  50813. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50814. __decorate([
  50815. BABYLON.serialize()
  50816. ], FlyCamera.prototype, "checkCollisions", void 0);
  50817. __decorate([
  50818. BABYLON.serialize()
  50819. ], FlyCamera.prototype, "applyGravity", void 0);
  50820. return FlyCamera;
  50821. }(BABYLON.TargetCamera));
  50822. BABYLON.FlyCamera = FlyCamera;
  50823. })(BABYLON || (BABYLON = {}));
  50824. //# sourceMappingURL=babylon.flyCamera.js.map
  50825. var BABYLON;
  50826. (function (BABYLON) {
  50827. /**
  50828. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50829. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50830. */
  50831. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50832. function ArcRotateCameraKeyboardMoveInput() {
  50833. /**
  50834. * Defines the list of key codes associated with the up action (increase alpha)
  50835. */
  50836. this.keysUp = [38];
  50837. /**
  50838. * Defines the list of key codes associated with the down action (decrease alpha)
  50839. */
  50840. this.keysDown = [40];
  50841. /**
  50842. * Defines the list of key codes associated with the left action (increase beta)
  50843. */
  50844. this.keysLeft = [37];
  50845. /**
  50846. * Defines the list of key codes associated with the right action (decrease beta)
  50847. */
  50848. this.keysRight = [39];
  50849. /**
  50850. * Defines the list of key codes associated with the reset action.
  50851. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50852. */
  50853. this.keysReset = [220];
  50854. /**
  50855. * Defines the panning sensibility of the inputs.
  50856. * (How fast is the camera paning)
  50857. */
  50858. this.panningSensibility = 50.0;
  50859. /**
  50860. * Defines the zooming sensibility of the inputs.
  50861. * (How fast is the camera zooming)
  50862. */
  50863. this.zoomingSensibility = 25.0;
  50864. /**
  50865. * Defines wether maintaining the alt key down switch the movement mode from
  50866. * orientation to zoom.
  50867. */
  50868. this.useAltToZoom = true;
  50869. /**
  50870. * Rotation speed of the camera
  50871. */
  50872. this.angularSpeed = 0.01;
  50873. this._keys = new Array();
  50874. }
  50875. /**
  50876. * Attach the input controls to a specific dom element to get the input from.
  50877. * @param element Defines the element the controls should be listened from
  50878. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50879. */
  50880. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50881. var _this = this;
  50882. if (this._onCanvasBlurObserver) {
  50883. return;
  50884. }
  50885. this._scene = this.camera.getScene();
  50886. this._engine = this._scene.getEngine();
  50887. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50888. _this._keys = [];
  50889. });
  50890. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50891. var evt = info.event;
  50892. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50893. _this._ctrlPressed = evt.ctrlKey;
  50894. _this._altPressed = evt.altKey;
  50895. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50896. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50897. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50898. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50899. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50900. var index = _this._keys.indexOf(evt.keyCode);
  50901. if (index === -1) {
  50902. _this._keys.push(evt.keyCode);
  50903. }
  50904. if (evt.preventDefault) {
  50905. if (!noPreventDefault) {
  50906. evt.preventDefault();
  50907. }
  50908. }
  50909. }
  50910. }
  50911. else {
  50912. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50913. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50914. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50915. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50916. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50917. var index = _this._keys.indexOf(evt.keyCode);
  50918. if (index >= 0) {
  50919. _this._keys.splice(index, 1);
  50920. }
  50921. if (evt.preventDefault) {
  50922. if (!noPreventDefault) {
  50923. evt.preventDefault();
  50924. }
  50925. }
  50926. }
  50927. }
  50928. });
  50929. };
  50930. /**
  50931. * Detach the current controls from the specified dom element.
  50932. * @param element Defines the element to stop listening the inputs from
  50933. */
  50934. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50935. if (this._scene) {
  50936. if (this._onKeyboardObserver) {
  50937. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50938. }
  50939. if (this._onCanvasBlurObserver) {
  50940. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50941. }
  50942. this._onKeyboardObserver = null;
  50943. this._onCanvasBlurObserver = null;
  50944. }
  50945. this._keys = [];
  50946. };
  50947. /**
  50948. * Update the current camera state depending on the inputs that have been used this frame.
  50949. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50950. */
  50951. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50952. if (this._onKeyboardObserver) {
  50953. var camera = this.camera;
  50954. for (var index = 0; index < this._keys.length; index++) {
  50955. var keyCode = this._keys[index];
  50956. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50957. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50958. camera.inertialPanningX -= 1 / this.panningSensibility;
  50959. }
  50960. else {
  50961. camera.inertialAlphaOffset -= this.angularSpeed;
  50962. }
  50963. }
  50964. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50965. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50966. camera.inertialPanningY += 1 / this.panningSensibility;
  50967. }
  50968. else if (this._altPressed && this.useAltToZoom) {
  50969. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50970. }
  50971. else {
  50972. camera.inertialBetaOffset -= this.angularSpeed;
  50973. }
  50974. }
  50975. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50976. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50977. camera.inertialPanningX += 1 / this.panningSensibility;
  50978. }
  50979. else {
  50980. camera.inertialAlphaOffset += this.angularSpeed;
  50981. }
  50982. }
  50983. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50984. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50985. camera.inertialPanningY -= 1 / this.panningSensibility;
  50986. }
  50987. else if (this._altPressed && this.useAltToZoom) {
  50988. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50989. }
  50990. else {
  50991. camera.inertialBetaOffset += this.angularSpeed;
  50992. }
  50993. }
  50994. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50995. if (camera.useInputToRestoreState) {
  50996. camera.restoreState();
  50997. }
  50998. }
  50999. }
  51000. }
  51001. };
  51002. /**
  51003. * Gets the class name of the current intput.
  51004. * @returns the class name
  51005. */
  51006. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  51007. return "ArcRotateCameraKeyboardMoveInput";
  51008. };
  51009. /**
  51010. * Get the friendly name associated with the input class.
  51011. * @returns the input friendly name
  51012. */
  51013. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  51014. return "keyboard";
  51015. };
  51016. __decorate([
  51017. BABYLON.serialize()
  51018. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  51019. __decorate([
  51020. BABYLON.serialize()
  51021. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  51022. __decorate([
  51023. BABYLON.serialize()
  51024. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  51025. __decorate([
  51026. BABYLON.serialize()
  51027. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  51028. __decorate([
  51029. BABYLON.serialize()
  51030. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  51031. __decorate([
  51032. BABYLON.serialize()
  51033. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  51034. __decorate([
  51035. BABYLON.serialize()
  51036. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  51037. __decorate([
  51038. BABYLON.serialize()
  51039. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  51040. __decorate([
  51041. BABYLON.serialize()
  51042. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  51043. return ArcRotateCameraKeyboardMoveInput;
  51044. }());
  51045. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  51046. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  51047. })(BABYLON || (BABYLON = {}));
  51048. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  51049. var BABYLON;
  51050. (function (BABYLON) {
  51051. /**
  51052. * Manage the mouse wheel inputs to control an arc rotate camera.
  51053. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51054. */
  51055. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  51056. function ArcRotateCameraMouseWheelInput() {
  51057. /**
  51058. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51059. */
  51060. this.wheelPrecision = 3.0;
  51061. /**
  51062. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  51063. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  51064. */
  51065. this.wheelDeltaPercentage = 0;
  51066. }
  51067. /**
  51068. * Attach the input controls to a specific dom element to get the input from.
  51069. * @param element Defines the element the controls should be listened from
  51070. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51071. */
  51072. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  51073. var _this = this;
  51074. this._wheel = function (p, s) {
  51075. //sanity check - this should be a PointerWheel event.
  51076. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  51077. return;
  51078. }
  51079. var event = p.event;
  51080. var delta = 0;
  51081. if (event.wheelDelta) {
  51082. if (_this.wheelDeltaPercentage) {
  51083. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51084. if (event.wheelDelta > 0) {
  51085. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51086. }
  51087. else {
  51088. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51089. }
  51090. }
  51091. else {
  51092. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51093. }
  51094. }
  51095. else {
  51096. var deltaValue = event.deltaY || event.detail;
  51097. delta = -deltaValue / _this.wheelPrecision;
  51098. }
  51099. if (delta) {
  51100. _this.camera.inertialRadiusOffset += delta;
  51101. }
  51102. if (event.preventDefault) {
  51103. if (!noPreventDefault) {
  51104. event.preventDefault();
  51105. }
  51106. }
  51107. };
  51108. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51109. };
  51110. /**
  51111. * Detach the current controls from the specified dom element.
  51112. * @param element Defines the element to stop listening the inputs from
  51113. */
  51114. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51115. if (this._observer && element) {
  51116. this.camera.getScene().onPointerObservable.remove(this._observer);
  51117. this._observer = null;
  51118. this._wheel = null;
  51119. }
  51120. };
  51121. /**
  51122. * Gets the class name of the current intput.
  51123. * @returns the class name
  51124. */
  51125. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51126. return "ArcRotateCameraMouseWheelInput";
  51127. };
  51128. /**
  51129. * Get the friendly name associated with the input class.
  51130. * @returns the input friendly name
  51131. */
  51132. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51133. return "mousewheel";
  51134. };
  51135. __decorate([
  51136. BABYLON.serialize()
  51137. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51138. __decorate([
  51139. BABYLON.serialize()
  51140. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51141. return ArcRotateCameraMouseWheelInput;
  51142. }());
  51143. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51144. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51145. })(BABYLON || (BABYLON = {}));
  51146. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51147. var BABYLON;
  51148. (function (BABYLON) {
  51149. /**
  51150. * Manage the pointers inputs to control an arc rotate camera.
  51151. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51152. */
  51153. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51154. function ArcRotateCameraPointersInput() {
  51155. /**
  51156. * Defines the buttons associated with the input to handle camera move.
  51157. */
  51158. this.buttons = [0, 1, 2];
  51159. /**
  51160. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51161. */
  51162. this.angularSensibilityX = 1000.0;
  51163. /**
  51164. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51165. */
  51166. this.angularSensibilityY = 1000.0;
  51167. /**
  51168. * Defines the pointer pinch precision or how fast is the camera zooming.
  51169. */
  51170. this.pinchPrecision = 12.0;
  51171. /**
  51172. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51173. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51174. */
  51175. this.pinchDeltaPercentage = 0;
  51176. /**
  51177. * Defines the pointer panning sensibility or how fast is the camera moving.
  51178. */
  51179. this.panningSensibility = 1000.0;
  51180. /**
  51181. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51182. */
  51183. this.multiTouchPanning = true;
  51184. /**
  51185. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51186. */
  51187. this.multiTouchPanAndZoom = true;
  51188. /**
  51189. * Revers pinch action direction.
  51190. */
  51191. this.pinchInwards = true;
  51192. this._isPanClick = false;
  51193. }
  51194. /**
  51195. * Attach the input controls to a specific dom element to get the input from.
  51196. * @param element Defines the element the controls should be listened from
  51197. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51198. */
  51199. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51200. var _this = this;
  51201. var engine = this.camera.getEngine();
  51202. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51203. var pointA = null;
  51204. var pointB = null;
  51205. var previousPinchSquaredDistance = 0;
  51206. var initialDistance = 0;
  51207. var twoFingerActivityCount = 0;
  51208. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51209. this._pointerInput = function (p, s) {
  51210. var evt = p.event;
  51211. var isTouch = p.event.pointerType === "touch";
  51212. if (engine.isInVRExclusivePointerMode) {
  51213. return;
  51214. }
  51215. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51216. return;
  51217. }
  51218. var srcElement = (evt.srcElement || evt.target);
  51219. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51220. try {
  51221. srcElement.setPointerCapture(evt.pointerId);
  51222. }
  51223. catch (e) {
  51224. //Nothing to do with the error. Execution will continue.
  51225. }
  51226. // Manage panning with pan button click
  51227. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51228. // manage pointers
  51229. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51230. if (pointA === null) {
  51231. pointA = cacheSoloPointer;
  51232. }
  51233. else if (pointB === null) {
  51234. pointB = cacheSoloPointer;
  51235. }
  51236. if (!noPreventDefault) {
  51237. evt.preventDefault();
  51238. element.focus();
  51239. }
  51240. }
  51241. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51242. if (_this.camera.useInputToRestoreState) {
  51243. _this.camera.restoreState();
  51244. }
  51245. }
  51246. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51247. try {
  51248. srcElement.releasePointerCapture(evt.pointerId);
  51249. }
  51250. catch (e) {
  51251. //Nothing to do with the error.
  51252. }
  51253. cacheSoloPointer = null;
  51254. previousPinchSquaredDistance = 0;
  51255. previousMultiTouchPanPosition.isPaning = false;
  51256. previousMultiTouchPanPosition.isPinching = false;
  51257. twoFingerActivityCount = 0;
  51258. initialDistance = 0;
  51259. if (!isTouch) {
  51260. pointB = null; // Mouse and pen are mono pointer
  51261. }
  51262. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51263. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51264. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51265. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51266. if (engine._badOS) {
  51267. pointA = pointB = null;
  51268. }
  51269. else {
  51270. //only remove the impacted pointer in case of multitouch allowing on most
  51271. //platforms switching from rotate to zoom and pan seamlessly.
  51272. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51273. pointA = pointB;
  51274. pointB = null;
  51275. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51276. }
  51277. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51278. pointB = null;
  51279. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51280. }
  51281. else {
  51282. pointA = pointB = null;
  51283. }
  51284. }
  51285. if (!noPreventDefault) {
  51286. evt.preventDefault();
  51287. }
  51288. }
  51289. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51290. if (!noPreventDefault) {
  51291. evt.preventDefault();
  51292. }
  51293. // One button down
  51294. if (pointA && pointB === null && cacheSoloPointer) {
  51295. if (_this.panningSensibility !== 0 &&
  51296. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51297. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51298. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51299. }
  51300. else {
  51301. var offsetX = evt.clientX - cacheSoloPointer.x;
  51302. var offsetY = evt.clientY - cacheSoloPointer.y;
  51303. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51304. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51305. }
  51306. cacheSoloPointer.x = evt.clientX;
  51307. cacheSoloPointer.y = evt.clientY;
  51308. }
  51309. // Two buttons down: pinch/pan
  51310. else if (pointA && pointB) {
  51311. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51312. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51313. ed.x = evt.clientX;
  51314. ed.y = evt.clientY;
  51315. var direction = _this.pinchInwards ? 1 : -1;
  51316. var distX = pointA.x - pointB.x;
  51317. var distY = pointA.y - pointB.y;
  51318. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51319. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51320. if (previousPinchSquaredDistance === 0) {
  51321. initialDistance = pinchDistance;
  51322. previousPinchSquaredDistance = pinchSquaredDistance;
  51323. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51324. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51325. return;
  51326. }
  51327. if (_this.multiTouchPanAndZoom) {
  51328. if (_this.pinchDeltaPercentage) {
  51329. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51330. }
  51331. else {
  51332. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51333. (_this.pinchPrecision *
  51334. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51335. direction);
  51336. }
  51337. if (_this.panningSensibility !== 0) {
  51338. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51339. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51340. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51341. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51342. previousMultiTouchPanPosition.x = pointersCenterX;
  51343. previousMultiTouchPanPosition.y = pointersCenterY;
  51344. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51345. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51346. }
  51347. }
  51348. else {
  51349. twoFingerActivityCount++;
  51350. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51351. if (_this.pinchDeltaPercentage) {
  51352. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51353. }
  51354. else {
  51355. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51356. (_this.pinchPrecision *
  51357. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51358. direction);
  51359. }
  51360. previousMultiTouchPanPosition.isPaning = false;
  51361. previousMultiTouchPanPosition.isPinching = true;
  51362. }
  51363. else {
  51364. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51365. if (!previousMultiTouchPanPosition.isPaning) {
  51366. previousMultiTouchPanPosition.isPaning = true;
  51367. previousMultiTouchPanPosition.isPinching = false;
  51368. previousMultiTouchPanPosition.x = ed.x;
  51369. previousMultiTouchPanPosition.y = ed.y;
  51370. return;
  51371. }
  51372. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51373. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51374. }
  51375. }
  51376. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51377. previousMultiTouchPanPosition.x = ed.x;
  51378. previousMultiTouchPanPosition.y = ed.y;
  51379. }
  51380. }
  51381. previousPinchSquaredDistance = pinchSquaredDistance;
  51382. }
  51383. }
  51384. };
  51385. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51386. this._onContextMenu = function (evt) {
  51387. evt.preventDefault();
  51388. };
  51389. if (!this.camera._useCtrlForPanning) {
  51390. element.addEventListener("contextmenu", this._onContextMenu, false);
  51391. }
  51392. this._onLostFocus = function () {
  51393. //this._keys = [];
  51394. pointA = pointB = null;
  51395. previousPinchSquaredDistance = 0;
  51396. previousMultiTouchPanPosition.isPaning = false;
  51397. previousMultiTouchPanPosition.isPinching = false;
  51398. twoFingerActivityCount = 0;
  51399. cacheSoloPointer = null;
  51400. initialDistance = 0;
  51401. };
  51402. this._onMouseMove = function (evt) {
  51403. if (!engine.isPointerLock) {
  51404. return;
  51405. }
  51406. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51407. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51408. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51409. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51410. if (!noPreventDefault) {
  51411. evt.preventDefault();
  51412. }
  51413. };
  51414. this._onGestureStart = function (e) {
  51415. if (window.MSGesture === undefined) {
  51416. return;
  51417. }
  51418. if (!_this._MSGestureHandler) {
  51419. _this._MSGestureHandler = new MSGesture();
  51420. _this._MSGestureHandler.target = element;
  51421. }
  51422. _this._MSGestureHandler.addPointer(e.pointerId);
  51423. };
  51424. this._onGesture = function (e) {
  51425. _this.camera.radius *= e.scale;
  51426. if (e.preventDefault) {
  51427. if (!noPreventDefault) {
  51428. e.stopPropagation();
  51429. e.preventDefault();
  51430. }
  51431. }
  51432. };
  51433. element.addEventListener("mousemove", this._onMouseMove, false);
  51434. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51435. element.addEventListener("MSGestureChange", this._onGesture, false);
  51436. BABYLON.Tools.RegisterTopRootEvents([
  51437. { name: "blur", handler: this._onLostFocus }
  51438. ]);
  51439. };
  51440. /**
  51441. * Detach the current controls from the specified dom element.
  51442. * @param element Defines the element to stop listening the inputs from
  51443. */
  51444. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51445. if (this._onLostFocus) {
  51446. BABYLON.Tools.UnregisterTopRootEvents([
  51447. { name: "blur", handler: this._onLostFocus }
  51448. ]);
  51449. }
  51450. if (element && this._observer) {
  51451. this.camera.getScene().onPointerObservable.remove(this._observer);
  51452. this._observer = null;
  51453. if (this._onContextMenu) {
  51454. element.removeEventListener("contextmenu", this._onContextMenu);
  51455. }
  51456. if (this._onMouseMove) {
  51457. element.removeEventListener("mousemove", this._onMouseMove);
  51458. }
  51459. if (this._onGestureStart) {
  51460. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51461. }
  51462. if (this._onGesture) {
  51463. element.removeEventListener("MSGestureChange", this._onGesture);
  51464. }
  51465. this._isPanClick = false;
  51466. this.pinchInwards = true;
  51467. this._onMouseMove = null;
  51468. this._onGestureStart = null;
  51469. this._onGesture = null;
  51470. this._MSGestureHandler = null;
  51471. this._onLostFocus = null;
  51472. this._onContextMenu = null;
  51473. }
  51474. };
  51475. /**
  51476. * Gets the class name of the current intput.
  51477. * @returns the class name
  51478. */
  51479. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51480. return "ArcRotateCameraPointersInput";
  51481. };
  51482. /**
  51483. * Get the friendly name associated with the input class.
  51484. * @returns the input friendly name
  51485. */
  51486. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51487. return "pointers";
  51488. };
  51489. __decorate([
  51490. BABYLON.serialize()
  51491. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51492. __decorate([
  51493. BABYLON.serialize()
  51494. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51495. __decorate([
  51496. BABYLON.serialize()
  51497. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51498. __decorate([
  51499. BABYLON.serialize()
  51500. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51501. __decorate([
  51502. BABYLON.serialize()
  51503. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51504. __decorate([
  51505. BABYLON.serialize()
  51506. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51507. __decorate([
  51508. BABYLON.serialize()
  51509. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51510. __decorate([
  51511. BABYLON.serialize()
  51512. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51513. return ArcRotateCameraPointersInput;
  51514. }());
  51515. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51516. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51517. })(BABYLON || (BABYLON = {}));
  51518. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51519. var BABYLON;
  51520. (function (BABYLON) {
  51521. /**
  51522. * Default Inputs manager for the ArcRotateCamera.
  51523. * It groups all the default supported inputs for ease of use.
  51524. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51525. */
  51526. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51527. __extends(ArcRotateCameraInputsManager, _super);
  51528. /**
  51529. * Instantiates a new ArcRotateCameraInputsManager.
  51530. * @param camera Defines the camera the inputs belong to
  51531. */
  51532. function ArcRotateCameraInputsManager(camera) {
  51533. return _super.call(this, camera) || this;
  51534. }
  51535. /**
  51536. * Add mouse wheel input support to the input manager.
  51537. * @returns the current input manager
  51538. */
  51539. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51540. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51541. return this;
  51542. };
  51543. /**
  51544. * Add pointers input support to the input manager.
  51545. * @returns the current input manager
  51546. */
  51547. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51548. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51549. return this;
  51550. };
  51551. /**
  51552. * Add keyboard input support to the input manager.
  51553. * @returns the current input manager
  51554. */
  51555. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51556. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51557. return this;
  51558. };
  51559. /**
  51560. * Add orientation input support to the input manager.
  51561. * @returns the current input manager
  51562. */
  51563. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51564. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51565. return this;
  51566. };
  51567. return ArcRotateCameraInputsManager;
  51568. }(BABYLON.CameraInputsManager));
  51569. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51570. })(BABYLON || (BABYLON = {}));
  51571. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51572. var BABYLON;
  51573. (function (BABYLON) {
  51574. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51575. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51576. });
  51577. /**
  51578. * This represents an orbital type of camera.
  51579. *
  51580. * 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.
  51581. * 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.
  51582. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51583. */
  51584. var ArcRotateCamera = /** @class */ (function (_super) {
  51585. __extends(ArcRotateCamera, _super);
  51586. /**
  51587. * Instantiates a new ArcRotateCamera in a given scene
  51588. * @param name Defines the name of the camera
  51589. * @param alpha Defines the camera rotation along the logitudinal axis
  51590. * @param beta Defines the camera rotation along the latitudinal axis
  51591. * @param radius Defines the camera distance from its target
  51592. * @param target Defines the camera target
  51593. * @param scene Defines the scene the camera belongs to
  51594. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51595. */
  51596. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51597. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51598. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51599. /**
  51600. * Current inertia value on the longitudinal axis.
  51601. * The bigger this number the longer it will take for the camera to stop.
  51602. */
  51603. _this.inertialAlphaOffset = 0;
  51604. /**
  51605. * Current inertia value on the latitudinal axis.
  51606. * The bigger this number the longer it will take for the camera to stop.
  51607. */
  51608. _this.inertialBetaOffset = 0;
  51609. /**
  51610. * Current inertia value on the radius axis.
  51611. * The bigger this number the longer it will take for the camera to stop.
  51612. */
  51613. _this.inertialRadiusOffset = 0;
  51614. /**
  51615. * Minimum allowed angle on the longitudinal axis.
  51616. * This can help limiting how the Camera is able to move in the scene.
  51617. */
  51618. _this.lowerAlphaLimit = null;
  51619. /**
  51620. * Maximum allowed angle on the longitudinal axis.
  51621. * This can help limiting how the Camera is able to move in the scene.
  51622. */
  51623. _this.upperAlphaLimit = null;
  51624. /**
  51625. * Minimum allowed angle on the latitudinal axis.
  51626. * This can help limiting how the Camera is able to move in the scene.
  51627. */
  51628. _this.lowerBetaLimit = 0.01;
  51629. /**
  51630. * Maximum allowed angle on the latitudinal axis.
  51631. * This can help limiting how the Camera is able to move in the scene.
  51632. */
  51633. _this.upperBetaLimit = Math.PI;
  51634. /**
  51635. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51636. * This can help limiting how the Camera is able to move in the scene.
  51637. */
  51638. _this.lowerRadiusLimit = null;
  51639. /**
  51640. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51641. * This can help limiting how the Camera is able to move in the scene.
  51642. */
  51643. _this.upperRadiusLimit = null;
  51644. /**
  51645. * Defines the current inertia value used during panning of the camera along the X axis.
  51646. */
  51647. _this.inertialPanningX = 0;
  51648. /**
  51649. * Defines the current inertia value used during panning of the camera along the Y axis.
  51650. */
  51651. _this.inertialPanningY = 0;
  51652. /**
  51653. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51654. * Basically if your fingers moves away from more than this distance you will be considered
  51655. * in pinch mode.
  51656. */
  51657. _this.pinchToPanMaxDistance = 20;
  51658. /**
  51659. * Defines the maximum distance the camera can pan.
  51660. * This could help keeping the cammera always in your scene.
  51661. */
  51662. _this.panningDistanceLimit = null;
  51663. /**
  51664. * Defines the target of the camera before paning.
  51665. */
  51666. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51667. /**
  51668. * Defines the value of the inertia used during panning.
  51669. * 0 would mean stop inertia and one would mean no decelleration at all.
  51670. */
  51671. _this.panningInertia = 0.9;
  51672. //-- end properties for backward compatibility for inputs
  51673. /**
  51674. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51675. */
  51676. _this.zoomOnFactor = 1;
  51677. /**
  51678. * Defines a screen offset for the camera position.
  51679. */
  51680. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51681. /**
  51682. * Allows the camera to be completely reversed.
  51683. * If false the camera can not arrive upside down.
  51684. */
  51685. _this.allowUpsideDown = true;
  51686. /**
  51687. * Define if double tap/click is used to restore the previously saved state of the camera.
  51688. */
  51689. _this.useInputToRestoreState = true;
  51690. /** @hidden */
  51691. _this._viewMatrix = new BABYLON.Matrix();
  51692. /**
  51693. * Defines the allowed panning axis.
  51694. */
  51695. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51696. /**
  51697. * Observable triggered when the mesh target has been changed on the camera.
  51698. */
  51699. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51700. /**
  51701. * Defines whether the camera should check collision with the objects oh the scene.
  51702. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51703. */
  51704. _this.checkCollisions = false;
  51705. /**
  51706. * Defines the collision radius of the camera.
  51707. * This simulates a sphere around the camera.
  51708. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51709. */
  51710. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51711. _this._previousPosition = BABYLON.Vector3.Zero();
  51712. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51713. _this._newPosition = BABYLON.Vector3.Zero();
  51714. _this._computationVector = BABYLON.Vector3.Zero();
  51715. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51716. if (collidedMesh === void 0) { collidedMesh = null; }
  51717. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51718. newPosition.multiplyInPlace(_this._collider._radius);
  51719. }
  51720. if (!collidedMesh) {
  51721. _this._previousPosition.copyFrom(_this.position);
  51722. }
  51723. else {
  51724. _this.setPosition(newPosition);
  51725. if (_this.onCollide) {
  51726. _this.onCollide(collidedMesh);
  51727. }
  51728. }
  51729. // Recompute because of constraints
  51730. var cosa = Math.cos(_this.alpha);
  51731. var sina = Math.sin(_this.alpha);
  51732. var cosb = Math.cos(_this.beta);
  51733. var sinb = Math.sin(_this.beta);
  51734. if (sinb === 0) {
  51735. sinb = 0.0001;
  51736. }
  51737. var target = _this._getTargetPosition();
  51738. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51739. target.addToRef(_this._computationVector, _this._newPosition);
  51740. _this.position.copyFrom(_this._newPosition);
  51741. var up = _this.upVector;
  51742. if (_this.allowUpsideDown && _this.beta < 0) {
  51743. up = up.clone();
  51744. up = up.negate();
  51745. }
  51746. _this._computeViewMatrix(_this.position, target, up);
  51747. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51748. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51749. _this._collisionTriggered = false;
  51750. };
  51751. _this._target = BABYLON.Vector3.Zero();
  51752. if (target) {
  51753. _this.setTarget(target);
  51754. }
  51755. _this.alpha = alpha;
  51756. _this.beta = beta;
  51757. _this.radius = radius;
  51758. _this.getViewMatrix();
  51759. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51760. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51761. return _this;
  51762. }
  51763. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51764. /**
  51765. * Defines the target point of the camera.
  51766. * The camera looks towards it form the radius distance.
  51767. */
  51768. get: function () {
  51769. return this._target;
  51770. },
  51771. set: function (value) {
  51772. this.setTarget(value);
  51773. },
  51774. enumerable: true,
  51775. configurable: true
  51776. });
  51777. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51778. //-- begin properties for backward compatibility for inputs
  51779. /**
  51780. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51781. */
  51782. get: function () {
  51783. var pointers = this.inputs.attached["pointers"];
  51784. if (pointers) {
  51785. return pointers.angularSensibilityX;
  51786. }
  51787. return 0;
  51788. },
  51789. set: function (value) {
  51790. var pointers = this.inputs.attached["pointers"];
  51791. if (pointers) {
  51792. pointers.angularSensibilityX = value;
  51793. }
  51794. },
  51795. enumerable: true,
  51796. configurable: true
  51797. });
  51798. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51799. /**
  51800. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51801. */
  51802. get: function () {
  51803. var pointers = this.inputs.attached["pointers"];
  51804. if (pointers) {
  51805. return pointers.angularSensibilityY;
  51806. }
  51807. return 0;
  51808. },
  51809. set: function (value) {
  51810. var pointers = this.inputs.attached["pointers"];
  51811. if (pointers) {
  51812. pointers.angularSensibilityY = value;
  51813. }
  51814. },
  51815. enumerable: true,
  51816. configurable: true
  51817. });
  51818. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51819. /**
  51820. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51821. */
  51822. get: function () {
  51823. var pointers = this.inputs.attached["pointers"];
  51824. if (pointers) {
  51825. return pointers.pinchPrecision;
  51826. }
  51827. return 0;
  51828. },
  51829. set: function (value) {
  51830. var pointers = this.inputs.attached["pointers"];
  51831. if (pointers) {
  51832. pointers.pinchPrecision = value;
  51833. }
  51834. },
  51835. enumerable: true,
  51836. configurable: true
  51837. });
  51838. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51839. /**
  51840. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51841. * It will be used instead of pinchDeltaPrecision if different from 0.
  51842. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51843. */
  51844. get: function () {
  51845. var pointers = this.inputs.attached["pointers"];
  51846. if (pointers) {
  51847. return pointers.pinchDeltaPercentage;
  51848. }
  51849. return 0;
  51850. },
  51851. set: function (value) {
  51852. var pointers = this.inputs.attached["pointers"];
  51853. if (pointers) {
  51854. pointers.pinchDeltaPercentage = value;
  51855. }
  51856. },
  51857. enumerable: true,
  51858. configurable: true
  51859. });
  51860. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51861. /**
  51862. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51863. */
  51864. get: function () {
  51865. var pointers = this.inputs.attached["pointers"];
  51866. if (pointers) {
  51867. return pointers.panningSensibility;
  51868. }
  51869. return 0;
  51870. },
  51871. set: function (value) {
  51872. var pointers = this.inputs.attached["pointers"];
  51873. if (pointers) {
  51874. pointers.panningSensibility = value;
  51875. }
  51876. },
  51877. enumerable: true,
  51878. configurable: true
  51879. });
  51880. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51881. /**
  51882. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51883. */
  51884. get: function () {
  51885. var keyboard = this.inputs.attached["keyboard"];
  51886. if (keyboard) {
  51887. return keyboard.keysUp;
  51888. }
  51889. return [];
  51890. },
  51891. set: function (value) {
  51892. var keyboard = this.inputs.attached["keyboard"];
  51893. if (keyboard) {
  51894. keyboard.keysUp = value;
  51895. }
  51896. },
  51897. enumerable: true,
  51898. configurable: true
  51899. });
  51900. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51901. /**
  51902. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51903. */
  51904. get: function () {
  51905. var keyboard = this.inputs.attached["keyboard"];
  51906. if (keyboard) {
  51907. return keyboard.keysDown;
  51908. }
  51909. return [];
  51910. },
  51911. set: function (value) {
  51912. var keyboard = this.inputs.attached["keyboard"];
  51913. if (keyboard) {
  51914. keyboard.keysDown = value;
  51915. }
  51916. },
  51917. enumerable: true,
  51918. configurable: true
  51919. });
  51920. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51921. /**
  51922. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51923. */
  51924. get: function () {
  51925. var keyboard = this.inputs.attached["keyboard"];
  51926. if (keyboard) {
  51927. return keyboard.keysLeft;
  51928. }
  51929. return [];
  51930. },
  51931. set: function (value) {
  51932. var keyboard = this.inputs.attached["keyboard"];
  51933. if (keyboard) {
  51934. keyboard.keysLeft = value;
  51935. }
  51936. },
  51937. enumerable: true,
  51938. configurable: true
  51939. });
  51940. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51941. /**
  51942. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51943. */
  51944. get: function () {
  51945. var keyboard = this.inputs.attached["keyboard"];
  51946. if (keyboard) {
  51947. return keyboard.keysRight;
  51948. }
  51949. return [];
  51950. },
  51951. set: function (value) {
  51952. var keyboard = this.inputs.attached["keyboard"];
  51953. if (keyboard) {
  51954. keyboard.keysRight = value;
  51955. }
  51956. },
  51957. enumerable: true,
  51958. configurable: true
  51959. });
  51960. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51961. /**
  51962. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51963. */
  51964. get: function () {
  51965. var mousewheel = this.inputs.attached["mousewheel"];
  51966. if (mousewheel) {
  51967. return mousewheel.wheelPrecision;
  51968. }
  51969. return 0;
  51970. },
  51971. set: function (value) {
  51972. var mousewheel = this.inputs.attached["mousewheel"];
  51973. if (mousewheel) {
  51974. mousewheel.wheelPrecision = value;
  51975. }
  51976. },
  51977. enumerable: true,
  51978. configurable: true
  51979. });
  51980. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51981. /**
  51982. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51983. * It will be used instead of pinchDeltaPrecision if different from 0.
  51984. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51985. */
  51986. get: function () {
  51987. var mousewheel = this.inputs.attached["mousewheel"];
  51988. if (mousewheel) {
  51989. return mousewheel.wheelDeltaPercentage;
  51990. }
  51991. return 0;
  51992. },
  51993. set: function (value) {
  51994. var mousewheel = this.inputs.attached["mousewheel"];
  51995. if (mousewheel) {
  51996. mousewheel.wheelDeltaPercentage = value;
  51997. }
  51998. },
  51999. enumerable: true,
  52000. configurable: true
  52001. });
  52002. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  52003. /**
  52004. * Gets the bouncing behavior of the camera if it has been enabled.
  52005. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  52006. */
  52007. get: function () {
  52008. return this._bouncingBehavior;
  52009. },
  52010. enumerable: true,
  52011. configurable: true
  52012. });
  52013. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  52014. /**
  52015. * Defines if the bouncing behavior of the camera is enabled on the camera.
  52016. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  52017. */
  52018. get: function () {
  52019. return this._bouncingBehavior != null;
  52020. },
  52021. set: function (value) {
  52022. if (value === this.useBouncingBehavior) {
  52023. return;
  52024. }
  52025. if (value) {
  52026. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  52027. this.addBehavior(this._bouncingBehavior);
  52028. }
  52029. else if (this._bouncingBehavior) {
  52030. this.removeBehavior(this._bouncingBehavior);
  52031. this._bouncingBehavior = null;
  52032. }
  52033. },
  52034. enumerable: true,
  52035. configurable: true
  52036. });
  52037. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  52038. /**
  52039. * Gets the framing behavior of the camera if it has been enabled.
  52040. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52041. */
  52042. get: function () {
  52043. return this._framingBehavior;
  52044. },
  52045. enumerable: true,
  52046. configurable: true
  52047. });
  52048. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  52049. /**
  52050. * Defines if the framing behavior of the camera is enabled on the camera.
  52051. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52052. */
  52053. get: function () {
  52054. return this._framingBehavior != null;
  52055. },
  52056. set: function (value) {
  52057. if (value === this.useFramingBehavior) {
  52058. return;
  52059. }
  52060. if (value) {
  52061. this._framingBehavior = new BABYLON.FramingBehavior();
  52062. this.addBehavior(this._framingBehavior);
  52063. }
  52064. else if (this._framingBehavior) {
  52065. this.removeBehavior(this._framingBehavior);
  52066. this._framingBehavior = null;
  52067. }
  52068. },
  52069. enumerable: true,
  52070. configurable: true
  52071. });
  52072. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  52073. /**
  52074. * Gets the auto rotation behavior of the camera if it has been enabled.
  52075. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52076. */
  52077. get: function () {
  52078. return this._autoRotationBehavior;
  52079. },
  52080. enumerable: true,
  52081. configurable: true
  52082. });
  52083. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52084. /**
  52085. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52086. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52087. */
  52088. get: function () {
  52089. return this._autoRotationBehavior != null;
  52090. },
  52091. set: function (value) {
  52092. if (value === this.useAutoRotationBehavior) {
  52093. return;
  52094. }
  52095. if (value) {
  52096. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52097. this.addBehavior(this._autoRotationBehavior);
  52098. }
  52099. else if (this._autoRotationBehavior) {
  52100. this.removeBehavior(this._autoRotationBehavior);
  52101. this._autoRotationBehavior = null;
  52102. }
  52103. },
  52104. enumerable: true,
  52105. configurable: true
  52106. });
  52107. // Cache
  52108. /** @hidden */
  52109. ArcRotateCamera.prototype._initCache = function () {
  52110. _super.prototype._initCache.call(this);
  52111. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52112. this._cache.alpha = undefined;
  52113. this._cache.beta = undefined;
  52114. this._cache.radius = undefined;
  52115. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52116. };
  52117. /** @hidden */
  52118. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52119. if (!ignoreParentClass) {
  52120. _super.prototype._updateCache.call(this);
  52121. }
  52122. this._cache._target.copyFrom(this._getTargetPosition());
  52123. this._cache.alpha = this.alpha;
  52124. this._cache.beta = this.beta;
  52125. this._cache.radius = this.radius;
  52126. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52127. };
  52128. ArcRotateCamera.prototype._getTargetPosition = function () {
  52129. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52130. var pos = this._targetHost.absolutePosition;
  52131. if (this._targetBoundingCenter) {
  52132. pos.addToRef(this._targetBoundingCenter, this._target);
  52133. }
  52134. else {
  52135. this._target.copyFrom(pos);
  52136. }
  52137. }
  52138. var lockedTargetPosition = this._getLockedTargetPosition();
  52139. if (lockedTargetPosition) {
  52140. return lockedTargetPosition;
  52141. }
  52142. return this._target;
  52143. };
  52144. /**
  52145. * Stores the current state of the camera (alpha, beta, radius and target)
  52146. * @returns the camera itself
  52147. */
  52148. ArcRotateCamera.prototype.storeState = function () {
  52149. this._storedAlpha = this.alpha;
  52150. this._storedBeta = this.beta;
  52151. this._storedRadius = this.radius;
  52152. this._storedTarget = this._getTargetPosition().clone();
  52153. return _super.prototype.storeState.call(this);
  52154. };
  52155. /**
  52156. * @hidden
  52157. * Restored camera state. You must call storeState() first
  52158. */
  52159. ArcRotateCamera.prototype._restoreStateValues = function () {
  52160. if (!_super.prototype._restoreStateValues.call(this)) {
  52161. return false;
  52162. }
  52163. this.alpha = this._storedAlpha;
  52164. this.beta = this._storedBeta;
  52165. this.radius = this._storedRadius;
  52166. this.setTarget(this._storedTarget.clone());
  52167. this.inertialAlphaOffset = 0;
  52168. this.inertialBetaOffset = 0;
  52169. this.inertialRadiusOffset = 0;
  52170. this.inertialPanningX = 0;
  52171. this.inertialPanningY = 0;
  52172. return true;
  52173. };
  52174. // Synchronized
  52175. /** @hidden */
  52176. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52177. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52178. return false;
  52179. }
  52180. return this._cache._target.equals(this._getTargetPosition())
  52181. && this._cache.alpha === this.alpha
  52182. && this._cache.beta === this.beta
  52183. && this._cache.radius === this.radius
  52184. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52185. };
  52186. /**
  52187. * Attached controls to the current camera.
  52188. * @param element Defines the element the controls should be listened from
  52189. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52190. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52191. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52192. */
  52193. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52194. var _this = this;
  52195. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52196. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52197. this._useCtrlForPanning = useCtrlForPanning;
  52198. this._panningMouseButton = panningMouseButton;
  52199. this.inputs.attachElement(element, noPreventDefault);
  52200. this._reset = function () {
  52201. _this.inertialAlphaOffset = 0;
  52202. _this.inertialBetaOffset = 0;
  52203. _this.inertialRadiusOffset = 0;
  52204. _this.inertialPanningX = 0;
  52205. _this.inertialPanningY = 0;
  52206. };
  52207. };
  52208. /**
  52209. * Detach the current controls from the camera.
  52210. * The camera will stop reacting to inputs.
  52211. * @param element Defines the element to stop listening the inputs from
  52212. */
  52213. ArcRotateCamera.prototype.detachControl = function (element) {
  52214. this.inputs.detachElement(element);
  52215. if (this._reset) {
  52216. this._reset();
  52217. }
  52218. };
  52219. /** @hidden */
  52220. ArcRotateCamera.prototype._checkInputs = function () {
  52221. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52222. if (this._collisionTriggered) {
  52223. return;
  52224. }
  52225. this.inputs.checkInputs();
  52226. // Inertia
  52227. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52228. var inertialAlphaOffset = this.inertialAlphaOffset;
  52229. if (this.beta <= 0) {
  52230. inertialAlphaOffset *= -1;
  52231. }
  52232. if (this.getScene().useRightHandedSystem) {
  52233. inertialAlphaOffset *= -1;
  52234. }
  52235. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52236. inertialAlphaOffset *= -1;
  52237. }
  52238. this.alpha += inertialAlphaOffset;
  52239. this.beta += this.inertialBetaOffset;
  52240. this.radius -= this.inertialRadiusOffset;
  52241. this.inertialAlphaOffset *= this.inertia;
  52242. this.inertialBetaOffset *= this.inertia;
  52243. this.inertialRadiusOffset *= this.inertia;
  52244. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52245. this.inertialAlphaOffset = 0;
  52246. }
  52247. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52248. this.inertialBetaOffset = 0;
  52249. }
  52250. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52251. this.inertialRadiusOffset = 0;
  52252. }
  52253. }
  52254. // Panning inertia
  52255. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52256. if (!this._localDirection) {
  52257. this._localDirection = BABYLON.Vector3.Zero();
  52258. this._transformedDirection = BABYLON.Vector3.Zero();
  52259. }
  52260. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52261. this._localDirection.multiplyInPlace(this.panningAxis);
  52262. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52263. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52264. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52265. if (!this.panningAxis.y) {
  52266. this._transformedDirection.y = 0;
  52267. }
  52268. if (!this._targetHost) {
  52269. if (this.panningDistanceLimit) {
  52270. this._transformedDirection.addInPlace(this._target);
  52271. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52272. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52273. this._target.copyFrom(this._transformedDirection);
  52274. }
  52275. }
  52276. else {
  52277. this._target.addInPlace(this._transformedDirection);
  52278. }
  52279. }
  52280. this.inertialPanningX *= this.panningInertia;
  52281. this.inertialPanningY *= this.panningInertia;
  52282. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52283. this.inertialPanningX = 0;
  52284. }
  52285. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52286. this.inertialPanningY = 0;
  52287. }
  52288. }
  52289. // Limits
  52290. this._checkLimits();
  52291. _super.prototype._checkInputs.call(this);
  52292. };
  52293. ArcRotateCamera.prototype._checkLimits = function () {
  52294. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52295. if (this.allowUpsideDown && this.beta > Math.PI) {
  52296. this.beta = this.beta - (2 * Math.PI);
  52297. }
  52298. }
  52299. else {
  52300. if (this.beta < this.lowerBetaLimit) {
  52301. this.beta = this.lowerBetaLimit;
  52302. }
  52303. }
  52304. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52305. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52306. this.beta = this.beta + (2 * Math.PI);
  52307. }
  52308. }
  52309. else {
  52310. if (this.beta > this.upperBetaLimit) {
  52311. this.beta = this.upperBetaLimit;
  52312. }
  52313. }
  52314. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52315. this.alpha = this.lowerAlphaLimit;
  52316. }
  52317. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52318. this.alpha = this.upperAlphaLimit;
  52319. }
  52320. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52321. this.radius = this.lowerRadiusLimit;
  52322. this.inertialRadiusOffset = 0;
  52323. }
  52324. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52325. this.radius = this.upperRadiusLimit;
  52326. this.inertialRadiusOffset = 0;
  52327. }
  52328. };
  52329. /**
  52330. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52331. */
  52332. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52333. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52334. this.radius = this._computationVector.length();
  52335. if (this.radius === 0) {
  52336. this.radius = 0.0001; // Just to avoid division by zero
  52337. }
  52338. // Alpha
  52339. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52340. if (this._computationVector.z < 0) {
  52341. this.alpha = 2 * Math.PI - this.alpha;
  52342. }
  52343. // Beta
  52344. this.beta = Math.acos(this._computationVector.y / this.radius);
  52345. this._checkLimits();
  52346. };
  52347. /**
  52348. * Use a position to define the current camera related information like aplha, beta and radius
  52349. * @param position Defines the position to set the camera at
  52350. */
  52351. ArcRotateCamera.prototype.setPosition = function (position) {
  52352. if (this.position.equals(position)) {
  52353. return;
  52354. }
  52355. this.position.copyFrom(position);
  52356. this.rebuildAnglesAndRadius();
  52357. };
  52358. /**
  52359. * Defines the target the camera should look at.
  52360. * This will automatically adapt alpha beta and radius to fit within the new target.
  52361. * @param target Defines the new target as a Vector or a mesh
  52362. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52363. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52364. */
  52365. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52366. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52367. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52368. if (target.getBoundingInfo) {
  52369. if (toBoundingCenter) {
  52370. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52371. }
  52372. else {
  52373. this._targetBoundingCenter = null;
  52374. }
  52375. this._targetHost = target;
  52376. this._target = this._getTargetPosition();
  52377. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52378. }
  52379. else {
  52380. var newTarget = target;
  52381. var currentTarget = this._getTargetPosition();
  52382. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52383. return;
  52384. }
  52385. this._targetHost = null;
  52386. this._target = newTarget;
  52387. this._targetBoundingCenter = null;
  52388. this.onMeshTargetChangedObservable.notifyObservers(null);
  52389. }
  52390. this.rebuildAnglesAndRadius();
  52391. };
  52392. /** @hidden */
  52393. ArcRotateCamera.prototype._getViewMatrix = function () {
  52394. // Compute
  52395. var cosa = Math.cos(this.alpha);
  52396. var sina = Math.sin(this.alpha);
  52397. var cosb = Math.cos(this.beta);
  52398. var sinb = Math.sin(this.beta);
  52399. if (sinb === 0) {
  52400. sinb = 0.0001;
  52401. }
  52402. var target = this._getTargetPosition();
  52403. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52404. // Rotate according to up vector
  52405. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  52406. if (!this._tempAxisVector) {
  52407. this._tempAxisVector = new BABYLON.Vector3();
  52408. this._tempAxisRotationMatrix = new BABYLON.Matrix();
  52409. }
  52410. BABYLON.Vector3.CrossToRef(BABYLON.Vector3.Up(), this.upVector, this._tempAxisVector);
  52411. this._tempAxisVector.normalize();
  52412. var angle = Math.acos(BABYLON.Vector3.Dot(BABYLON.Vector3.UpReadOnly, this.upVector));
  52413. BABYLON.Matrix.RotationAxisToRef(this._tempAxisVector, angle, this._tempAxisRotationMatrix);
  52414. this._tempAxisVector.copyFrom(this._computationVector);
  52415. BABYLON.Vector3.TransformCoordinatesToRef(this._tempAxisVector, this._tempAxisRotationMatrix, this._computationVector);
  52416. }
  52417. target.addToRef(this._computationVector, this._newPosition);
  52418. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52419. if (!this._collider) {
  52420. this._collider = new BABYLON.Collider();
  52421. }
  52422. this._collider._radius = this.collisionRadius;
  52423. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52424. this._collisionTriggered = true;
  52425. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52426. }
  52427. else {
  52428. this.position.copyFrom(this._newPosition);
  52429. var up = this.upVector;
  52430. if (this.allowUpsideDown && sinb < 0) {
  52431. up = up.clone();
  52432. up = up.negate();
  52433. }
  52434. this._computeViewMatrix(this.position, target, up);
  52435. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52436. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52437. }
  52438. this._currentTarget = target;
  52439. return this._viewMatrix;
  52440. };
  52441. /**
  52442. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52443. * @param meshes Defines the mesh to zoom on
  52444. * @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)
  52445. */
  52446. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52447. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52448. meshes = meshes || this.getScene().meshes;
  52449. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52450. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52451. this.radius = distance * this.zoomOnFactor;
  52452. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52453. };
  52454. /**
  52455. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52456. * The target will be changed but the radius
  52457. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52458. * @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)
  52459. */
  52460. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52461. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52462. var meshesOrMinMaxVector;
  52463. var distance;
  52464. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52465. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52466. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52467. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52468. }
  52469. else { //minMaxVector and distance
  52470. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52471. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52472. distance = minMaxVectorAndDistance.distance;
  52473. }
  52474. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52475. if (!doNotUpdateMaxZ) {
  52476. this.maxZ = distance * 2;
  52477. }
  52478. };
  52479. /**
  52480. * @override
  52481. * Override Camera.createRigCamera
  52482. */
  52483. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52484. var alphaShift = 0;
  52485. switch (this.cameraRigMode) {
  52486. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52487. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52488. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52489. case BABYLON.Camera.RIG_MODE_VR:
  52490. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52491. break;
  52492. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52493. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52494. break;
  52495. }
  52496. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52497. rigCam._cameraRigParams = {};
  52498. return rigCam;
  52499. };
  52500. /**
  52501. * @hidden
  52502. * @override
  52503. * Override Camera._updateRigCameras
  52504. */
  52505. ArcRotateCamera.prototype._updateRigCameras = function () {
  52506. var camLeft = this._rigCameras[0];
  52507. var camRight = this._rigCameras[1];
  52508. camLeft.beta = camRight.beta = this.beta;
  52509. switch (this.cameraRigMode) {
  52510. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52511. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52512. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52513. case BABYLON.Camera.RIG_MODE_VR:
  52514. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52515. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52516. break;
  52517. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52518. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52519. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52520. break;
  52521. }
  52522. _super.prototype._updateRigCameras.call(this);
  52523. };
  52524. /**
  52525. * Destroy the camera and release the current resources hold by it.
  52526. */
  52527. ArcRotateCamera.prototype.dispose = function () {
  52528. this.inputs.clear();
  52529. _super.prototype.dispose.call(this);
  52530. };
  52531. /**
  52532. * Gets the current object class name.
  52533. * @return the class name
  52534. */
  52535. ArcRotateCamera.prototype.getClassName = function () {
  52536. return "ArcRotateCamera";
  52537. };
  52538. __decorate([
  52539. BABYLON.serialize()
  52540. ], ArcRotateCamera.prototype, "alpha", void 0);
  52541. __decorate([
  52542. BABYLON.serialize()
  52543. ], ArcRotateCamera.prototype, "beta", void 0);
  52544. __decorate([
  52545. BABYLON.serialize()
  52546. ], ArcRotateCamera.prototype, "radius", void 0);
  52547. __decorate([
  52548. BABYLON.serializeAsVector3("target")
  52549. ], ArcRotateCamera.prototype, "_target", void 0);
  52550. __decorate([
  52551. BABYLON.serialize()
  52552. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52553. __decorate([
  52554. BABYLON.serialize()
  52555. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52556. __decorate([
  52557. BABYLON.serialize()
  52558. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52559. __decorate([
  52560. BABYLON.serialize()
  52561. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52562. __decorate([
  52563. BABYLON.serialize()
  52564. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52565. __decorate([
  52566. BABYLON.serialize()
  52567. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52568. __decorate([
  52569. BABYLON.serialize()
  52570. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52571. __decorate([
  52572. BABYLON.serialize()
  52573. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52574. __decorate([
  52575. BABYLON.serialize()
  52576. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52577. __decorate([
  52578. BABYLON.serialize()
  52579. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52580. __decorate([
  52581. BABYLON.serialize()
  52582. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52583. __decorate([
  52584. BABYLON.serialize()
  52585. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52586. __decorate([
  52587. BABYLON.serialize()
  52588. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52589. __decorate([
  52590. BABYLON.serializeAsVector3()
  52591. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52592. __decorate([
  52593. BABYLON.serialize()
  52594. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52595. __decorate([
  52596. BABYLON.serialize()
  52597. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52598. __decorate([
  52599. BABYLON.serialize()
  52600. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52601. __decorate([
  52602. BABYLON.serialize()
  52603. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52604. __decorate([
  52605. BABYLON.serialize()
  52606. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52607. return ArcRotateCamera;
  52608. }(BABYLON.TargetCamera));
  52609. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52610. })(BABYLON || (BABYLON = {}));
  52611. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52612. var BABYLON;
  52613. (function (BABYLON) {
  52614. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52615. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52616. });
  52617. /**
  52618. * The HemisphericLight simulates the ambient environment light,
  52619. * so the passed direction is the light reflection direction, not the incoming direction.
  52620. */
  52621. var HemisphericLight = /** @class */ (function (_super) {
  52622. __extends(HemisphericLight, _super);
  52623. /**
  52624. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52625. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52626. * The HemisphericLight can't cast shadows.
  52627. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52628. * @param name The friendly name of the light
  52629. * @param direction The direction of the light reflection
  52630. * @param scene The scene the light belongs to
  52631. */
  52632. function HemisphericLight(name, direction, scene) {
  52633. var _this = _super.call(this, name, scene) || this;
  52634. /**
  52635. * The groundColor is the light in the opposite direction to the one specified during creation.
  52636. * 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.
  52637. */
  52638. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52639. _this.direction = direction || BABYLON.Vector3.Up();
  52640. return _this;
  52641. }
  52642. HemisphericLight.prototype._buildUniformLayout = function () {
  52643. this._uniformBuffer.addUniform("vLightData", 4);
  52644. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52645. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52646. this._uniformBuffer.addUniform("vLightGround", 3);
  52647. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52648. this._uniformBuffer.addUniform("depthValues", 2);
  52649. this._uniformBuffer.create();
  52650. };
  52651. /**
  52652. * Returns the string "HemisphericLight".
  52653. * @return The class name
  52654. */
  52655. HemisphericLight.prototype.getClassName = function () {
  52656. return "HemisphericLight";
  52657. };
  52658. /**
  52659. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52660. * Returns the updated direction.
  52661. * @param target The target the direction should point to
  52662. * @return The computed direction
  52663. */
  52664. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52665. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52666. return this.direction;
  52667. };
  52668. /**
  52669. * Returns the shadow generator associated to the light.
  52670. * @returns Always null for hemispheric lights because it does not support shadows.
  52671. */
  52672. HemisphericLight.prototype.getShadowGenerator = function () {
  52673. return null;
  52674. };
  52675. /**
  52676. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52677. * @param effect The effect to update
  52678. * @param lightIndex The index of the light in the effect to update
  52679. * @returns The hemispheric light
  52680. */
  52681. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52682. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52683. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52684. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52685. return this;
  52686. };
  52687. /**
  52688. * Computes the world matrix of the node
  52689. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52690. * @param useWasUpdatedFlag defines a reserved property
  52691. * @returns the world matrix
  52692. */
  52693. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52694. if (!this._worldMatrix) {
  52695. this._worldMatrix = BABYLON.Matrix.Identity();
  52696. }
  52697. return this._worldMatrix;
  52698. };
  52699. /**
  52700. * Returns the integer 3.
  52701. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52702. */
  52703. HemisphericLight.prototype.getTypeID = function () {
  52704. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52705. };
  52706. /**
  52707. * Prepares the list of defines specific to the light type.
  52708. * @param defines the list of defines
  52709. * @param lightIndex defines the index of the light for the effect
  52710. */
  52711. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52712. defines["HEMILIGHT" + lightIndex] = true;
  52713. };
  52714. __decorate([
  52715. BABYLON.serializeAsColor3()
  52716. ], HemisphericLight.prototype, "groundColor", void 0);
  52717. __decorate([
  52718. BABYLON.serializeAsVector3()
  52719. ], HemisphericLight.prototype, "direction", void 0);
  52720. return HemisphericLight;
  52721. }(BABYLON.Light));
  52722. BABYLON.HemisphericLight = HemisphericLight;
  52723. })(BABYLON || (BABYLON = {}));
  52724. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52725. var BABYLON;
  52726. (function (BABYLON) {
  52727. /**
  52728. * Base implementation IShadowLight
  52729. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52730. */
  52731. var ShadowLight = /** @class */ (function (_super) {
  52732. __extends(ShadowLight, _super);
  52733. function ShadowLight() {
  52734. var _this = _super !== null && _super.apply(this, arguments) || this;
  52735. _this._needProjectionMatrixCompute = true;
  52736. return _this;
  52737. }
  52738. ShadowLight.prototype._setPosition = function (value) {
  52739. this._position = value;
  52740. };
  52741. Object.defineProperty(ShadowLight.prototype, "position", {
  52742. /**
  52743. * Sets the position the shadow will be casted from. Also use as the light position for both
  52744. * point and spot lights.
  52745. */
  52746. get: function () {
  52747. return this._position;
  52748. },
  52749. /**
  52750. * Sets the position the shadow will be casted from. Also use as the light position for both
  52751. * point and spot lights.
  52752. */
  52753. set: function (value) {
  52754. this._setPosition(value);
  52755. },
  52756. enumerable: true,
  52757. configurable: true
  52758. });
  52759. ShadowLight.prototype._setDirection = function (value) {
  52760. this._direction = value;
  52761. };
  52762. Object.defineProperty(ShadowLight.prototype, "direction", {
  52763. /**
  52764. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52765. * Also use as the light direction on spot and directional lights.
  52766. */
  52767. get: function () {
  52768. return this._direction;
  52769. },
  52770. /**
  52771. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52772. * Also use as the light direction on spot and directional lights.
  52773. */
  52774. set: function (value) {
  52775. this._setDirection(value);
  52776. },
  52777. enumerable: true,
  52778. configurable: true
  52779. });
  52780. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52781. /**
  52782. * Gets the shadow projection clipping minimum z value.
  52783. */
  52784. get: function () {
  52785. return this._shadowMinZ;
  52786. },
  52787. /**
  52788. * Sets the shadow projection clipping minimum z value.
  52789. */
  52790. set: function (value) {
  52791. this._shadowMinZ = value;
  52792. this.forceProjectionMatrixCompute();
  52793. },
  52794. enumerable: true,
  52795. configurable: true
  52796. });
  52797. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52798. /**
  52799. * Sets the shadow projection clipping maximum z value.
  52800. */
  52801. get: function () {
  52802. return this._shadowMaxZ;
  52803. },
  52804. /**
  52805. * Gets the shadow projection clipping maximum z value.
  52806. */
  52807. set: function (value) {
  52808. this._shadowMaxZ = value;
  52809. this.forceProjectionMatrixCompute();
  52810. },
  52811. enumerable: true,
  52812. configurable: true
  52813. });
  52814. /**
  52815. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52816. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52817. */
  52818. ShadowLight.prototype.computeTransformedInformation = function () {
  52819. if (this.parent && this.parent.getWorldMatrix) {
  52820. if (!this.transformedPosition) {
  52821. this.transformedPosition = BABYLON.Vector3.Zero();
  52822. }
  52823. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52824. // In case the direction is present.
  52825. if (this.direction) {
  52826. if (!this.transformedDirection) {
  52827. this.transformedDirection = BABYLON.Vector3.Zero();
  52828. }
  52829. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52830. }
  52831. return true;
  52832. }
  52833. return false;
  52834. };
  52835. /**
  52836. * Return the depth scale used for the shadow map.
  52837. * @returns the depth scale.
  52838. */
  52839. ShadowLight.prototype.getDepthScale = function () {
  52840. return 50.0;
  52841. };
  52842. /**
  52843. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52844. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52845. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52846. */
  52847. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52848. return this.transformedDirection ? this.transformedDirection : this.direction;
  52849. };
  52850. /**
  52851. * Returns the ShadowLight absolute position in the World.
  52852. * @returns the position vector in world space
  52853. */
  52854. ShadowLight.prototype.getAbsolutePosition = function () {
  52855. return this.transformedPosition ? this.transformedPosition : this.position;
  52856. };
  52857. /**
  52858. * Sets the ShadowLight direction toward the passed target.
  52859. * @param target The point tot target in local space
  52860. * @returns the updated ShadowLight direction
  52861. */
  52862. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52863. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52864. return this.direction;
  52865. };
  52866. /**
  52867. * Returns the light rotation in euler definition.
  52868. * @returns the x y z rotation in local space.
  52869. */
  52870. ShadowLight.prototype.getRotation = function () {
  52871. this.direction.normalize();
  52872. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52873. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52874. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52875. };
  52876. /**
  52877. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52878. * @returns true if a cube texture needs to be use
  52879. */
  52880. ShadowLight.prototype.needCube = function () {
  52881. return false;
  52882. };
  52883. /**
  52884. * Detects if the projection matrix requires to be recomputed this frame.
  52885. * @returns true if it requires to be recomputed otherwise, false.
  52886. */
  52887. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52888. return this._needProjectionMatrixCompute;
  52889. };
  52890. /**
  52891. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52892. */
  52893. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52894. this._needProjectionMatrixCompute = true;
  52895. };
  52896. /** @hidden */
  52897. ShadowLight.prototype._initCache = function () {
  52898. _super.prototype._initCache.call(this);
  52899. this._cache.position = BABYLON.Vector3.Zero();
  52900. };
  52901. /** @hidden */
  52902. ShadowLight.prototype._isSynchronized = function () {
  52903. if (!this._cache.position.equals(this.position)) {
  52904. return false;
  52905. }
  52906. return true;
  52907. };
  52908. /**
  52909. * Computes the world matrix of the node
  52910. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52911. * @returns the world matrix
  52912. */
  52913. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52914. if (!force && this.isSynchronized()) {
  52915. this._currentRenderId = this.getScene().getRenderId();
  52916. return this._worldMatrix;
  52917. }
  52918. this._updateCache();
  52919. this._cache.position.copyFrom(this.position);
  52920. if (!this._worldMatrix) {
  52921. this._worldMatrix = BABYLON.Matrix.Identity();
  52922. }
  52923. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52924. if (this.parent && this.parent.getWorldMatrix) {
  52925. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52926. this._markSyncedWithParent();
  52927. }
  52928. // Cache the determinant
  52929. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52930. return this._worldMatrix;
  52931. };
  52932. /**
  52933. * Gets the minZ used for shadow according to both the scene and the light.
  52934. * @param activeCamera The camera we are returning the min for
  52935. * @returns the depth min z
  52936. */
  52937. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52938. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52939. };
  52940. /**
  52941. * Gets the maxZ used for shadow according to both the scene and the light.
  52942. * @param activeCamera The camera we are returning the max for
  52943. * @returns the depth max z
  52944. */
  52945. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52946. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52947. };
  52948. /**
  52949. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52950. * @param matrix The materix to updated with the projection information
  52951. * @param viewMatrix The transform matrix of the light
  52952. * @param renderList The list of mesh to render in the map
  52953. * @returns The current light
  52954. */
  52955. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52956. if (this.customProjectionMatrixBuilder) {
  52957. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52958. }
  52959. else {
  52960. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52961. }
  52962. return this;
  52963. };
  52964. __decorate([
  52965. BABYLON.serializeAsVector3()
  52966. ], ShadowLight.prototype, "position", null);
  52967. __decorate([
  52968. BABYLON.serializeAsVector3()
  52969. ], ShadowLight.prototype, "direction", null);
  52970. __decorate([
  52971. BABYLON.serialize()
  52972. ], ShadowLight.prototype, "shadowMinZ", null);
  52973. __decorate([
  52974. BABYLON.serialize()
  52975. ], ShadowLight.prototype, "shadowMaxZ", null);
  52976. return ShadowLight;
  52977. }(BABYLON.Light));
  52978. BABYLON.ShadowLight = ShadowLight;
  52979. })(BABYLON || (BABYLON = {}));
  52980. //# sourceMappingURL=babylon.shadowLight.js.map
  52981. var BABYLON;
  52982. (function (BABYLON) {
  52983. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52984. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52985. });
  52986. /**
  52987. * A point light is a light defined by an unique point in world space.
  52988. * The light is emitted in every direction from this point.
  52989. * A good example of a point light is a standard light bulb.
  52990. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52991. */
  52992. var PointLight = /** @class */ (function (_super) {
  52993. __extends(PointLight, _super);
  52994. /**
  52995. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52996. * A PointLight emits the light in every direction.
  52997. * It can cast shadows.
  52998. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52999. * ```javascript
  53000. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  53001. * ```
  53002. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53003. * @param name The light friendly name
  53004. * @param position The position of the point light in the scene
  53005. * @param scene The scene the lights belongs to
  53006. */
  53007. function PointLight(name, position, scene) {
  53008. var _this = _super.call(this, name, scene) || this;
  53009. _this._shadowAngle = Math.PI / 2;
  53010. _this.position = position;
  53011. return _this;
  53012. }
  53013. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  53014. /**
  53015. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53016. * This specifies what angle the shadow will use to be created.
  53017. *
  53018. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53019. */
  53020. get: function () {
  53021. return this._shadowAngle;
  53022. },
  53023. /**
  53024. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53025. * This specifies what angle the shadow will use to be created.
  53026. *
  53027. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53028. */
  53029. set: function (value) {
  53030. this._shadowAngle = value;
  53031. this.forceProjectionMatrixCompute();
  53032. },
  53033. enumerable: true,
  53034. configurable: true
  53035. });
  53036. Object.defineProperty(PointLight.prototype, "direction", {
  53037. /**
  53038. * Gets the direction if it has been set.
  53039. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53040. */
  53041. get: function () {
  53042. return this._direction;
  53043. },
  53044. /**
  53045. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53046. */
  53047. set: function (value) {
  53048. var previousNeedCube = this.needCube();
  53049. this._direction = value;
  53050. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  53051. this._shadowGenerator.recreateShadowMap();
  53052. }
  53053. },
  53054. enumerable: true,
  53055. configurable: true
  53056. });
  53057. /**
  53058. * Returns the string "PointLight"
  53059. * @returns the class name
  53060. */
  53061. PointLight.prototype.getClassName = function () {
  53062. return "PointLight";
  53063. };
  53064. /**
  53065. * Returns the integer 0.
  53066. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53067. */
  53068. PointLight.prototype.getTypeID = function () {
  53069. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  53070. };
  53071. /**
  53072. * Specifies wether or not the shadowmap should be a cube texture.
  53073. * @returns true if the shadowmap needs to be a cube texture.
  53074. */
  53075. PointLight.prototype.needCube = function () {
  53076. return !this.direction;
  53077. };
  53078. /**
  53079. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53080. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53081. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53082. */
  53083. PointLight.prototype.getShadowDirection = function (faceIndex) {
  53084. if (this.direction) {
  53085. return _super.prototype.getShadowDirection.call(this, faceIndex);
  53086. }
  53087. else {
  53088. switch (faceIndex) {
  53089. case 0:
  53090. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  53091. case 1:
  53092. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53093. case 2:
  53094. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53095. case 3:
  53096. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53097. case 4:
  53098. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53099. case 5:
  53100. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53101. }
  53102. }
  53103. return BABYLON.Vector3.Zero();
  53104. };
  53105. /**
  53106. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53107. * - fov = PI / 2
  53108. * - aspect ratio : 1.0
  53109. * - z-near and far equal to the active camera minZ and maxZ.
  53110. * Returns the PointLight.
  53111. */
  53112. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53113. var activeCamera = this.getScene().activeCamera;
  53114. if (!activeCamera) {
  53115. return;
  53116. }
  53117. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53118. };
  53119. PointLight.prototype._buildUniformLayout = function () {
  53120. this._uniformBuffer.addUniform("vLightData", 4);
  53121. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53122. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53123. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53124. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53125. this._uniformBuffer.addUniform("depthValues", 2);
  53126. this._uniformBuffer.create();
  53127. };
  53128. /**
  53129. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53130. * @param effect The effect to update
  53131. * @param lightIndex The index of the light in the effect to update
  53132. * @returns The point light
  53133. */
  53134. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53135. if (this.computeTransformedInformation()) {
  53136. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53137. }
  53138. else {
  53139. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53140. }
  53141. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53142. return this;
  53143. };
  53144. /**
  53145. * Prepares the list of defines specific to the light type.
  53146. * @param defines the list of defines
  53147. * @param lightIndex defines the index of the light for the effect
  53148. */
  53149. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53150. defines["POINTLIGHT" + lightIndex] = true;
  53151. };
  53152. __decorate([
  53153. BABYLON.serialize()
  53154. ], PointLight.prototype, "shadowAngle", null);
  53155. return PointLight;
  53156. }(BABYLON.ShadowLight));
  53157. BABYLON.PointLight = PointLight;
  53158. })(BABYLON || (BABYLON = {}));
  53159. //# sourceMappingURL=babylon.pointLight.js.map
  53160. var BABYLON;
  53161. (function (BABYLON) {
  53162. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53163. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53164. });
  53165. /**
  53166. * A directional light is defined by a direction (what a surprise!).
  53167. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53168. * 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.
  53169. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53170. */
  53171. var DirectionalLight = /** @class */ (function (_super) {
  53172. __extends(DirectionalLight, _super);
  53173. /**
  53174. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53175. * The directional light is emitted from everywhere in the given direction.
  53176. * It can cast shadows.
  53177. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53178. * @param name The friendly name of the light
  53179. * @param direction The direction of the light
  53180. * @param scene The scene the light belongs to
  53181. */
  53182. function DirectionalLight(name, direction, scene) {
  53183. var _this = _super.call(this, name, scene) || this;
  53184. _this._shadowFrustumSize = 0;
  53185. _this._shadowOrthoScale = 0.1;
  53186. /**
  53187. * Automatically compute the projection matrix to best fit (including all the casters)
  53188. * on each frame.
  53189. */
  53190. _this.autoUpdateExtends = true;
  53191. // Cache
  53192. _this._orthoLeft = Number.MAX_VALUE;
  53193. _this._orthoRight = Number.MIN_VALUE;
  53194. _this._orthoTop = Number.MIN_VALUE;
  53195. _this._orthoBottom = Number.MAX_VALUE;
  53196. _this.position = direction.scale(-1.0);
  53197. _this.direction = direction;
  53198. return _this;
  53199. }
  53200. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53201. /**
  53202. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53203. */
  53204. get: function () {
  53205. return this._shadowFrustumSize;
  53206. },
  53207. /**
  53208. * Specifies a fix frustum size for the shadow generation.
  53209. */
  53210. set: function (value) {
  53211. this._shadowFrustumSize = value;
  53212. this.forceProjectionMatrixCompute();
  53213. },
  53214. enumerable: true,
  53215. configurable: true
  53216. });
  53217. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53218. /**
  53219. * Gets the shadow projection scale against the optimal computed one.
  53220. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53221. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53222. */
  53223. get: function () {
  53224. return this._shadowOrthoScale;
  53225. },
  53226. /**
  53227. * Sets the shadow projection scale against the optimal computed one.
  53228. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53229. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53230. */
  53231. set: function (value) {
  53232. this._shadowOrthoScale = value;
  53233. this.forceProjectionMatrixCompute();
  53234. },
  53235. enumerable: true,
  53236. configurable: true
  53237. });
  53238. /**
  53239. * Returns the string "DirectionalLight".
  53240. * @return The class name
  53241. */
  53242. DirectionalLight.prototype.getClassName = function () {
  53243. return "DirectionalLight";
  53244. };
  53245. /**
  53246. * Returns the integer 1.
  53247. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53248. */
  53249. DirectionalLight.prototype.getTypeID = function () {
  53250. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53251. };
  53252. /**
  53253. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53254. * Returns the DirectionalLight Shadow projection matrix.
  53255. */
  53256. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53257. if (this.shadowFrustumSize > 0) {
  53258. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53259. }
  53260. else {
  53261. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53262. }
  53263. };
  53264. /**
  53265. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53266. * Returns the DirectionalLight Shadow projection matrix.
  53267. */
  53268. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53269. var activeCamera = this.getScene().activeCamera;
  53270. if (!activeCamera) {
  53271. return;
  53272. }
  53273. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53274. };
  53275. /**
  53276. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53277. * Returns the DirectionalLight Shadow projection matrix.
  53278. */
  53279. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53280. var activeCamera = this.getScene().activeCamera;
  53281. if (!activeCamera) {
  53282. return;
  53283. }
  53284. // Check extends
  53285. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53286. var tempVector3 = BABYLON.Vector3.Zero();
  53287. this._orthoLeft = Number.MAX_VALUE;
  53288. this._orthoRight = Number.MIN_VALUE;
  53289. this._orthoTop = Number.MIN_VALUE;
  53290. this._orthoBottom = Number.MAX_VALUE;
  53291. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53292. var mesh = renderList[meshIndex];
  53293. if (!mesh) {
  53294. continue;
  53295. }
  53296. var boundingInfo = mesh.getBoundingInfo();
  53297. var boundingBox = boundingInfo.boundingBox;
  53298. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53299. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53300. if (tempVector3.x < this._orthoLeft) {
  53301. this._orthoLeft = tempVector3.x;
  53302. }
  53303. if (tempVector3.y < this._orthoBottom) {
  53304. this._orthoBottom = tempVector3.y;
  53305. }
  53306. if (tempVector3.x > this._orthoRight) {
  53307. this._orthoRight = tempVector3.x;
  53308. }
  53309. if (tempVector3.y > this._orthoTop) {
  53310. this._orthoTop = tempVector3.y;
  53311. }
  53312. }
  53313. }
  53314. }
  53315. var xOffset = this._orthoRight - this._orthoLeft;
  53316. var yOffset = this._orthoTop - this._orthoBottom;
  53317. 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);
  53318. };
  53319. DirectionalLight.prototype._buildUniformLayout = function () {
  53320. this._uniformBuffer.addUniform("vLightData", 4);
  53321. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53322. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53323. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53324. this._uniformBuffer.addUniform("depthValues", 2);
  53325. this._uniformBuffer.create();
  53326. };
  53327. /**
  53328. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53329. * @param effect The effect to update
  53330. * @param lightIndex The index of the light in the effect to update
  53331. * @returns The directional light
  53332. */
  53333. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53334. if (this.computeTransformedInformation()) {
  53335. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53336. return this;
  53337. }
  53338. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53339. return this;
  53340. };
  53341. /**
  53342. * Gets the minZ used for shadow according to both the scene and the light.
  53343. *
  53344. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53345. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53346. * @param activeCamera The camera we are returning the min for
  53347. * @returns the depth min z
  53348. */
  53349. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53350. return 1;
  53351. };
  53352. /**
  53353. * Gets the maxZ used for shadow according to both the scene and the light.
  53354. *
  53355. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53356. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53357. * @param activeCamera The camera we are returning the max for
  53358. * @returns the depth max z
  53359. */
  53360. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53361. return 1;
  53362. };
  53363. /**
  53364. * Prepares the list of defines specific to the light type.
  53365. * @param defines the list of defines
  53366. * @param lightIndex defines the index of the light for the effect
  53367. */
  53368. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53369. defines["DIRLIGHT" + lightIndex] = true;
  53370. };
  53371. __decorate([
  53372. BABYLON.serialize()
  53373. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53374. __decorate([
  53375. BABYLON.serialize()
  53376. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53377. __decorate([
  53378. BABYLON.serialize()
  53379. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53380. return DirectionalLight;
  53381. }(BABYLON.ShadowLight));
  53382. BABYLON.DirectionalLight = DirectionalLight;
  53383. })(BABYLON || (BABYLON = {}));
  53384. //# sourceMappingURL=babylon.directionalLight.js.map
  53385. var BABYLON;
  53386. (function (BABYLON) {
  53387. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53388. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53389. });
  53390. /**
  53391. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53392. * These values define a cone of light starting from the position, emitting toward the direction.
  53393. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53394. * and the exponent defines the speed of the decay of the light with distance (reach).
  53395. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53396. */
  53397. var SpotLight = /** @class */ (function (_super) {
  53398. __extends(SpotLight, _super);
  53399. /**
  53400. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53401. * It can cast shadows.
  53402. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53403. * @param name The light friendly name
  53404. * @param position The position of the spot light in the scene
  53405. * @param direction The direction of the light in the scene
  53406. * @param angle The cone angle of the light in Radians
  53407. * @param exponent The light decay speed with the distance from the emission spot
  53408. * @param scene The scene the lights belongs to
  53409. */
  53410. function SpotLight(name, position, direction, angle, exponent, scene) {
  53411. var _this = _super.call(this, name, scene) || this;
  53412. _this._innerAngle = 0;
  53413. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53414. _this._projectionTextureLightNear = 1e-6;
  53415. _this._projectionTextureLightFar = 1000.0;
  53416. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53417. _this._projectionTextureViewLightDirty = true;
  53418. _this._projectionTextureProjectionLightDirty = true;
  53419. _this._projectionTextureDirty = true;
  53420. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53421. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53422. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53423. _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);
  53424. _this.position = position;
  53425. _this.direction = direction;
  53426. _this.angle = angle;
  53427. _this.exponent = exponent;
  53428. return _this;
  53429. }
  53430. Object.defineProperty(SpotLight.prototype, "angle", {
  53431. /**
  53432. * Gets the cone angle of the spot light in Radians.
  53433. */
  53434. get: function () {
  53435. return this._angle;
  53436. },
  53437. /**
  53438. * Sets the cone angle of the spot light in Radians.
  53439. */
  53440. set: function (value) {
  53441. this._angle = value;
  53442. this._cosHalfAngle = Math.cos(value * 0.5);
  53443. this._projectionTextureProjectionLightDirty = true;
  53444. this.forceProjectionMatrixCompute();
  53445. this._computeAngleValues();
  53446. },
  53447. enumerable: true,
  53448. configurable: true
  53449. });
  53450. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53451. /**
  53452. * Only used in gltf falloff mode, this defines the angle where
  53453. * the directional falloff will start before cutting at angle which could be seen
  53454. * as outer angle.
  53455. */
  53456. get: function () {
  53457. return this._innerAngle;
  53458. },
  53459. /**
  53460. * Only used in gltf falloff mode, this defines the angle where
  53461. * the directional falloff will start before cutting at angle which could be seen
  53462. * as outer angle.
  53463. */
  53464. set: function (value) {
  53465. this._innerAngle = value;
  53466. this._computeAngleValues();
  53467. },
  53468. enumerable: true,
  53469. configurable: true
  53470. });
  53471. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53472. /**
  53473. * Allows scaling the angle of the light for shadow generation only.
  53474. */
  53475. get: function () {
  53476. return this._shadowAngleScale;
  53477. },
  53478. /**
  53479. * Allows scaling the angle of the light for shadow generation only.
  53480. */
  53481. set: function (value) {
  53482. this._shadowAngleScale = value;
  53483. this.forceProjectionMatrixCompute();
  53484. },
  53485. enumerable: true,
  53486. configurable: true
  53487. });
  53488. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53489. /**
  53490. * Allows reading the projecton texture
  53491. */
  53492. get: function () {
  53493. return this._projectionTextureMatrix;
  53494. },
  53495. enumerable: true,
  53496. configurable: true
  53497. });
  53498. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53499. /**
  53500. * Gets the near clip of the Spotlight for texture projection.
  53501. */
  53502. get: function () {
  53503. return this._projectionTextureLightNear;
  53504. },
  53505. /**
  53506. * Sets the near clip of the Spotlight for texture projection.
  53507. */
  53508. set: function (value) {
  53509. this._projectionTextureLightNear = value;
  53510. this._projectionTextureProjectionLightDirty = true;
  53511. },
  53512. enumerable: true,
  53513. configurable: true
  53514. });
  53515. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53516. /**
  53517. * Gets the far clip of the Spotlight for texture projection.
  53518. */
  53519. get: function () {
  53520. return this._projectionTextureLightFar;
  53521. },
  53522. /**
  53523. * Sets the far clip of the Spotlight for texture projection.
  53524. */
  53525. set: function (value) {
  53526. this._projectionTextureLightFar = value;
  53527. this._projectionTextureProjectionLightDirty = true;
  53528. },
  53529. enumerable: true,
  53530. configurable: true
  53531. });
  53532. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53533. /**
  53534. * Gets the Up vector of the Spotlight for texture projection.
  53535. */
  53536. get: function () {
  53537. return this._projectionTextureUpDirection;
  53538. },
  53539. /**
  53540. * Sets the Up vector of the Spotlight for texture projection.
  53541. */
  53542. set: function (value) {
  53543. this._projectionTextureUpDirection = value;
  53544. this._projectionTextureProjectionLightDirty = true;
  53545. },
  53546. enumerable: true,
  53547. configurable: true
  53548. });
  53549. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53550. /**
  53551. * Gets the projection texture of the light.
  53552. */
  53553. get: function () {
  53554. return this._projectionTexture;
  53555. },
  53556. /**
  53557. * Sets the projection texture of the light.
  53558. */
  53559. set: function (value) {
  53560. this._projectionTexture = value;
  53561. this._projectionTextureDirty = true;
  53562. },
  53563. enumerable: true,
  53564. configurable: true
  53565. });
  53566. /**
  53567. * Returns the string "SpotLight".
  53568. * @returns the class name
  53569. */
  53570. SpotLight.prototype.getClassName = function () {
  53571. return "SpotLight";
  53572. };
  53573. /**
  53574. * Returns the integer 2.
  53575. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53576. */
  53577. SpotLight.prototype.getTypeID = function () {
  53578. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53579. };
  53580. /**
  53581. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53582. */
  53583. SpotLight.prototype._setDirection = function (value) {
  53584. _super.prototype._setDirection.call(this, value);
  53585. this._projectionTextureViewLightDirty = true;
  53586. };
  53587. /**
  53588. * Overrides the position setter to recompute the projection texture view light Matrix.
  53589. */
  53590. SpotLight.prototype._setPosition = function (value) {
  53591. _super.prototype._setPosition.call(this, value);
  53592. this._projectionTextureViewLightDirty = true;
  53593. };
  53594. /**
  53595. * 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.
  53596. * Returns the SpotLight.
  53597. */
  53598. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53599. var activeCamera = this.getScene().activeCamera;
  53600. if (!activeCamera) {
  53601. return;
  53602. }
  53603. this._shadowAngleScale = this._shadowAngleScale || 1;
  53604. var angle = this._shadowAngleScale * this._angle;
  53605. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53606. };
  53607. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53608. this._projectionTextureViewLightDirty = false;
  53609. this._projectionTextureDirty = true;
  53610. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53611. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53612. };
  53613. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53614. this._projectionTextureProjectionLightDirty = false;
  53615. this._projectionTextureDirty = true;
  53616. var light_far = this.projectionTextureLightFar;
  53617. var light_near = this.projectionTextureLightNear;
  53618. var P = light_far / (light_far - light_near);
  53619. var Q = -P * light_near;
  53620. var S = 1.0 / Math.tan(this._angle / 2.0);
  53621. var A = 1.0;
  53622. 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);
  53623. };
  53624. /**
  53625. * Main function for light texture projection matrix computing.
  53626. */
  53627. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53628. this._projectionTextureDirty = false;
  53629. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53630. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53631. };
  53632. SpotLight.prototype._buildUniformLayout = function () {
  53633. this._uniformBuffer.addUniform("vLightData", 4);
  53634. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53635. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53636. this._uniformBuffer.addUniform("vLightDirection", 3);
  53637. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53638. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53639. this._uniformBuffer.addUniform("depthValues", 2);
  53640. this._uniformBuffer.create();
  53641. };
  53642. SpotLight.prototype._computeAngleValues = function () {
  53643. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53644. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53645. };
  53646. /**
  53647. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53648. * @param effect The effect to update
  53649. * @param lightIndex The index of the light in the effect to update
  53650. * @returns The spot light
  53651. */
  53652. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53653. var normalizeDirection;
  53654. if (this.computeTransformedInformation()) {
  53655. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53656. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53657. }
  53658. else {
  53659. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53660. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53661. }
  53662. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53663. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53664. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53665. if (this._projectionTextureViewLightDirty) {
  53666. this._computeProjectionTextureViewLightMatrix();
  53667. }
  53668. if (this._projectionTextureProjectionLightDirty) {
  53669. this._computeProjectionTextureProjectionLightMatrix();
  53670. }
  53671. if (this._projectionTextureDirty) {
  53672. this._computeProjectionTextureMatrix();
  53673. }
  53674. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53675. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53676. }
  53677. return this;
  53678. };
  53679. /**
  53680. * Disposes the light and the associated resources.
  53681. */
  53682. SpotLight.prototype.dispose = function () {
  53683. _super.prototype.dispose.call(this);
  53684. if (this._projectionTexture) {
  53685. this._projectionTexture.dispose();
  53686. }
  53687. };
  53688. /**
  53689. * Prepares the list of defines specific to the light type.
  53690. * @param defines the list of defines
  53691. * @param lightIndex defines the index of the light for the effect
  53692. */
  53693. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53694. defines["SPOTLIGHT" + lightIndex] = true;
  53695. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53696. };
  53697. __decorate([
  53698. BABYLON.serialize()
  53699. ], SpotLight.prototype, "angle", null);
  53700. __decorate([
  53701. BABYLON.serialize()
  53702. ], SpotLight.prototype, "innerAngle", null);
  53703. __decorate([
  53704. BABYLON.serialize()
  53705. ], SpotLight.prototype, "shadowAngleScale", null);
  53706. __decorate([
  53707. BABYLON.serialize()
  53708. ], SpotLight.prototype, "exponent", void 0);
  53709. __decorate([
  53710. BABYLON.serialize()
  53711. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53712. __decorate([
  53713. BABYLON.serialize()
  53714. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53715. __decorate([
  53716. BABYLON.serialize()
  53717. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53718. __decorate([
  53719. BABYLON.serializeAsTexture("projectedLightTexture")
  53720. ], SpotLight.prototype, "_projectionTexture", void 0);
  53721. return SpotLight;
  53722. }(BABYLON.ShadowLight));
  53723. BABYLON.SpotLight = SpotLight;
  53724. })(BABYLON || (BABYLON = {}));
  53725. //# sourceMappingURL=babylon.spotLight.js.map
  53726. var BABYLON;
  53727. (function (BABYLON) {
  53728. /**
  53729. * Class used to override all child animations of a given target
  53730. */
  53731. var AnimationPropertiesOverride = /** @class */ (function () {
  53732. function AnimationPropertiesOverride() {
  53733. /**
  53734. * Gets or sets a value indicating if animation blending must be used
  53735. */
  53736. this.enableBlending = false;
  53737. /**
  53738. * Gets or sets the blending speed to use when enableBlending is true
  53739. */
  53740. this.blendingSpeed = 0.01;
  53741. /**
  53742. * Gets or sets the default loop mode to use
  53743. */
  53744. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53745. }
  53746. return AnimationPropertiesOverride;
  53747. }());
  53748. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53749. })(BABYLON || (BABYLON = {}));
  53750. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53751. var BABYLON;
  53752. (function (BABYLON) {
  53753. /**
  53754. * Represents the range of an animation
  53755. */
  53756. var AnimationRange = /** @class */ (function () {
  53757. /**
  53758. * Initializes the range of an animation
  53759. * @param name The name of the animation range
  53760. * @param from The starting frame of the animation
  53761. * @param to The ending frame of the animation
  53762. */
  53763. function AnimationRange(
  53764. /**The name of the animation range**/
  53765. name,
  53766. /**The starting frame of the animation */
  53767. from,
  53768. /**The ending frame of the animation*/
  53769. to) {
  53770. this.name = name;
  53771. this.from = from;
  53772. this.to = to;
  53773. }
  53774. /**
  53775. * Makes a copy of the animation range
  53776. * @returns A copy of the animation range
  53777. */
  53778. AnimationRange.prototype.clone = function () {
  53779. return new AnimationRange(this.name, this.from, this.to);
  53780. };
  53781. return AnimationRange;
  53782. }());
  53783. BABYLON.AnimationRange = AnimationRange;
  53784. /**
  53785. * Composed of a frame, and an action function
  53786. */
  53787. var AnimationEvent = /** @class */ (function () {
  53788. /**
  53789. * Initializes the animation event
  53790. * @param frame The frame for which the event is triggered
  53791. * @param action The event to perform when triggered
  53792. * @param onlyOnce Specifies if the event should be triggered only once
  53793. */
  53794. function AnimationEvent(
  53795. /** The frame for which the event is triggered **/
  53796. frame,
  53797. /** The event to perform when triggered **/
  53798. action,
  53799. /** Specifies if the event should be triggered only once**/
  53800. onlyOnce) {
  53801. this.frame = frame;
  53802. this.action = action;
  53803. this.onlyOnce = onlyOnce;
  53804. /**
  53805. * Specifies if the animation event is done
  53806. */
  53807. this.isDone = false;
  53808. }
  53809. /** @hidden */
  53810. AnimationEvent.prototype._clone = function () {
  53811. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53812. };
  53813. return AnimationEvent;
  53814. }());
  53815. BABYLON.AnimationEvent = AnimationEvent;
  53816. /**
  53817. * A cursor which tracks a point on a path
  53818. */
  53819. var PathCursor = /** @class */ (function () {
  53820. /**
  53821. * Initializes the path cursor
  53822. * @param path The path to track
  53823. */
  53824. function PathCursor(path) {
  53825. this.path = path;
  53826. /**
  53827. * Stores path cursor callbacks for when an onchange event is triggered
  53828. */
  53829. this._onchange = new Array();
  53830. /**
  53831. * The value of the path cursor
  53832. */
  53833. this.value = 0;
  53834. /**
  53835. * The animation array of the path cursor
  53836. */
  53837. this.animations = new Array();
  53838. }
  53839. /**
  53840. * Gets the cursor point on the path
  53841. * @returns A point on the path cursor at the cursor location
  53842. */
  53843. PathCursor.prototype.getPoint = function () {
  53844. var point = this.path.getPointAtLengthPosition(this.value);
  53845. return new BABYLON.Vector3(point.x, 0, point.y);
  53846. };
  53847. /**
  53848. * Moves the cursor ahead by the step amount
  53849. * @param step The amount to move the cursor forward
  53850. * @returns This path cursor
  53851. */
  53852. PathCursor.prototype.moveAhead = function (step) {
  53853. if (step === void 0) { step = 0.002; }
  53854. this.move(step);
  53855. return this;
  53856. };
  53857. /**
  53858. * Moves the cursor behind by the step amount
  53859. * @param step The amount to move the cursor back
  53860. * @returns This path cursor
  53861. */
  53862. PathCursor.prototype.moveBack = function (step) {
  53863. if (step === void 0) { step = 0.002; }
  53864. this.move(-step);
  53865. return this;
  53866. };
  53867. /**
  53868. * Moves the cursor by the step amount
  53869. * If the step amount is greater than one, an exception is thrown
  53870. * @param step The amount to move the cursor
  53871. * @returns This path cursor
  53872. */
  53873. PathCursor.prototype.move = function (step) {
  53874. if (Math.abs(step) > 1) {
  53875. throw "step size should be less than 1.";
  53876. }
  53877. this.value += step;
  53878. this.ensureLimits();
  53879. this.raiseOnChange();
  53880. return this;
  53881. };
  53882. /**
  53883. * Ensures that the value is limited between zero and one
  53884. * @returns This path cursor
  53885. */
  53886. PathCursor.prototype.ensureLimits = function () {
  53887. while (this.value > 1) {
  53888. this.value -= 1;
  53889. }
  53890. while (this.value < 0) {
  53891. this.value += 1;
  53892. }
  53893. return this;
  53894. };
  53895. /**
  53896. * Runs onchange callbacks on change (used by the animation engine)
  53897. * @returns This path cursor
  53898. */
  53899. PathCursor.prototype.raiseOnChange = function () {
  53900. var _this = this;
  53901. this._onchange.forEach(function (f) { return f(_this); });
  53902. return this;
  53903. };
  53904. /**
  53905. * Executes a function on change
  53906. * @param f A path cursor onchange callback
  53907. * @returns This path cursor
  53908. */
  53909. PathCursor.prototype.onchange = function (f) {
  53910. this._onchange.push(f);
  53911. return this;
  53912. };
  53913. return PathCursor;
  53914. }());
  53915. BABYLON.PathCursor = PathCursor;
  53916. /**
  53917. * Enum for the animation key frame interpolation type
  53918. */
  53919. var AnimationKeyInterpolation;
  53920. (function (AnimationKeyInterpolation) {
  53921. /**
  53922. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53923. */
  53924. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53925. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53926. /**
  53927. * Class used to store any kind of animation
  53928. */
  53929. var Animation = /** @class */ (function () {
  53930. /**
  53931. * Initializes the animation
  53932. * @param name Name of the animation
  53933. * @param targetProperty Property to animate
  53934. * @param framePerSecond The frames per second of the animation
  53935. * @param dataType The data type of the animation
  53936. * @param loopMode The loop mode of the animation
  53937. * @param enableBlendings Specifies if blending should be enabled
  53938. */
  53939. function Animation(
  53940. /**Name of the animation */
  53941. name,
  53942. /**Property to animate */
  53943. targetProperty,
  53944. /**The frames per second of the animation */
  53945. framePerSecond,
  53946. /**The data type of the animation */
  53947. dataType,
  53948. /**The loop mode of the animation */
  53949. loopMode,
  53950. /**Specifies if blending should be enabled */
  53951. enableBlending) {
  53952. this.name = name;
  53953. this.targetProperty = targetProperty;
  53954. this.framePerSecond = framePerSecond;
  53955. this.dataType = dataType;
  53956. this.loopMode = loopMode;
  53957. this.enableBlending = enableBlending;
  53958. /**
  53959. * @hidden Internal use only
  53960. */
  53961. this._runtimeAnimations = new Array();
  53962. /**
  53963. * The set of event that will be linked to this animation
  53964. */
  53965. this._events = new Array();
  53966. /**
  53967. * Stores the blending speed of the animation
  53968. */
  53969. this.blendingSpeed = 0.01;
  53970. /**
  53971. * Stores the animation ranges for the animation
  53972. */
  53973. this._ranges = {};
  53974. this.targetPropertyPath = targetProperty.split(".");
  53975. this.dataType = dataType;
  53976. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53977. }
  53978. /**
  53979. * @hidden Internal use
  53980. */
  53981. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53982. var dataType = undefined;
  53983. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53984. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53985. }
  53986. else if (from instanceof BABYLON.Quaternion) {
  53987. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53988. }
  53989. else if (from instanceof BABYLON.Vector3) {
  53990. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53991. }
  53992. else if (from instanceof BABYLON.Vector2) {
  53993. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53994. }
  53995. else if (from instanceof BABYLON.Color3) {
  53996. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53997. }
  53998. else if (from instanceof BABYLON.Size) {
  53999. dataType = Animation.ANIMATIONTYPE_SIZE;
  54000. }
  54001. if (dataType == undefined) {
  54002. return null;
  54003. }
  54004. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  54005. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  54006. animation.setKeys(keys);
  54007. if (easingFunction !== undefined) {
  54008. animation.setEasingFunction(easingFunction);
  54009. }
  54010. return animation;
  54011. };
  54012. /**
  54013. * Sets up an animation
  54014. * @param property The property to animate
  54015. * @param animationType The animation type to apply
  54016. * @param framePerSecond The frames per second of the animation
  54017. * @param easingFunction The easing function used in the animation
  54018. * @returns The created animation
  54019. */
  54020. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  54021. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  54022. animation.setEasingFunction(easingFunction);
  54023. return animation;
  54024. };
  54025. /**
  54026. * Create and start an animation on a node
  54027. * @param name defines the name of the global animation that will be run on all nodes
  54028. * @param node defines the root node where the animation will take place
  54029. * @param targetProperty defines property to animate
  54030. * @param framePerSecond defines the number of frame per second yo use
  54031. * @param totalFrame defines the number of frames in total
  54032. * @param from defines the initial value
  54033. * @param to defines the final value
  54034. * @param loopMode defines which loop mode you want to use (off by default)
  54035. * @param easingFunction defines the easing function to use (linear by default)
  54036. * @param onAnimationEnd defines the callback to call when animation end
  54037. * @returns the animatable created for this animation
  54038. */
  54039. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54040. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54041. if (!animation) {
  54042. return null;
  54043. }
  54044. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54045. };
  54046. /**
  54047. * Create and start an animation on a node and its descendants
  54048. * @param name defines the name of the global animation that will be run on all nodes
  54049. * @param node defines the root node where the animation will take place
  54050. * @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
  54051. * @param targetProperty defines property to animate
  54052. * @param framePerSecond defines the number of frame per second to use
  54053. * @param totalFrame defines the number of frames in total
  54054. * @param from defines the initial value
  54055. * @param to defines the final value
  54056. * @param loopMode defines which loop mode you want to use (off by default)
  54057. * @param easingFunction defines the easing function to use (linear by default)
  54058. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  54059. * @returns the list of animatables created for all nodes
  54060. * @example https://www.babylonjs-playground.com/#MH0VLI
  54061. */
  54062. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54063. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54064. if (!animation) {
  54065. return null;
  54066. }
  54067. var scene = node.getScene();
  54068. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54069. };
  54070. /**
  54071. * Creates a new animation, merges it with the existing animations and starts it
  54072. * @param name Name of the animation
  54073. * @param node Node which contains the scene that begins the animations
  54074. * @param targetProperty Specifies which property to animate
  54075. * @param framePerSecond The frames per second of the animation
  54076. * @param totalFrame The total number of frames
  54077. * @param from The frame at the beginning of the animation
  54078. * @param to The frame at the end of the animation
  54079. * @param loopMode Specifies the loop mode of the animation
  54080. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  54081. * @param onAnimationEnd Callback to run once the animation is complete
  54082. * @returns Nullable animation
  54083. */
  54084. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54085. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54086. if (!animation) {
  54087. return null;
  54088. }
  54089. node.animations.push(animation);
  54090. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54091. };
  54092. /**
  54093. * Transition property of an host to the target Value
  54094. * @param property The property to transition
  54095. * @param targetValue The target Value of the property
  54096. * @param host The object where the property to animate belongs
  54097. * @param scene Scene used to run the animation
  54098. * @param frameRate Framerate (in frame/s) to use
  54099. * @param transition The transition type we want to use
  54100. * @param duration The duration of the animation, in milliseconds
  54101. * @param onAnimationEnd Callback trigger at the end of the animation
  54102. * @returns Nullable animation
  54103. */
  54104. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54105. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54106. if (duration <= 0) {
  54107. host[property] = targetValue;
  54108. if (onAnimationEnd) {
  54109. onAnimationEnd();
  54110. }
  54111. return null;
  54112. }
  54113. var endFrame = frameRate * (duration / 1000);
  54114. transition.setKeys([{
  54115. frame: 0,
  54116. value: host[property].clone ? host[property].clone() : host[property]
  54117. },
  54118. {
  54119. frame: endFrame,
  54120. value: targetValue
  54121. }]);
  54122. if (!host.animations) {
  54123. host.animations = [];
  54124. }
  54125. host.animations.push(transition);
  54126. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54127. animation.onAnimationEnd = onAnimationEnd;
  54128. return animation;
  54129. };
  54130. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54131. /**
  54132. * Return the array of runtime animations currently using this animation
  54133. */
  54134. get: function () {
  54135. return this._runtimeAnimations;
  54136. },
  54137. enumerable: true,
  54138. configurable: true
  54139. });
  54140. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54141. /**
  54142. * Specifies if any of the runtime animations are currently running
  54143. */
  54144. get: function () {
  54145. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54146. var runtimeAnimation = _a[_i];
  54147. if (!runtimeAnimation.isStopped) {
  54148. return true;
  54149. }
  54150. }
  54151. return false;
  54152. },
  54153. enumerable: true,
  54154. configurable: true
  54155. });
  54156. // Methods
  54157. /**
  54158. * Converts the animation to a string
  54159. * @param fullDetails support for multiple levels of logging within scene loading
  54160. * @returns String form of the animation
  54161. */
  54162. Animation.prototype.toString = function (fullDetails) {
  54163. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54164. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54165. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54166. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54167. if (fullDetails) {
  54168. ret += ", Ranges: {";
  54169. var first = true;
  54170. for (var name in this._ranges) {
  54171. if (first) {
  54172. ret += ", ";
  54173. first = false;
  54174. }
  54175. ret += name;
  54176. }
  54177. ret += "}";
  54178. }
  54179. return ret;
  54180. };
  54181. /**
  54182. * Add an event to this animation
  54183. * @param event Event to add
  54184. */
  54185. Animation.prototype.addEvent = function (event) {
  54186. this._events.push(event);
  54187. };
  54188. /**
  54189. * Remove all events found at the given frame
  54190. * @param frame The frame to remove events from
  54191. */
  54192. Animation.prototype.removeEvents = function (frame) {
  54193. for (var index = 0; index < this._events.length; index++) {
  54194. if (this._events[index].frame === frame) {
  54195. this._events.splice(index, 1);
  54196. index--;
  54197. }
  54198. }
  54199. };
  54200. /**
  54201. * Retrieves all the events from the animation
  54202. * @returns Events from the animation
  54203. */
  54204. Animation.prototype.getEvents = function () {
  54205. return this._events;
  54206. };
  54207. /**
  54208. * Creates an animation range
  54209. * @param name Name of the animation range
  54210. * @param from Starting frame of the animation range
  54211. * @param to Ending frame of the animation
  54212. */
  54213. Animation.prototype.createRange = function (name, from, to) {
  54214. // check name not already in use; could happen for bones after serialized
  54215. if (!this._ranges[name]) {
  54216. this._ranges[name] = new AnimationRange(name, from, to);
  54217. }
  54218. };
  54219. /**
  54220. * Deletes an animation range by name
  54221. * @param name Name of the animation range to delete
  54222. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54223. */
  54224. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54225. if (deleteFrames === void 0) { deleteFrames = true; }
  54226. var range = this._ranges[name];
  54227. if (!range) {
  54228. return;
  54229. }
  54230. if (deleteFrames) {
  54231. var from = range.from;
  54232. var to = range.to;
  54233. // this loop MUST go high to low for multiple splices to work
  54234. for (var key = this._keys.length - 1; key >= 0; key--) {
  54235. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54236. this._keys.splice(key, 1);
  54237. }
  54238. }
  54239. }
  54240. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54241. };
  54242. /**
  54243. * Gets the animation range by name, or null if not defined
  54244. * @param name Name of the animation range
  54245. * @returns Nullable animation range
  54246. */
  54247. Animation.prototype.getRange = function (name) {
  54248. return this._ranges[name];
  54249. };
  54250. /**
  54251. * Gets the key frames from the animation
  54252. * @returns The key frames of the animation
  54253. */
  54254. Animation.prototype.getKeys = function () {
  54255. return this._keys;
  54256. };
  54257. /**
  54258. * Gets the highest frame rate of the animation
  54259. * @returns Highest frame rate of the animation
  54260. */
  54261. Animation.prototype.getHighestFrame = function () {
  54262. var ret = 0;
  54263. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54264. if (ret < this._keys[key].frame) {
  54265. ret = this._keys[key].frame;
  54266. }
  54267. }
  54268. return ret;
  54269. };
  54270. /**
  54271. * Gets the easing function of the animation
  54272. * @returns Easing function of the animation
  54273. */
  54274. Animation.prototype.getEasingFunction = function () {
  54275. return this._easingFunction;
  54276. };
  54277. /**
  54278. * Sets the easing function of the animation
  54279. * @param easingFunction A custom mathematical formula for animation
  54280. */
  54281. Animation.prototype.setEasingFunction = function (easingFunction) {
  54282. this._easingFunction = easingFunction;
  54283. };
  54284. /**
  54285. * Interpolates a scalar linearly
  54286. * @param startValue Start value of the animation curve
  54287. * @param endValue End value of the animation curve
  54288. * @param gradient Scalar amount to interpolate
  54289. * @returns Interpolated scalar value
  54290. */
  54291. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54292. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54293. };
  54294. /**
  54295. * Interpolates a scalar cubically
  54296. * @param startValue Start value of the animation curve
  54297. * @param outTangent End tangent of the animation
  54298. * @param endValue End value of the animation curve
  54299. * @param inTangent Start tangent of the animation curve
  54300. * @param gradient Scalar amount to interpolate
  54301. * @returns Interpolated scalar value
  54302. */
  54303. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54304. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54305. };
  54306. /**
  54307. * Interpolates a quaternion using a spherical linear interpolation
  54308. * @param startValue Start value of the animation curve
  54309. * @param endValue End value of the animation curve
  54310. * @param gradient Scalar amount to interpolate
  54311. * @returns Interpolated quaternion value
  54312. */
  54313. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54314. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54315. };
  54316. /**
  54317. * Interpolates a quaternion cubically
  54318. * @param startValue Start value of the animation curve
  54319. * @param outTangent End tangent of the animation curve
  54320. * @param endValue End value of the animation curve
  54321. * @param inTangent Start tangent of the animation curve
  54322. * @param gradient Scalar amount to interpolate
  54323. * @returns Interpolated quaternion value
  54324. */
  54325. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54326. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54327. };
  54328. /**
  54329. * Interpolates a Vector3 linearl
  54330. * @param startValue Start value of the animation curve
  54331. * @param endValue End value of the animation curve
  54332. * @param gradient Scalar amount to interpolate
  54333. * @returns Interpolated scalar value
  54334. */
  54335. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54336. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54337. };
  54338. /**
  54339. * Interpolates a Vector3 cubically
  54340. * @param startValue Start value of the animation curve
  54341. * @param outTangent End tangent of the animation
  54342. * @param endValue End value of the animation curve
  54343. * @param inTangent Start tangent of the animation curve
  54344. * @param gradient Scalar amount to interpolate
  54345. * @returns InterpolatedVector3 value
  54346. */
  54347. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54348. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54349. };
  54350. /**
  54351. * Interpolates a Vector2 linearly
  54352. * @param startValue Start value of the animation curve
  54353. * @param endValue End value of the animation curve
  54354. * @param gradient Scalar amount to interpolate
  54355. * @returns Interpolated Vector2 value
  54356. */
  54357. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54358. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54359. };
  54360. /**
  54361. * Interpolates a Vector2 cubically
  54362. * @param startValue Start value of the animation curve
  54363. * @param outTangent End tangent of the animation
  54364. * @param endValue End value of the animation curve
  54365. * @param inTangent Start tangent of the animation curve
  54366. * @param gradient Scalar amount to interpolate
  54367. * @returns Interpolated Vector2 value
  54368. */
  54369. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54370. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54371. };
  54372. /**
  54373. * Interpolates a size linearly
  54374. * @param startValue Start value of the animation curve
  54375. * @param endValue End value of the animation curve
  54376. * @param gradient Scalar amount to interpolate
  54377. * @returns Interpolated Size value
  54378. */
  54379. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54380. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54381. };
  54382. /**
  54383. * Interpolates a Color3 linearly
  54384. * @param startValue Start value of the animation curve
  54385. * @param endValue End value of the animation curve
  54386. * @param gradient Scalar amount to interpolate
  54387. * @returns Interpolated Color3 value
  54388. */
  54389. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54390. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54391. };
  54392. /**
  54393. * @hidden Internal use only
  54394. */
  54395. Animation.prototype._getKeyValue = function (value) {
  54396. if (typeof value === "function") {
  54397. return value();
  54398. }
  54399. return value;
  54400. };
  54401. /**
  54402. * @hidden Internal use only
  54403. */
  54404. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54405. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54406. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54407. }
  54408. var keys = this.getKeys();
  54409. // Try to get a hash to find the right key
  54410. 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));
  54411. if (keys[startKeyIndex].frame >= currentFrame) {
  54412. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54413. startKeyIndex--;
  54414. }
  54415. }
  54416. for (var key = startKeyIndex; key < keys.length; key++) {
  54417. var endKey = keys[key + 1];
  54418. if (endKey.frame >= currentFrame) {
  54419. var startKey = keys[key];
  54420. var startValue = this._getKeyValue(startKey.value);
  54421. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54422. return startValue;
  54423. }
  54424. var endValue = this._getKeyValue(endKey.value);
  54425. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54426. var frameDelta = endKey.frame - startKey.frame;
  54427. // gradient : percent of currentFrame between the frame inf and the frame sup
  54428. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54429. // check for easingFunction and correction of gradient
  54430. var easingFunction = this.getEasingFunction();
  54431. if (easingFunction != null) {
  54432. gradient = easingFunction.ease(gradient);
  54433. }
  54434. switch (this.dataType) {
  54435. // Float
  54436. case Animation.ANIMATIONTYPE_FLOAT:
  54437. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54438. switch (loopMode) {
  54439. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54440. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54441. return floatValue;
  54442. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54443. return offsetValue * repeatCount + floatValue;
  54444. }
  54445. break;
  54446. // Quaternion
  54447. case Animation.ANIMATIONTYPE_QUATERNION:
  54448. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54449. switch (loopMode) {
  54450. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54451. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54452. return quatValue;
  54453. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54454. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54455. }
  54456. return quatValue;
  54457. // Vector3
  54458. case Animation.ANIMATIONTYPE_VECTOR3:
  54459. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54460. switch (loopMode) {
  54461. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54462. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54463. return vec3Value;
  54464. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54465. return vec3Value.add(offsetValue.scale(repeatCount));
  54466. }
  54467. // Vector2
  54468. case Animation.ANIMATIONTYPE_VECTOR2:
  54469. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54470. switch (loopMode) {
  54471. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54472. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54473. return vec2Value;
  54474. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54475. return vec2Value.add(offsetValue.scale(repeatCount));
  54476. }
  54477. // Size
  54478. case Animation.ANIMATIONTYPE_SIZE:
  54479. switch (loopMode) {
  54480. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54481. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54482. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54483. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54484. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54485. }
  54486. // Color3
  54487. case Animation.ANIMATIONTYPE_COLOR3:
  54488. switch (loopMode) {
  54489. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54490. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54491. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54492. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54493. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54494. }
  54495. // Matrix
  54496. case Animation.ANIMATIONTYPE_MATRIX:
  54497. switch (loopMode) {
  54498. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54499. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54500. if (Animation.AllowMatricesInterpolation) {
  54501. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54502. }
  54503. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54504. return startValue;
  54505. }
  54506. default:
  54507. break;
  54508. }
  54509. break;
  54510. }
  54511. }
  54512. return this._getKeyValue(keys[keys.length - 1].value);
  54513. };
  54514. /**
  54515. * Defines the function to use to interpolate matrices
  54516. * @param startValue defines the start matrix
  54517. * @param endValue defines the end matrix
  54518. * @param gradient defines the gradient between both matrices
  54519. * @param result defines an optional target matrix where to store the interpolation
  54520. * @returns the interpolated matrix
  54521. */
  54522. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54523. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54524. if (result) {
  54525. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54526. return result;
  54527. }
  54528. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54529. }
  54530. if (result) {
  54531. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54532. return result;
  54533. }
  54534. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54535. };
  54536. /**
  54537. * Makes a copy of the animation
  54538. * @returns Cloned animation
  54539. */
  54540. Animation.prototype.clone = function () {
  54541. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54542. clone.enableBlending = this.enableBlending;
  54543. clone.blendingSpeed = this.blendingSpeed;
  54544. if (this._keys) {
  54545. clone.setKeys(this._keys);
  54546. }
  54547. if (this._ranges) {
  54548. clone._ranges = {};
  54549. for (var name in this._ranges) {
  54550. var range = this._ranges[name];
  54551. if (!range) {
  54552. continue;
  54553. }
  54554. clone._ranges[name] = range.clone();
  54555. }
  54556. }
  54557. return clone;
  54558. };
  54559. /**
  54560. * Sets the key frames of the animation
  54561. * @param values The animation key frames to set
  54562. */
  54563. Animation.prototype.setKeys = function (values) {
  54564. this._keys = values.slice(0);
  54565. };
  54566. /**
  54567. * Serializes the animation to an object
  54568. * @returns Serialized object
  54569. */
  54570. Animation.prototype.serialize = function () {
  54571. var serializationObject = {};
  54572. serializationObject.name = this.name;
  54573. serializationObject.property = this.targetProperty;
  54574. serializationObject.framePerSecond = this.framePerSecond;
  54575. serializationObject.dataType = this.dataType;
  54576. serializationObject.loopBehavior = this.loopMode;
  54577. serializationObject.enableBlending = this.enableBlending;
  54578. serializationObject.blendingSpeed = this.blendingSpeed;
  54579. var dataType = this.dataType;
  54580. serializationObject.keys = [];
  54581. var keys = this.getKeys();
  54582. for (var index = 0; index < keys.length; index++) {
  54583. var animationKey = keys[index];
  54584. var key = {};
  54585. key.frame = animationKey.frame;
  54586. switch (dataType) {
  54587. case Animation.ANIMATIONTYPE_FLOAT:
  54588. key.values = [animationKey.value];
  54589. break;
  54590. case Animation.ANIMATIONTYPE_QUATERNION:
  54591. case Animation.ANIMATIONTYPE_MATRIX:
  54592. case Animation.ANIMATIONTYPE_VECTOR3:
  54593. case Animation.ANIMATIONTYPE_COLOR3:
  54594. key.values = animationKey.value.asArray();
  54595. break;
  54596. }
  54597. serializationObject.keys.push(key);
  54598. }
  54599. serializationObject.ranges = [];
  54600. for (var name in this._ranges) {
  54601. var source = this._ranges[name];
  54602. if (!source) {
  54603. continue;
  54604. }
  54605. var range = {};
  54606. range.name = name;
  54607. range.from = source.from;
  54608. range.to = source.to;
  54609. serializationObject.ranges.push(range);
  54610. }
  54611. return serializationObject;
  54612. };
  54613. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54614. /**
  54615. * Get the float animation type
  54616. */
  54617. get: function () {
  54618. return Animation._ANIMATIONTYPE_FLOAT;
  54619. },
  54620. enumerable: true,
  54621. configurable: true
  54622. });
  54623. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54624. /**
  54625. * Get the Vector3 animation type
  54626. */
  54627. get: function () {
  54628. return Animation._ANIMATIONTYPE_VECTOR3;
  54629. },
  54630. enumerable: true,
  54631. configurable: true
  54632. });
  54633. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54634. /**
  54635. * Get the Vector2 animation type
  54636. */
  54637. get: function () {
  54638. return Animation._ANIMATIONTYPE_VECTOR2;
  54639. },
  54640. enumerable: true,
  54641. configurable: true
  54642. });
  54643. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54644. /**
  54645. * Get the Size animation type
  54646. */
  54647. get: function () {
  54648. return Animation._ANIMATIONTYPE_SIZE;
  54649. },
  54650. enumerable: true,
  54651. configurable: true
  54652. });
  54653. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54654. /**
  54655. * Get the Quaternion animation type
  54656. */
  54657. get: function () {
  54658. return Animation._ANIMATIONTYPE_QUATERNION;
  54659. },
  54660. enumerable: true,
  54661. configurable: true
  54662. });
  54663. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54664. /**
  54665. * Get the Matrix animation type
  54666. */
  54667. get: function () {
  54668. return Animation._ANIMATIONTYPE_MATRIX;
  54669. },
  54670. enumerable: true,
  54671. configurable: true
  54672. });
  54673. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54674. /**
  54675. * Get the Color3 animation type
  54676. */
  54677. get: function () {
  54678. return Animation._ANIMATIONTYPE_COLOR3;
  54679. },
  54680. enumerable: true,
  54681. configurable: true
  54682. });
  54683. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54684. /**
  54685. * Get the Relative Loop Mode
  54686. */
  54687. get: function () {
  54688. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54689. },
  54690. enumerable: true,
  54691. configurable: true
  54692. });
  54693. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54694. /**
  54695. * Get the Cycle Loop Mode
  54696. */
  54697. get: function () {
  54698. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54699. },
  54700. enumerable: true,
  54701. configurable: true
  54702. });
  54703. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54704. /**
  54705. * Get the Constant Loop Mode
  54706. */
  54707. get: function () {
  54708. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54709. },
  54710. enumerable: true,
  54711. configurable: true
  54712. });
  54713. /** @hidden */
  54714. Animation._UniversalLerp = function (left, right, amount) {
  54715. var constructor = left.constructor;
  54716. if (constructor.Lerp) { // Lerp supported
  54717. return constructor.Lerp(left, right, amount);
  54718. }
  54719. else if (constructor.Slerp) { // Slerp supported
  54720. return constructor.Slerp(left, right, amount);
  54721. }
  54722. else if (left.toFixed) { // Number
  54723. return left * (1.0 - amount) + amount * right;
  54724. }
  54725. else { // Blending not supported
  54726. return right;
  54727. }
  54728. };
  54729. /**
  54730. * Parses an animation object and creates an animation
  54731. * @param parsedAnimation Parsed animation object
  54732. * @returns Animation object
  54733. */
  54734. Animation.Parse = function (parsedAnimation) {
  54735. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54736. var dataType = parsedAnimation.dataType;
  54737. var keys = [];
  54738. var data;
  54739. var index;
  54740. if (parsedAnimation.enableBlending) {
  54741. animation.enableBlending = parsedAnimation.enableBlending;
  54742. }
  54743. if (parsedAnimation.blendingSpeed) {
  54744. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54745. }
  54746. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54747. var key = parsedAnimation.keys[index];
  54748. var inTangent;
  54749. var outTangent;
  54750. switch (dataType) {
  54751. case Animation.ANIMATIONTYPE_FLOAT:
  54752. data = key.values[0];
  54753. if (key.values.length >= 1) {
  54754. inTangent = key.values[1];
  54755. }
  54756. if (key.values.length >= 2) {
  54757. outTangent = key.values[2];
  54758. }
  54759. break;
  54760. case Animation.ANIMATIONTYPE_QUATERNION:
  54761. data = BABYLON.Quaternion.FromArray(key.values);
  54762. if (key.values.length >= 8) {
  54763. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54764. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54765. inTangent = _inTangent;
  54766. }
  54767. }
  54768. if (key.values.length >= 12) {
  54769. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54770. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54771. outTangent = _outTangent;
  54772. }
  54773. }
  54774. break;
  54775. case Animation.ANIMATIONTYPE_MATRIX:
  54776. data = BABYLON.Matrix.FromArray(key.values);
  54777. break;
  54778. case Animation.ANIMATIONTYPE_COLOR3:
  54779. data = BABYLON.Color3.FromArray(key.values);
  54780. break;
  54781. case Animation.ANIMATIONTYPE_VECTOR3:
  54782. default:
  54783. data = BABYLON.Vector3.FromArray(key.values);
  54784. break;
  54785. }
  54786. var keyData = {};
  54787. keyData.frame = key.frame;
  54788. keyData.value = data;
  54789. if (inTangent != undefined) {
  54790. keyData.inTangent = inTangent;
  54791. }
  54792. if (outTangent != undefined) {
  54793. keyData.outTangent = outTangent;
  54794. }
  54795. keys.push(keyData);
  54796. }
  54797. animation.setKeys(keys);
  54798. if (parsedAnimation.ranges) {
  54799. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54800. data = parsedAnimation.ranges[index];
  54801. animation.createRange(data.name, data.from, data.to);
  54802. }
  54803. }
  54804. return animation;
  54805. };
  54806. /**
  54807. * Appends the serialized animations from the source animations
  54808. * @param source Source containing the animations
  54809. * @param destination Target to store the animations
  54810. */
  54811. Animation.AppendSerializedAnimations = function (source, destination) {
  54812. if (source.animations) {
  54813. destination.animations = [];
  54814. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54815. var animation = source.animations[animationIndex];
  54816. destination.animations.push(animation.serialize());
  54817. }
  54818. }
  54819. };
  54820. /**
  54821. * Use matrix interpolation instead of using direct key value when animating matrices
  54822. */
  54823. Animation.AllowMatricesInterpolation = false;
  54824. /**
  54825. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54826. */
  54827. Animation.AllowMatrixDecomposeForInterpolation = true;
  54828. // Statics
  54829. /**
  54830. * Float animation type
  54831. */
  54832. Animation._ANIMATIONTYPE_FLOAT = 0;
  54833. /**
  54834. * Vector3 animation type
  54835. */
  54836. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54837. /**
  54838. * Quaternion animation type
  54839. */
  54840. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54841. /**
  54842. * Matrix animation type
  54843. */
  54844. Animation._ANIMATIONTYPE_MATRIX = 3;
  54845. /**
  54846. * Color3 animation type
  54847. */
  54848. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54849. /**
  54850. * Vector2 animation type
  54851. */
  54852. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54853. /**
  54854. * Size animation type
  54855. */
  54856. Animation._ANIMATIONTYPE_SIZE = 6;
  54857. /**
  54858. * Relative Loop Mode
  54859. */
  54860. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54861. /**
  54862. * Cycle Loop Mode
  54863. */
  54864. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54865. /**
  54866. * Constant Loop Mode
  54867. */
  54868. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54869. return Animation;
  54870. }());
  54871. BABYLON.Animation = Animation;
  54872. })(BABYLON || (BABYLON = {}));
  54873. //# sourceMappingURL=babylon.animation.js.map
  54874. var BABYLON;
  54875. (function (BABYLON) {
  54876. /**
  54877. * This class defines the direct association between an animation and a target
  54878. */
  54879. var TargetedAnimation = /** @class */ (function () {
  54880. function TargetedAnimation() {
  54881. }
  54882. return TargetedAnimation;
  54883. }());
  54884. BABYLON.TargetedAnimation = TargetedAnimation;
  54885. /**
  54886. * Use this class to create coordinated animations on multiple targets
  54887. */
  54888. var AnimationGroup = /** @class */ (function () {
  54889. /**
  54890. * Instantiates a new Animation Group.
  54891. * This helps managing several animations at once.
  54892. * @see http://doc.babylonjs.com/how_to/group
  54893. * @param name Defines the name of the group
  54894. * @param scene Defines the scene the group belongs to
  54895. */
  54896. function AnimationGroup(
  54897. /** The name of the animation group */
  54898. name, scene) {
  54899. if (scene === void 0) { scene = null; }
  54900. this.name = name;
  54901. this._targetedAnimations = new Array();
  54902. this._animatables = new Array();
  54903. this._from = Number.MAX_VALUE;
  54904. this._to = -Number.MAX_VALUE;
  54905. this._speedRatio = 1;
  54906. /**
  54907. * This observable will notify when one animation have ended.
  54908. */
  54909. this.onAnimationEndObservable = new BABYLON.Observable();
  54910. /**
  54911. * This observable will notify when all animations have ended.
  54912. */
  54913. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54914. /**
  54915. * This observable will notify when all animations have paused.
  54916. */
  54917. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54918. /**
  54919. * This observable will notify when all animations are playing.
  54920. */
  54921. this.onAnimationGroupPlayObservable = new BABYLON.Observable();
  54922. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54923. this.uniqueId = this._scene.getUniqueId();
  54924. this._scene.animationGroups.push(this);
  54925. }
  54926. Object.defineProperty(AnimationGroup.prototype, "from", {
  54927. /**
  54928. * Gets the first frame
  54929. */
  54930. get: function () {
  54931. return this._from;
  54932. },
  54933. enumerable: true,
  54934. configurable: true
  54935. });
  54936. Object.defineProperty(AnimationGroup.prototype, "to", {
  54937. /**
  54938. * Gets the last frame
  54939. */
  54940. get: function () {
  54941. return this._to;
  54942. },
  54943. enumerable: true,
  54944. configurable: true
  54945. });
  54946. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54947. /**
  54948. * Define if the animations are started
  54949. */
  54950. get: function () {
  54951. return this._isStarted;
  54952. },
  54953. enumerable: true,
  54954. configurable: true
  54955. });
  54956. Object.defineProperty(AnimationGroup.prototype, "isPlaying", {
  54957. /**
  54958. * Gets a value indicating that the current group is playing
  54959. */
  54960. get: function () {
  54961. return this._isStarted && !this._isPaused;
  54962. },
  54963. enumerable: true,
  54964. configurable: true
  54965. });
  54966. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54967. /**
  54968. * Gets or sets the speed ratio to use for all animations
  54969. */
  54970. get: function () {
  54971. return this._speedRatio;
  54972. },
  54973. /**
  54974. * Gets or sets the speed ratio to use for all animations
  54975. */
  54976. set: function (value) {
  54977. if (this._speedRatio === value) {
  54978. return;
  54979. }
  54980. this._speedRatio = value;
  54981. for (var index = 0; index < this._animatables.length; index++) {
  54982. var animatable = this._animatables[index];
  54983. animatable.speedRatio = this._speedRatio;
  54984. }
  54985. },
  54986. enumerable: true,
  54987. configurable: true
  54988. });
  54989. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54990. /**
  54991. * Gets the targeted animations for this animation group
  54992. */
  54993. get: function () {
  54994. return this._targetedAnimations;
  54995. },
  54996. enumerable: true,
  54997. configurable: true
  54998. });
  54999. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  55000. /**
  55001. * returning the list of animatables controlled by this animation group.
  55002. */
  55003. get: function () {
  55004. return this._animatables;
  55005. },
  55006. enumerable: true,
  55007. configurable: true
  55008. });
  55009. /**
  55010. * Add an animation (with its target) in the group
  55011. * @param animation defines the animation we want to add
  55012. * @param target defines the target of the animation
  55013. * @returns the TargetedAnimation object
  55014. */
  55015. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  55016. var targetedAnimation = {
  55017. animation: animation,
  55018. target: target
  55019. };
  55020. var keys = animation.getKeys();
  55021. if (this._from > keys[0].frame) {
  55022. this._from = keys[0].frame;
  55023. }
  55024. if (this._to < keys[keys.length - 1].frame) {
  55025. this._to = keys[keys.length - 1].frame;
  55026. }
  55027. this._targetedAnimations.push(targetedAnimation);
  55028. return targetedAnimation;
  55029. };
  55030. /**
  55031. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  55032. * It can add constant keys at begin or end
  55033. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  55034. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  55035. * @returns the animation group
  55036. */
  55037. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  55038. if (beginFrame === void 0) { beginFrame = null; }
  55039. if (endFrame === void 0) { endFrame = null; }
  55040. if (beginFrame == null) {
  55041. beginFrame = this._from;
  55042. }
  55043. if (endFrame == null) {
  55044. endFrame = this._to;
  55045. }
  55046. for (var index = 0; index < this._targetedAnimations.length; index++) {
  55047. var targetedAnimation = this._targetedAnimations[index];
  55048. var keys = targetedAnimation.animation.getKeys();
  55049. var startKey = keys[0];
  55050. var endKey = keys[keys.length - 1];
  55051. if (startKey.frame > beginFrame) {
  55052. var newKey = {
  55053. frame: beginFrame,
  55054. value: startKey.value,
  55055. inTangent: startKey.inTangent,
  55056. outTangent: startKey.outTangent,
  55057. interpolation: startKey.interpolation
  55058. };
  55059. keys.splice(0, 0, newKey);
  55060. }
  55061. if (endKey.frame < endFrame) {
  55062. var newKey = {
  55063. frame: endFrame,
  55064. value: endKey.value,
  55065. inTangent: endKey.outTangent,
  55066. outTangent: endKey.outTangent,
  55067. interpolation: endKey.interpolation
  55068. };
  55069. keys.push(newKey);
  55070. }
  55071. }
  55072. this._from = beginFrame;
  55073. this._to = endFrame;
  55074. return this;
  55075. };
  55076. /**
  55077. * Start all animations on given targets
  55078. * @param loop defines if animations must loop
  55079. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  55080. * @param from defines the from key (optional)
  55081. * @param to defines the to key (optional)
  55082. * @returns the current animation group
  55083. */
  55084. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  55085. var _this = this;
  55086. if (loop === void 0) { loop = false; }
  55087. if (speedRatio === void 0) { speedRatio = 1; }
  55088. if (this._isStarted || this._targetedAnimations.length === 0) {
  55089. return this;
  55090. }
  55091. var _loop_1 = function (targetedAnimation) {
  55092. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  55093. animatable.onAnimationEnd = function () {
  55094. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  55095. _this._checkAnimationGroupEnded(animatable);
  55096. };
  55097. this_1._animatables.push(animatable);
  55098. };
  55099. var this_1 = this;
  55100. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  55101. var targetedAnimation = _a[_i];
  55102. _loop_1(targetedAnimation);
  55103. }
  55104. this._speedRatio = speedRatio;
  55105. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  55106. this._speedRatio = -speedRatio;
  55107. }
  55108. this._isStarted = true;
  55109. this._isPaused = false;
  55110. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55111. return this;
  55112. };
  55113. /**
  55114. * Pause all animations
  55115. * @returns the animation group
  55116. */
  55117. AnimationGroup.prototype.pause = function () {
  55118. if (!this._isStarted) {
  55119. return this;
  55120. }
  55121. this._isPaused = true;
  55122. for (var index = 0; index < this._animatables.length; index++) {
  55123. var animatable = this._animatables[index];
  55124. animatable.pause();
  55125. }
  55126. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55127. return this;
  55128. };
  55129. /**
  55130. * Play all animations to initial state
  55131. * This function will start() the animations if they were not started or will restart() them if they were paused
  55132. * @param loop defines if animations must loop
  55133. * @returns the animation group
  55134. */
  55135. AnimationGroup.prototype.play = function (loop) {
  55136. // only if all animatables are ready and exist
  55137. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55138. if (loop !== undefined) {
  55139. for (var index = 0; index < this._animatables.length; index++) {
  55140. var animatable = this._animatables[index];
  55141. animatable.loopAnimation = loop;
  55142. }
  55143. }
  55144. this.restart();
  55145. }
  55146. else {
  55147. this.stop();
  55148. this.start(loop, this._speedRatio);
  55149. }
  55150. this._isPaused = false;
  55151. return this;
  55152. };
  55153. /**
  55154. * Reset all animations to initial state
  55155. * @returns the animation group
  55156. */
  55157. AnimationGroup.prototype.reset = function () {
  55158. if (!this._isStarted) {
  55159. return this;
  55160. }
  55161. for (var index = 0; index < this._animatables.length; index++) {
  55162. var animatable = this._animatables[index];
  55163. animatable.reset();
  55164. }
  55165. return this;
  55166. };
  55167. /**
  55168. * Restart animations from key 0
  55169. * @returns the animation group
  55170. */
  55171. AnimationGroup.prototype.restart = function () {
  55172. if (!this._isStarted) {
  55173. return this;
  55174. }
  55175. for (var index = 0; index < this._animatables.length; index++) {
  55176. var animatable = this._animatables[index];
  55177. animatable.restart();
  55178. }
  55179. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55180. return this;
  55181. };
  55182. /**
  55183. * Stop all animations
  55184. * @returns the animation group
  55185. */
  55186. AnimationGroup.prototype.stop = function () {
  55187. if (!this._isStarted) {
  55188. return this;
  55189. }
  55190. var list = this._animatables.slice();
  55191. for (var index = 0; index < list.length; index++) {
  55192. list[index].stop();
  55193. }
  55194. this._isStarted = false;
  55195. return this;
  55196. };
  55197. /**
  55198. * Set animation weight for all animatables
  55199. * @param weight defines the weight to use
  55200. * @return the animationGroup
  55201. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55202. */
  55203. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55204. for (var index = 0; index < this._animatables.length; index++) {
  55205. var animatable = this._animatables[index];
  55206. animatable.weight = weight;
  55207. }
  55208. return this;
  55209. };
  55210. /**
  55211. * Synchronize and normalize all animatables with a source animatable
  55212. * @param root defines the root animatable to synchronize with
  55213. * @return the animationGroup
  55214. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55215. */
  55216. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55217. for (var index = 0; index < this._animatables.length; index++) {
  55218. var animatable = this._animatables[index];
  55219. animatable.syncWith(root);
  55220. }
  55221. return this;
  55222. };
  55223. /**
  55224. * Goes to a specific frame in this animation group
  55225. * @param frame the frame number to go to
  55226. * @return the animationGroup
  55227. */
  55228. AnimationGroup.prototype.goToFrame = function (frame) {
  55229. if (!this._isStarted) {
  55230. return this;
  55231. }
  55232. for (var index = 0; index < this._animatables.length; index++) {
  55233. var animatable = this._animatables[index];
  55234. animatable.goToFrame(frame);
  55235. }
  55236. return this;
  55237. };
  55238. /**
  55239. * Dispose all associated resources
  55240. */
  55241. AnimationGroup.prototype.dispose = function () {
  55242. this._targetedAnimations = [];
  55243. this._animatables = [];
  55244. var index = this._scene.animationGroups.indexOf(this);
  55245. if (index > -1) {
  55246. this._scene.animationGroups.splice(index, 1);
  55247. }
  55248. };
  55249. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55250. // animatable should be taken out of the array
  55251. var idx = this._animatables.indexOf(animatable);
  55252. if (idx > -1) {
  55253. this._animatables.splice(idx, 1);
  55254. }
  55255. // all animatables were removed? animation group ended!
  55256. if (this._animatables.length === 0) {
  55257. this._isStarted = false;
  55258. this.onAnimationGroupEndObservable.notifyObservers(this);
  55259. }
  55260. };
  55261. // Statics
  55262. /**
  55263. * Returns a new AnimationGroup object parsed from the source provided.
  55264. * @param parsedAnimationGroup defines the source
  55265. * @param scene defines the scene that will receive the animationGroup
  55266. * @returns a new AnimationGroup
  55267. */
  55268. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55269. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55270. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55271. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55272. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55273. var id = targetedAnimation.targetId;
  55274. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55275. var morphTarget = scene.getMorphTargetById(id);
  55276. if (morphTarget) {
  55277. animationGroup.addTargetedAnimation(animation, morphTarget);
  55278. }
  55279. }
  55280. else {
  55281. var targetNode = scene.getNodeByID(id);
  55282. if (targetNode != null) {
  55283. animationGroup.addTargetedAnimation(animation, targetNode);
  55284. }
  55285. }
  55286. }
  55287. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55288. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55289. }
  55290. return animationGroup;
  55291. };
  55292. /**
  55293. * Returns the string "AnimationGroup"
  55294. * @returns "AnimationGroup"
  55295. */
  55296. AnimationGroup.prototype.getClassName = function () {
  55297. return "AnimationGroup";
  55298. };
  55299. /**
  55300. * Creates a detailled string about the object
  55301. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55302. * @returns a string representing the object
  55303. */
  55304. AnimationGroup.prototype.toString = function (fullDetails) {
  55305. var ret = "Name: " + this.name;
  55306. ret += ", type: " + this.getClassName();
  55307. if (fullDetails) {
  55308. ret += ", from: " + this._from;
  55309. ret += ", to: " + this._to;
  55310. ret += ", isStarted: " + this._isStarted;
  55311. ret += ", speedRatio: " + this._speedRatio;
  55312. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55313. ret += ", animatables length: " + this._animatables;
  55314. }
  55315. return ret;
  55316. };
  55317. return AnimationGroup;
  55318. }());
  55319. BABYLON.AnimationGroup = AnimationGroup;
  55320. })(BABYLON || (BABYLON = {}));
  55321. //# sourceMappingURL=babylon.animationGroup.js.map
  55322. var BABYLON;
  55323. (function (BABYLON) {
  55324. // Static values to help the garbage collector
  55325. // Quaternion
  55326. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55327. // Vector3
  55328. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55329. // Vector2
  55330. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55331. // Size
  55332. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55333. // Color3
  55334. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55335. /**
  55336. * Defines a runtime animation
  55337. */
  55338. var RuntimeAnimation = /** @class */ (function () {
  55339. /**
  55340. * Create a new RuntimeAnimation object
  55341. * @param target defines the target of the animation
  55342. * @param animation defines the source animation object
  55343. * @param scene defines the hosting scene
  55344. * @param host defines the initiating Animatable
  55345. */
  55346. function RuntimeAnimation(target, animation, scene, host) {
  55347. var _this = this;
  55348. this._events = new Array();
  55349. /**
  55350. * The current frame of the runtime animation
  55351. */
  55352. this._currentFrame = 0;
  55353. /**
  55354. * The original value of the runtime animation
  55355. */
  55356. this._originalValue = new Array();
  55357. /**
  55358. * The offsets cache of the runtime animation
  55359. */
  55360. this._offsetsCache = {};
  55361. /**
  55362. * The high limits cache of the runtime animation
  55363. */
  55364. this._highLimitsCache = {};
  55365. /**
  55366. * Specifies if the runtime animation has been stopped
  55367. */
  55368. this._stopped = false;
  55369. /**
  55370. * The blending factor of the runtime animation
  55371. */
  55372. this._blendingFactor = 0;
  55373. /**
  55374. * The target path of the runtime animation
  55375. */
  55376. this._targetPath = "";
  55377. /**
  55378. * The weight of the runtime animation
  55379. */
  55380. this._weight = 1.0;
  55381. /**
  55382. * The ratio offset of the runtime animation
  55383. */
  55384. this._ratioOffset = 0;
  55385. /**
  55386. * The previous delay of the runtime animation
  55387. */
  55388. this._previousDelay = 0;
  55389. /**
  55390. * The previous ratio of the runtime animation
  55391. */
  55392. this._previousRatio = 0;
  55393. this._animation = animation;
  55394. this._target = target;
  55395. this._scene = scene;
  55396. this._host = host;
  55397. animation._runtimeAnimations.push(this);
  55398. // Cloning events locally
  55399. var events = animation.getEvents();
  55400. if (events && events.length > 0) {
  55401. events.forEach(function (e) {
  55402. _this._events.push(e._clone());
  55403. });
  55404. }
  55405. }
  55406. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55407. /**
  55408. * Gets the current frame of the runtime animation
  55409. */
  55410. get: function () {
  55411. return this._currentFrame;
  55412. },
  55413. enumerable: true,
  55414. configurable: true
  55415. });
  55416. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55417. /**
  55418. * Gets the weight of the runtime animation
  55419. */
  55420. get: function () {
  55421. return this._weight;
  55422. },
  55423. enumerable: true,
  55424. configurable: true
  55425. });
  55426. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55427. /**
  55428. * Gets the current value of the runtime animation
  55429. */
  55430. get: function () {
  55431. return this._currentValue;
  55432. },
  55433. enumerable: true,
  55434. configurable: true
  55435. });
  55436. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55437. /**
  55438. * Gets the target path of the runtime animation
  55439. */
  55440. get: function () {
  55441. return this._targetPath;
  55442. },
  55443. enumerable: true,
  55444. configurable: true
  55445. });
  55446. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55447. /**
  55448. * Gets the actual target of the runtime animation
  55449. */
  55450. get: function () {
  55451. return this._activeTarget;
  55452. },
  55453. enumerable: true,
  55454. configurable: true
  55455. });
  55456. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55457. /**
  55458. * Gets the animation from the runtime animation
  55459. */
  55460. get: function () {
  55461. return this._animation;
  55462. },
  55463. enumerable: true,
  55464. configurable: true
  55465. });
  55466. /**
  55467. * Resets the runtime animation to the beginning
  55468. * @param restoreOriginal defines whether to restore the target property to the original value
  55469. */
  55470. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55471. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55472. if (restoreOriginal) {
  55473. if (this._target instanceof Array) {
  55474. var index = 0;
  55475. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55476. var target = _a[_i];
  55477. if (this._originalValue[index] !== undefined) {
  55478. this._setValue(target, this._originalValue[index], -1);
  55479. }
  55480. index++;
  55481. }
  55482. }
  55483. else {
  55484. if (this._originalValue[0] !== undefined) {
  55485. this._setValue(this._target, this._originalValue[0], -1);
  55486. }
  55487. }
  55488. }
  55489. this._offsetsCache = {};
  55490. this._highLimitsCache = {};
  55491. this._currentFrame = 0;
  55492. this._blendingFactor = 0;
  55493. this._originalValue = new Array();
  55494. // Events
  55495. for (var index = 0; index < this._events.length; index++) {
  55496. this._events[index].isDone = false;
  55497. }
  55498. };
  55499. /**
  55500. * Specifies if the runtime animation is stopped
  55501. * @returns Boolean specifying if the runtime animation is stopped
  55502. */
  55503. RuntimeAnimation.prototype.isStopped = function () {
  55504. return this._stopped;
  55505. };
  55506. /**
  55507. * Disposes of the runtime animation
  55508. */
  55509. RuntimeAnimation.prototype.dispose = function () {
  55510. var index = this._animation.runtimeAnimations.indexOf(this);
  55511. if (index > -1) {
  55512. this._animation.runtimeAnimations.splice(index, 1);
  55513. }
  55514. };
  55515. /**
  55516. * Interpolates the animation from the current frame
  55517. * @param currentFrame The frame to interpolate the animation to
  55518. * @param repeatCount The number of times that the animation should loop
  55519. * @param loopMode The type of looping mode to use
  55520. * @param offsetValue Animation offset value
  55521. * @param highLimitValue The high limit value
  55522. * @returns The interpolated value
  55523. */
  55524. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55525. this._currentFrame = currentFrame;
  55526. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55527. this._workValue = BABYLON.Matrix.Zero();
  55528. }
  55529. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55530. };
  55531. /**
  55532. * Apply the interpolated value to the target
  55533. * @param currentValue defines the value computed by the animation
  55534. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55535. */
  55536. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55537. if (weight === void 0) { weight = 1.0; }
  55538. if (this._target instanceof Array) {
  55539. var index = 0;
  55540. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55541. var target = _a[_i];
  55542. this._setValue(target, currentValue, weight, index);
  55543. index++;
  55544. }
  55545. }
  55546. else {
  55547. this._setValue(this._target, currentValue, weight);
  55548. }
  55549. };
  55550. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55551. if (targetIndex === void 0) { targetIndex = 0; }
  55552. // Set value
  55553. var path;
  55554. var destination;
  55555. var targetPropertyPath = this._animation.targetPropertyPath;
  55556. if (targetPropertyPath.length > 1) {
  55557. var property = target[targetPropertyPath[0]];
  55558. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55559. property = property[targetPropertyPath[index]];
  55560. }
  55561. path = targetPropertyPath[targetPropertyPath.length - 1];
  55562. destination = property;
  55563. }
  55564. else {
  55565. path = targetPropertyPath[0];
  55566. destination = target;
  55567. }
  55568. this._targetPath = path;
  55569. this._activeTarget = destination;
  55570. this._weight = weight;
  55571. if (this._originalValue[targetIndex] === undefined) {
  55572. var originalValue = void 0;
  55573. if (destination.getRestPose && path === "_matrix") { // For bones
  55574. originalValue = destination.getRestPose();
  55575. }
  55576. else {
  55577. originalValue = destination[path];
  55578. }
  55579. if (originalValue && originalValue.clone) {
  55580. this._originalValue[targetIndex] = originalValue.clone();
  55581. }
  55582. else {
  55583. this._originalValue[targetIndex] = originalValue;
  55584. }
  55585. }
  55586. // Blending
  55587. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55588. if (enableBlending && this._blendingFactor <= 1.0) {
  55589. if (!this._originalBlendValue) {
  55590. var originalValue = destination[path];
  55591. if (originalValue.clone) {
  55592. this._originalBlendValue = originalValue.clone();
  55593. }
  55594. else {
  55595. this._originalBlendValue = originalValue;
  55596. }
  55597. }
  55598. if (this._originalBlendValue.m) { // Matrix
  55599. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55600. if (this._currentValue) {
  55601. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55602. }
  55603. else {
  55604. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55605. }
  55606. }
  55607. else {
  55608. if (this._currentValue) {
  55609. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55610. }
  55611. else {
  55612. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55613. }
  55614. }
  55615. }
  55616. else {
  55617. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55618. }
  55619. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55620. this._blendingFactor += blendingSpeed;
  55621. }
  55622. else {
  55623. this._currentValue = currentValue;
  55624. }
  55625. if (weight !== -1.0) {
  55626. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55627. }
  55628. else {
  55629. destination[path] = this._currentValue;
  55630. }
  55631. if (target.markAsDirty) {
  55632. target.markAsDirty(this._animation.targetProperty);
  55633. }
  55634. };
  55635. /**
  55636. * Gets the loop pmode of the runtime animation
  55637. * @returns Loop Mode
  55638. */
  55639. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55640. if (this._target && this._target.animationPropertiesOverride) {
  55641. return this._target.animationPropertiesOverride.loopMode;
  55642. }
  55643. return this._animation.loopMode;
  55644. };
  55645. /**
  55646. * Move the current animation to a given frame
  55647. * @param frame defines the frame to move to
  55648. */
  55649. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55650. var keys = this._animation.getKeys();
  55651. if (frame < keys[0].frame) {
  55652. frame = keys[0].frame;
  55653. }
  55654. else if (frame > keys[keys.length - 1].frame) {
  55655. frame = keys[keys.length - 1].frame;
  55656. }
  55657. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55658. this.setValue(currentValue, -1);
  55659. };
  55660. /**
  55661. * @hidden Internal use only
  55662. */
  55663. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55664. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55665. this._ratioOffset = this._previousRatio - newRatio;
  55666. };
  55667. /**
  55668. * Execute the current animation
  55669. * @param delay defines the delay to add to the current frame
  55670. * @param from defines the lower bound of the animation range
  55671. * @param to defines the upper bound of the animation range
  55672. * @param loop defines if the current animation must loop
  55673. * @param speedRatio defines the current speed ratio
  55674. * @param weight defines the weight of the animation (default is -1 so no weight)
  55675. * @returns a boolean indicating if the animation is running
  55676. */
  55677. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55678. if (weight === void 0) { weight = -1.0; }
  55679. var targetPropertyPath = this._animation.targetPropertyPath;
  55680. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55681. this._stopped = true;
  55682. return false;
  55683. }
  55684. var returnValue = true;
  55685. var keys = this._animation.getKeys();
  55686. // Adding a start key at frame 0 if missing
  55687. if (keys[0].frame !== 0) {
  55688. var newKey = { frame: 0, value: keys[0].value };
  55689. keys.splice(0, 0, newKey);
  55690. }
  55691. // Adding a duplicate key when there is only one key at frame zero
  55692. else if (keys.length === 1) {
  55693. var newKey = { frame: 0.001, value: keys[0].value };
  55694. keys.push(newKey);
  55695. }
  55696. // Check limits
  55697. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55698. from = keys[0].frame;
  55699. }
  55700. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55701. to = keys[keys.length - 1].frame;
  55702. }
  55703. //to and from cannot be the same key
  55704. if (from === to) {
  55705. if (from > keys[0].frame) {
  55706. from--;
  55707. }
  55708. else if (to < keys[keys.length - 1].frame) {
  55709. to++;
  55710. }
  55711. }
  55712. // Compute ratio
  55713. var range = to - from;
  55714. var offsetValue;
  55715. // ratio represents the frame delta between from and to
  55716. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55717. var highLimitValue = 0;
  55718. this._previousDelay = delay;
  55719. this._previousRatio = ratio;
  55720. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55721. returnValue = false;
  55722. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55723. }
  55724. else {
  55725. // Get max value if required
  55726. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55727. var keyOffset = to.toString() + from.toString();
  55728. if (!this._offsetsCache[keyOffset]) {
  55729. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55730. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55731. switch (this._animation.dataType) {
  55732. // Float
  55733. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55734. this._offsetsCache[keyOffset] = toValue - fromValue;
  55735. break;
  55736. // Quaternion
  55737. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55738. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55739. break;
  55740. // Vector3
  55741. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55742. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55743. // Vector2
  55744. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55745. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55746. // Size
  55747. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55748. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55749. // Color3
  55750. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55751. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55752. default:
  55753. break;
  55754. }
  55755. this._highLimitsCache[keyOffset] = toValue;
  55756. }
  55757. highLimitValue = this._highLimitsCache[keyOffset];
  55758. offsetValue = this._offsetsCache[keyOffset];
  55759. }
  55760. }
  55761. if (offsetValue === undefined) {
  55762. switch (this._animation.dataType) {
  55763. // Float
  55764. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55765. offsetValue = 0;
  55766. break;
  55767. // Quaternion
  55768. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55769. offsetValue = _staticOffsetValueQuaternion;
  55770. break;
  55771. // Vector3
  55772. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55773. offsetValue = _staticOffsetValueVector3;
  55774. break;
  55775. // Vector2
  55776. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55777. offsetValue = _staticOffsetValueVector2;
  55778. break;
  55779. // Size
  55780. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55781. offsetValue = _staticOffsetValueSize;
  55782. break;
  55783. // Color3
  55784. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55785. offsetValue = _staticOffsetValueColor3;
  55786. }
  55787. }
  55788. // Compute value
  55789. var repeatCount = (ratio / range) >> 0;
  55790. var currentFrame = returnValue ? from + ratio % range : to;
  55791. // Need to normalize?
  55792. if (this._host && this._host.syncRoot) {
  55793. var syncRoot = this._host.syncRoot;
  55794. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55795. currentFrame = from + (to - from) * hostNormalizedFrame;
  55796. }
  55797. // Reset events if looping
  55798. var events = this._events;
  55799. if (range > 0 && this.currentFrame > currentFrame ||
  55800. range < 0 && this.currentFrame < currentFrame) {
  55801. // Need to reset animation events
  55802. for (var index = 0; index < events.length; index++) {
  55803. if (!events[index].onlyOnce) {
  55804. // reset event, the animation is looping
  55805. events[index].isDone = false;
  55806. }
  55807. }
  55808. }
  55809. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55810. // Set value
  55811. this.setValue(currentValue, weight);
  55812. // Check events
  55813. for (var index = 0; index < events.length; index++) {
  55814. // Make sure current frame has passed event frame and that event frame is within the current range
  55815. // Also, handle both forward and reverse animations
  55816. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55817. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55818. var event = events[index];
  55819. if (!event.isDone) {
  55820. // If event should be done only once, remove it.
  55821. if (event.onlyOnce) {
  55822. events.splice(index, 1);
  55823. index--;
  55824. }
  55825. event.isDone = true;
  55826. event.action(currentFrame);
  55827. } // Don't do anything if the event has already be done.
  55828. }
  55829. }
  55830. if (!returnValue) {
  55831. this._stopped = true;
  55832. }
  55833. return returnValue;
  55834. };
  55835. return RuntimeAnimation;
  55836. }());
  55837. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55838. })(BABYLON || (BABYLON = {}));
  55839. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55840. var BABYLON;
  55841. (function (BABYLON) {
  55842. /**
  55843. * Class used to store an actual running animation
  55844. */
  55845. var Animatable = /** @class */ (function () {
  55846. /**
  55847. * Creates a new Animatable
  55848. * @param scene defines the hosting scene
  55849. * @param target defines the target object
  55850. * @param fromFrame defines the starting frame number (default is 0)
  55851. * @param toFrame defines the ending frame number (default is 100)
  55852. * @param loopAnimation defines if the animation must loop (default is false)
  55853. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55854. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55855. * @param animations defines a group of animation to add to the new Animatable
  55856. */
  55857. function Animatable(scene,
  55858. /** defines the target object */
  55859. target,
  55860. /** defines the starting frame number (default is 0) */
  55861. fromFrame,
  55862. /** defines the ending frame number (default is 100) */
  55863. toFrame,
  55864. /** defines if the animation must loop (default is false) */
  55865. loopAnimation, speedRatio,
  55866. /** defines a callback to call when animation ends if it is not looping */
  55867. onAnimationEnd, animations) {
  55868. if (fromFrame === void 0) { fromFrame = 0; }
  55869. if (toFrame === void 0) { toFrame = 100; }
  55870. if (loopAnimation === void 0) { loopAnimation = false; }
  55871. if (speedRatio === void 0) { speedRatio = 1.0; }
  55872. this.target = target;
  55873. this.fromFrame = fromFrame;
  55874. this.toFrame = toFrame;
  55875. this.loopAnimation = loopAnimation;
  55876. this.onAnimationEnd = onAnimationEnd;
  55877. this._localDelayOffset = null;
  55878. this._pausedDelay = null;
  55879. this._runtimeAnimations = new Array();
  55880. this._paused = false;
  55881. this._speedRatio = 1;
  55882. this._weight = -1.0;
  55883. /**
  55884. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55885. * This will only apply for non looping animation (default is true)
  55886. */
  55887. this.disposeOnEnd = true;
  55888. /**
  55889. * Gets a boolean indicating if the animation has started
  55890. */
  55891. this.animationStarted = false;
  55892. /**
  55893. * Observer raised when the animation ends
  55894. */
  55895. this.onAnimationEndObservable = new BABYLON.Observable();
  55896. this._scene = scene;
  55897. if (animations) {
  55898. this.appendAnimations(target, animations);
  55899. }
  55900. this._speedRatio = speedRatio;
  55901. scene._activeAnimatables.push(this);
  55902. }
  55903. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55904. /**
  55905. * Gets the root Animatable used to synchronize and normalize animations
  55906. */
  55907. get: function () {
  55908. return this._syncRoot;
  55909. },
  55910. enumerable: true,
  55911. configurable: true
  55912. });
  55913. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55914. /**
  55915. * Gets the current frame of the first RuntimeAnimation
  55916. * Used to synchronize Animatables
  55917. */
  55918. get: function () {
  55919. if (this._runtimeAnimations.length === 0) {
  55920. return 0;
  55921. }
  55922. return this._runtimeAnimations[0].currentFrame;
  55923. },
  55924. enumerable: true,
  55925. configurable: true
  55926. });
  55927. Object.defineProperty(Animatable.prototype, "weight", {
  55928. /**
  55929. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55930. */
  55931. get: function () {
  55932. return this._weight;
  55933. },
  55934. set: function (value) {
  55935. if (value === -1) { // -1 is ok and means no weight
  55936. this._weight = -1;
  55937. return;
  55938. }
  55939. // Else weight must be in [0, 1] range
  55940. this._weight = Math.min(Math.max(value, 0), 1.0);
  55941. },
  55942. enumerable: true,
  55943. configurable: true
  55944. });
  55945. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55946. /**
  55947. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55948. */
  55949. get: function () {
  55950. return this._speedRatio;
  55951. },
  55952. set: function (value) {
  55953. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55954. var animation = this._runtimeAnimations[index];
  55955. animation._prepareForSpeedRatioChange(value);
  55956. }
  55957. this._speedRatio = value;
  55958. },
  55959. enumerable: true,
  55960. configurable: true
  55961. });
  55962. // Methods
  55963. /**
  55964. * Synchronize and normalize current Animatable with a source Animatable
  55965. * This is useful when using animation weights and when animations are not of the same length
  55966. * @param root defines the root Animatable to synchronize with
  55967. * @returns the current Animatable
  55968. */
  55969. Animatable.prototype.syncWith = function (root) {
  55970. this._syncRoot = root;
  55971. if (root) {
  55972. // Make sure this animatable will animate after the root
  55973. var index = this._scene._activeAnimatables.indexOf(this);
  55974. if (index > -1) {
  55975. this._scene._activeAnimatables.splice(index, 1);
  55976. this._scene._activeAnimatables.push(this);
  55977. }
  55978. }
  55979. return this;
  55980. };
  55981. /**
  55982. * Gets the list of runtime animations
  55983. * @returns an array of RuntimeAnimation
  55984. */
  55985. Animatable.prototype.getAnimations = function () {
  55986. return this._runtimeAnimations;
  55987. };
  55988. /**
  55989. * Adds more animations to the current animatable
  55990. * @param target defines the target of the animations
  55991. * @param animations defines the new animations to add
  55992. */
  55993. Animatable.prototype.appendAnimations = function (target, animations) {
  55994. for (var index = 0; index < animations.length; index++) {
  55995. var animation = animations[index];
  55996. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55997. }
  55998. };
  55999. /**
  56000. * Gets the source animation for a specific property
  56001. * @param property defines the propertyu to look for
  56002. * @returns null or the source animation for the given property
  56003. */
  56004. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  56005. var runtimeAnimations = this._runtimeAnimations;
  56006. for (var index = 0; index < runtimeAnimations.length; index++) {
  56007. if (runtimeAnimations[index].animation.targetProperty === property) {
  56008. return runtimeAnimations[index].animation;
  56009. }
  56010. }
  56011. return null;
  56012. };
  56013. /**
  56014. * Gets the runtime animation for a specific property
  56015. * @param property defines the propertyu to look for
  56016. * @returns null or the runtime animation for the given property
  56017. */
  56018. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  56019. var runtimeAnimations = this._runtimeAnimations;
  56020. for (var index = 0; index < runtimeAnimations.length; index++) {
  56021. if (runtimeAnimations[index].animation.targetProperty === property) {
  56022. return runtimeAnimations[index];
  56023. }
  56024. }
  56025. return null;
  56026. };
  56027. /**
  56028. * Resets the animatable to its original state
  56029. */
  56030. Animatable.prototype.reset = function () {
  56031. var runtimeAnimations = this._runtimeAnimations;
  56032. for (var index = 0; index < runtimeAnimations.length; index++) {
  56033. runtimeAnimations[index].reset(true);
  56034. }
  56035. this._localDelayOffset = null;
  56036. this._pausedDelay = null;
  56037. };
  56038. /**
  56039. * Allows the animatable to blend with current running animations
  56040. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56041. * @param blendingSpeed defines the blending speed to use
  56042. */
  56043. Animatable.prototype.enableBlending = function (blendingSpeed) {
  56044. var runtimeAnimations = this._runtimeAnimations;
  56045. for (var index = 0; index < runtimeAnimations.length; index++) {
  56046. runtimeAnimations[index].animation.enableBlending = true;
  56047. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  56048. }
  56049. };
  56050. /**
  56051. * Disable animation blending
  56052. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56053. */
  56054. Animatable.prototype.disableBlending = function () {
  56055. var runtimeAnimations = this._runtimeAnimations;
  56056. for (var index = 0; index < runtimeAnimations.length; index++) {
  56057. runtimeAnimations[index].animation.enableBlending = false;
  56058. }
  56059. };
  56060. /**
  56061. * Jump directly to a given frame
  56062. * @param frame defines the frame to jump to
  56063. */
  56064. Animatable.prototype.goToFrame = function (frame) {
  56065. var runtimeAnimations = this._runtimeAnimations;
  56066. if (runtimeAnimations[0]) {
  56067. var fps = runtimeAnimations[0].animation.framePerSecond;
  56068. var currentFrame = runtimeAnimations[0].currentFrame;
  56069. var adjustTime = frame - currentFrame;
  56070. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  56071. if (this._localDelayOffset === null) {
  56072. this._localDelayOffset = 0;
  56073. }
  56074. this._localDelayOffset -= delay;
  56075. }
  56076. for (var index = 0; index < runtimeAnimations.length; index++) {
  56077. runtimeAnimations[index].goToFrame(frame);
  56078. }
  56079. };
  56080. /**
  56081. * Pause the animation
  56082. */
  56083. Animatable.prototype.pause = function () {
  56084. if (this._paused) {
  56085. return;
  56086. }
  56087. this._paused = true;
  56088. };
  56089. /**
  56090. * Restart the animation
  56091. */
  56092. Animatable.prototype.restart = function () {
  56093. this._paused = false;
  56094. };
  56095. Animatable.prototype._raiseOnAnimationEnd = function () {
  56096. if (this.onAnimationEnd) {
  56097. this.onAnimationEnd();
  56098. }
  56099. this.onAnimationEndObservable.notifyObservers(this);
  56100. };
  56101. /**
  56102. * Stop and delete the current animation
  56103. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  56104. * @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)
  56105. */
  56106. Animatable.prototype.stop = function (animationName, targetMask) {
  56107. if (animationName || targetMask) {
  56108. var idx = this._scene._activeAnimatables.indexOf(this);
  56109. if (idx > -1) {
  56110. var runtimeAnimations = this._runtimeAnimations;
  56111. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  56112. var runtimeAnimation = runtimeAnimations[index];
  56113. if (animationName && runtimeAnimation.animation.name != animationName) {
  56114. continue;
  56115. }
  56116. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56117. continue;
  56118. }
  56119. runtimeAnimation.dispose();
  56120. runtimeAnimations.splice(index, 1);
  56121. }
  56122. if (runtimeAnimations.length == 0) {
  56123. this._scene._activeAnimatables.splice(idx, 1);
  56124. this._raiseOnAnimationEnd();
  56125. }
  56126. }
  56127. }
  56128. else {
  56129. var index = this._scene._activeAnimatables.indexOf(this);
  56130. if (index > -1) {
  56131. this._scene._activeAnimatables.splice(index, 1);
  56132. var runtimeAnimations = this._runtimeAnimations;
  56133. for (var index = 0; index < runtimeAnimations.length; index++) {
  56134. runtimeAnimations[index].dispose();
  56135. }
  56136. this._raiseOnAnimationEnd();
  56137. }
  56138. }
  56139. };
  56140. /**
  56141. * Wait asynchronously for the animation to end
  56142. * @returns a promise which will be fullfilled when the animation ends
  56143. */
  56144. Animatable.prototype.waitAsync = function () {
  56145. var _this = this;
  56146. return new Promise(function (resolve, reject) {
  56147. _this.onAnimationEndObservable.add(function () {
  56148. resolve(_this);
  56149. }, undefined, undefined, _this, true);
  56150. });
  56151. };
  56152. /** @hidden */
  56153. Animatable.prototype._animate = function (delay) {
  56154. if (this._paused) {
  56155. this.animationStarted = false;
  56156. if (this._pausedDelay === null) {
  56157. this._pausedDelay = delay;
  56158. }
  56159. return true;
  56160. }
  56161. if (this._localDelayOffset === null) {
  56162. this._localDelayOffset = delay;
  56163. this._pausedDelay = null;
  56164. }
  56165. else if (this._pausedDelay !== null) {
  56166. this._localDelayOffset += delay - this._pausedDelay;
  56167. this._pausedDelay = null;
  56168. }
  56169. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56170. return true;
  56171. }
  56172. // Animating
  56173. var running = false;
  56174. var runtimeAnimations = this._runtimeAnimations;
  56175. var index;
  56176. for (index = 0; index < runtimeAnimations.length; index++) {
  56177. var animation = runtimeAnimations[index];
  56178. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56179. running = running || isRunning;
  56180. }
  56181. this.animationStarted = running;
  56182. if (!running) {
  56183. if (this.disposeOnEnd) {
  56184. // Remove from active animatables
  56185. index = this._scene._activeAnimatables.indexOf(this);
  56186. this._scene._activeAnimatables.splice(index, 1);
  56187. // Dispose all runtime animations
  56188. for (index = 0; index < runtimeAnimations.length; index++) {
  56189. runtimeAnimations[index].dispose();
  56190. }
  56191. }
  56192. this._raiseOnAnimationEnd();
  56193. if (this.disposeOnEnd) {
  56194. this.onAnimationEnd = null;
  56195. this.onAnimationEndObservable.clear();
  56196. }
  56197. }
  56198. return running;
  56199. };
  56200. return Animatable;
  56201. }());
  56202. BABYLON.Animatable = Animatable;
  56203. })(BABYLON || (BABYLON = {}));
  56204. //# sourceMappingURL=babylon.animatable.js.map
  56205. var BABYLON;
  56206. (function (BABYLON) {
  56207. /**
  56208. * Base class used for every default easing function.
  56209. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56210. */
  56211. var EasingFunction = /** @class */ (function () {
  56212. function EasingFunction() {
  56213. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56214. }
  56215. /**
  56216. * Sets the easing mode of the current function.
  56217. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56218. */
  56219. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56220. var n = Math.min(Math.max(easingMode, 0), 2);
  56221. this._easingMode = n;
  56222. };
  56223. /**
  56224. * Gets the current easing mode.
  56225. * @returns the easing mode
  56226. */
  56227. EasingFunction.prototype.getEasingMode = function () {
  56228. return this._easingMode;
  56229. };
  56230. /**
  56231. * @hidden
  56232. */
  56233. EasingFunction.prototype.easeInCore = function (gradient) {
  56234. throw new Error('You must implement this method');
  56235. };
  56236. /**
  56237. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56238. * of the easing function.
  56239. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56240. * @returns the corresponding value on the curve defined by the easing function
  56241. */
  56242. EasingFunction.prototype.ease = function (gradient) {
  56243. switch (this._easingMode) {
  56244. case EasingFunction.EASINGMODE_EASEIN:
  56245. return this.easeInCore(gradient);
  56246. case EasingFunction.EASINGMODE_EASEOUT:
  56247. return (1 - this.easeInCore(1 - gradient));
  56248. }
  56249. if (gradient >= 0.5) {
  56250. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56251. }
  56252. return (this.easeInCore(gradient * 2) * 0.5);
  56253. };
  56254. /**
  56255. * Interpolation follows the mathematical formula associated with the easing function.
  56256. */
  56257. EasingFunction.EASINGMODE_EASEIN = 0;
  56258. /**
  56259. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56260. */
  56261. EasingFunction.EASINGMODE_EASEOUT = 1;
  56262. /**
  56263. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56264. */
  56265. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56266. return EasingFunction;
  56267. }());
  56268. BABYLON.EasingFunction = EasingFunction;
  56269. /**
  56270. * Easing function with a circle shape (see link below).
  56271. * @see https://easings.net/#easeInCirc
  56272. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56273. */
  56274. var CircleEase = /** @class */ (function (_super) {
  56275. __extends(CircleEase, _super);
  56276. function CircleEase() {
  56277. return _super !== null && _super.apply(this, arguments) || this;
  56278. }
  56279. /** @hidden */
  56280. CircleEase.prototype.easeInCore = function (gradient) {
  56281. gradient = Math.max(0, Math.min(1, gradient));
  56282. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56283. };
  56284. return CircleEase;
  56285. }(EasingFunction));
  56286. BABYLON.CircleEase = CircleEase;
  56287. /**
  56288. * Easing function with a ease back shape (see link below).
  56289. * @see https://easings.net/#easeInBack
  56290. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56291. */
  56292. var BackEase = /** @class */ (function (_super) {
  56293. __extends(BackEase, _super);
  56294. /**
  56295. * Instantiates a back ease easing
  56296. * @see https://easings.net/#easeInBack
  56297. * @param amplitude Defines the amplitude of the function
  56298. */
  56299. function BackEase(
  56300. /** Defines the amplitude of the function */
  56301. amplitude) {
  56302. if (amplitude === void 0) { amplitude = 1; }
  56303. var _this = _super.call(this) || this;
  56304. _this.amplitude = amplitude;
  56305. return _this;
  56306. }
  56307. /** @hidden */
  56308. BackEase.prototype.easeInCore = function (gradient) {
  56309. var num = Math.max(0, this.amplitude);
  56310. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56311. };
  56312. return BackEase;
  56313. }(EasingFunction));
  56314. BABYLON.BackEase = BackEase;
  56315. /**
  56316. * Easing function with a bouncing shape (see link below).
  56317. * @see https://easings.net/#easeInBounce
  56318. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56319. */
  56320. var BounceEase = /** @class */ (function (_super) {
  56321. __extends(BounceEase, _super);
  56322. /**
  56323. * Instantiates a bounce easing
  56324. * @see https://easings.net/#easeInBounce
  56325. * @param bounces Defines the number of bounces
  56326. * @param bounciness Defines the amplitude of the bounce
  56327. */
  56328. function BounceEase(
  56329. /** Defines the number of bounces */
  56330. bounces,
  56331. /** Defines the amplitude of the bounce */
  56332. bounciness) {
  56333. if (bounces === void 0) { bounces = 3; }
  56334. if (bounciness === void 0) { bounciness = 2; }
  56335. var _this = _super.call(this) || this;
  56336. _this.bounces = bounces;
  56337. _this.bounciness = bounciness;
  56338. return _this;
  56339. }
  56340. /** @hidden */
  56341. BounceEase.prototype.easeInCore = function (gradient) {
  56342. var y = Math.max(0.0, this.bounces);
  56343. var bounciness = this.bounciness;
  56344. if (bounciness <= 1.0) {
  56345. bounciness = 1.001;
  56346. }
  56347. var num9 = Math.pow(bounciness, y);
  56348. var num5 = 1.0 - bounciness;
  56349. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56350. var num15 = gradient * num4;
  56351. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56352. var num3 = Math.floor(num65);
  56353. var num13 = num3 + 1.0;
  56354. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56355. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56356. var num7 = (num8 + num12) * 0.5;
  56357. var num6 = gradient - num7;
  56358. var num2 = num7 - num8;
  56359. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56360. };
  56361. return BounceEase;
  56362. }(EasingFunction));
  56363. BABYLON.BounceEase = BounceEase;
  56364. /**
  56365. * Easing function with a power of 3 shape (see link below).
  56366. * @see https://easings.net/#easeInCubic
  56367. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56368. */
  56369. var CubicEase = /** @class */ (function (_super) {
  56370. __extends(CubicEase, _super);
  56371. function CubicEase() {
  56372. return _super !== null && _super.apply(this, arguments) || this;
  56373. }
  56374. /** @hidden */
  56375. CubicEase.prototype.easeInCore = function (gradient) {
  56376. return (gradient * gradient * gradient);
  56377. };
  56378. return CubicEase;
  56379. }(EasingFunction));
  56380. BABYLON.CubicEase = CubicEase;
  56381. /**
  56382. * Easing function with an elastic shape (see link below).
  56383. * @see https://easings.net/#easeInElastic
  56384. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56385. */
  56386. var ElasticEase = /** @class */ (function (_super) {
  56387. __extends(ElasticEase, _super);
  56388. /**
  56389. * Instantiates an elastic easing function
  56390. * @see https://easings.net/#easeInElastic
  56391. * @param oscillations Defines the number of oscillations
  56392. * @param springiness Defines the amplitude of the oscillations
  56393. */
  56394. function ElasticEase(
  56395. /** Defines the number of oscillations*/
  56396. oscillations,
  56397. /** Defines the amplitude of the oscillations*/
  56398. springiness) {
  56399. if (oscillations === void 0) { oscillations = 3; }
  56400. if (springiness === void 0) { springiness = 3; }
  56401. var _this = _super.call(this) || this;
  56402. _this.oscillations = oscillations;
  56403. _this.springiness = springiness;
  56404. return _this;
  56405. }
  56406. /** @hidden */
  56407. ElasticEase.prototype.easeInCore = function (gradient) {
  56408. var num2;
  56409. var num3 = Math.max(0.0, this.oscillations);
  56410. var num = Math.max(0.0, this.springiness);
  56411. if (num == 0) {
  56412. num2 = gradient;
  56413. }
  56414. else {
  56415. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56416. }
  56417. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56418. };
  56419. return ElasticEase;
  56420. }(EasingFunction));
  56421. BABYLON.ElasticEase = ElasticEase;
  56422. /**
  56423. * Easing function with an exponential shape (see link below).
  56424. * @see https://easings.net/#easeInExpo
  56425. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56426. */
  56427. var ExponentialEase = /** @class */ (function (_super) {
  56428. __extends(ExponentialEase, _super);
  56429. /**
  56430. * Instantiates an exponential easing function
  56431. * @see https://easings.net/#easeInExpo
  56432. * @param exponent Defines the exponent of the function
  56433. */
  56434. function ExponentialEase(
  56435. /** Defines the exponent of the function */
  56436. exponent) {
  56437. if (exponent === void 0) { exponent = 2; }
  56438. var _this = _super.call(this) || this;
  56439. _this.exponent = exponent;
  56440. return _this;
  56441. }
  56442. /** @hidden */
  56443. ExponentialEase.prototype.easeInCore = function (gradient) {
  56444. if (this.exponent <= 0) {
  56445. return gradient;
  56446. }
  56447. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56448. };
  56449. return ExponentialEase;
  56450. }(EasingFunction));
  56451. BABYLON.ExponentialEase = ExponentialEase;
  56452. /**
  56453. * Easing function with a power shape (see link below).
  56454. * @see https://easings.net/#easeInQuad
  56455. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56456. */
  56457. var PowerEase = /** @class */ (function (_super) {
  56458. __extends(PowerEase, _super);
  56459. /**
  56460. * Instantiates an power base easing function
  56461. * @see https://easings.net/#easeInQuad
  56462. * @param power Defines the power of the function
  56463. */
  56464. function PowerEase(
  56465. /** Defines the power of the function */
  56466. power) {
  56467. if (power === void 0) { power = 2; }
  56468. var _this = _super.call(this) || this;
  56469. _this.power = power;
  56470. return _this;
  56471. }
  56472. /** @hidden */
  56473. PowerEase.prototype.easeInCore = function (gradient) {
  56474. var y = Math.max(0.0, this.power);
  56475. return Math.pow(gradient, y);
  56476. };
  56477. return PowerEase;
  56478. }(EasingFunction));
  56479. BABYLON.PowerEase = PowerEase;
  56480. /**
  56481. * Easing function with a power of 2 shape (see link below).
  56482. * @see https://easings.net/#easeInQuad
  56483. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56484. */
  56485. var QuadraticEase = /** @class */ (function (_super) {
  56486. __extends(QuadraticEase, _super);
  56487. function QuadraticEase() {
  56488. return _super !== null && _super.apply(this, arguments) || this;
  56489. }
  56490. /** @hidden */
  56491. QuadraticEase.prototype.easeInCore = function (gradient) {
  56492. return (gradient * gradient);
  56493. };
  56494. return QuadraticEase;
  56495. }(EasingFunction));
  56496. BABYLON.QuadraticEase = QuadraticEase;
  56497. /**
  56498. * Easing function with a power of 4 shape (see link below).
  56499. * @see https://easings.net/#easeInQuart
  56500. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56501. */
  56502. var QuarticEase = /** @class */ (function (_super) {
  56503. __extends(QuarticEase, _super);
  56504. function QuarticEase() {
  56505. return _super !== null && _super.apply(this, arguments) || this;
  56506. }
  56507. /** @hidden */
  56508. QuarticEase.prototype.easeInCore = function (gradient) {
  56509. return (gradient * gradient * gradient * gradient);
  56510. };
  56511. return QuarticEase;
  56512. }(EasingFunction));
  56513. BABYLON.QuarticEase = QuarticEase;
  56514. /**
  56515. * Easing function with a power of 5 shape (see link below).
  56516. * @see https://easings.net/#easeInQuint
  56517. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56518. */
  56519. var QuinticEase = /** @class */ (function (_super) {
  56520. __extends(QuinticEase, _super);
  56521. function QuinticEase() {
  56522. return _super !== null && _super.apply(this, arguments) || this;
  56523. }
  56524. /** @hidden */
  56525. QuinticEase.prototype.easeInCore = function (gradient) {
  56526. return (gradient * gradient * gradient * gradient * gradient);
  56527. };
  56528. return QuinticEase;
  56529. }(EasingFunction));
  56530. BABYLON.QuinticEase = QuinticEase;
  56531. /**
  56532. * Easing function with a sin shape (see link below).
  56533. * @see https://easings.net/#easeInSine
  56534. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56535. */
  56536. var SineEase = /** @class */ (function (_super) {
  56537. __extends(SineEase, _super);
  56538. function SineEase() {
  56539. return _super !== null && _super.apply(this, arguments) || this;
  56540. }
  56541. /** @hidden */
  56542. SineEase.prototype.easeInCore = function (gradient) {
  56543. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56544. };
  56545. return SineEase;
  56546. }(EasingFunction));
  56547. BABYLON.SineEase = SineEase;
  56548. /**
  56549. * Easing function with a bezier shape (see link below).
  56550. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56551. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56552. */
  56553. var BezierCurveEase = /** @class */ (function (_super) {
  56554. __extends(BezierCurveEase, _super);
  56555. /**
  56556. * Instantiates a bezier function
  56557. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56558. * @param x1 Defines the x component of the start tangent in the bezier curve
  56559. * @param y1 Defines the y component of the start tangent in the bezier curve
  56560. * @param x2 Defines the x component of the end tangent in the bezier curve
  56561. * @param y2 Defines the y component of the end tangent in the bezier curve
  56562. */
  56563. function BezierCurveEase(
  56564. /** Defines the x component of the start tangent in the bezier curve */
  56565. x1,
  56566. /** Defines the y component of the start tangent in the bezier curve */
  56567. y1,
  56568. /** Defines the x component of the end tangent in the bezier curve */
  56569. x2,
  56570. /** Defines the y component of the end tangent in the bezier curve */
  56571. y2) {
  56572. if (x1 === void 0) { x1 = 0; }
  56573. if (y1 === void 0) { y1 = 0; }
  56574. if (x2 === void 0) { x2 = 1; }
  56575. if (y2 === void 0) { y2 = 1; }
  56576. var _this = _super.call(this) || this;
  56577. _this.x1 = x1;
  56578. _this.y1 = y1;
  56579. _this.x2 = x2;
  56580. _this.y2 = y2;
  56581. return _this;
  56582. }
  56583. /** @hidden */
  56584. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56585. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56586. };
  56587. return BezierCurveEase;
  56588. }(EasingFunction));
  56589. BABYLON.BezierCurveEase = BezierCurveEase;
  56590. })(BABYLON || (BABYLON = {}));
  56591. //# sourceMappingURL=babylon.easing.js.map
  56592. var BABYLON;
  56593. (function (BABYLON) {
  56594. /**
  56595. * A Condition applied to an Action
  56596. */
  56597. var Condition = /** @class */ (function () {
  56598. /**
  56599. * Creates a new Condition
  56600. * @param actionManager the manager of the action the condition is applied to
  56601. */
  56602. function Condition(actionManager) {
  56603. this._actionManager = actionManager;
  56604. }
  56605. /**
  56606. * Check if the current condition is valid
  56607. * @returns a boolean
  56608. */
  56609. Condition.prototype.isValid = function () {
  56610. return true;
  56611. };
  56612. /**
  56613. * Internal only
  56614. * @hidden
  56615. */
  56616. Condition.prototype._getProperty = function (propertyPath) {
  56617. return this._actionManager._getProperty(propertyPath);
  56618. };
  56619. /**
  56620. * Internal only
  56621. * @hidden
  56622. */
  56623. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56624. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56625. };
  56626. /**
  56627. * Serialize placeholder for child classes
  56628. * @returns the serialized object
  56629. */
  56630. Condition.prototype.serialize = function () {
  56631. };
  56632. /**
  56633. * Internal only
  56634. * @hidden
  56635. */
  56636. Condition.prototype._serialize = function (serializedCondition) {
  56637. return {
  56638. type: 2,
  56639. children: [],
  56640. name: serializedCondition.name,
  56641. properties: serializedCondition.properties
  56642. };
  56643. };
  56644. return Condition;
  56645. }());
  56646. BABYLON.Condition = Condition;
  56647. /**
  56648. * Defines specific conditional operators as extensions of Condition
  56649. */
  56650. var ValueCondition = /** @class */ (function (_super) {
  56651. __extends(ValueCondition, _super);
  56652. /**
  56653. * Creates a new ValueCondition
  56654. * @param actionManager manager for the action the condition applies to
  56655. * @param target for the action
  56656. * @param propertyPath path to specify the property of the target the conditional operator uses
  56657. * @param value the value compared by the conditional operator against the current value of the property
  56658. * @param operator the conditional operator, default ValueCondition.IsEqual
  56659. */
  56660. function ValueCondition(actionManager, target,
  56661. /** path to specify the property of the target the conditional operator uses */
  56662. propertyPath,
  56663. /** the value compared by the conditional operator against the current value of the property */
  56664. value,
  56665. /** the conditional operator, default ValueCondition.IsEqual */
  56666. operator) {
  56667. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56668. var _this = _super.call(this, actionManager) || this;
  56669. _this.propertyPath = propertyPath;
  56670. _this.value = value;
  56671. _this.operator = operator;
  56672. _this._target = target;
  56673. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56674. _this._property = _this._getProperty(_this.propertyPath);
  56675. return _this;
  56676. }
  56677. Object.defineProperty(ValueCondition, "IsEqual", {
  56678. /**
  56679. * returns the number for IsEqual
  56680. */
  56681. get: function () {
  56682. return ValueCondition._IsEqual;
  56683. },
  56684. enumerable: true,
  56685. configurable: true
  56686. });
  56687. Object.defineProperty(ValueCondition, "IsDifferent", {
  56688. /**
  56689. * Returns the number for IsDifferent
  56690. */
  56691. get: function () {
  56692. return ValueCondition._IsDifferent;
  56693. },
  56694. enumerable: true,
  56695. configurable: true
  56696. });
  56697. Object.defineProperty(ValueCondition, "IsGreater", {
  56698. /**
  56699. * Returns the number for IsGreater
  56700. */
  56701. get: function () {
  56702. return ValueCondition._IsGreater;
  56703. },
  56704. enumerable: true,
  56705. configurable: true
  56706. });
  56707. Object.defineProperty(ValueCondition, "IsLesser", {
  56708. /**
  56709. * Returns the number for IsLesser
  56710. */
  56711. get: function () {
  56712. return ValueCondition._IsLesser;
  56713. },
  56714. enumerable: true,
  56715. configurable: true
  56716. });
  56717. /**
  56718. * Compares the given value with the property value for the specified conditional operator
  56719. * @returns the result of the comparison
  56720. */
  56721. ValueCondition.prototype.isValid = function () {
  56722. switch (this.operator) {
  56723. case ValueCondition.IsGreater:
  56724. return this._effectiveTarget[this._property] > this.value;
  56725. case ValueCondition.IsLesser:
  56726. return this._effectiveTarget[this._property] < this.value;
  56727. case ValueCondition.IsEqual:
  56728. case ValueCondition.IsDifferent:
  56729. var check;
  56730. if (this.value.equals) {
  56731. check = this.value.equals(this._effectiveTarget[this._property]);
  56732. }
  56733. else {
  56734. check = this.value === this._effectiveTarget[this._property];
  56735. }
  56736. return this.operator === ValueCondition.IsEqual ? check : !check;
  56737. }
  56738. return false;
  56739. };
  56740. /**
  56741. * Serialize the ValueCondition into a JSON compatible object
  56742. * @returns serialization object
  56743. */
  56744. ValueCondition.prototype.serialize = function () {
  56745. return this._serialize({
  56746. name: "ValueCondition",
  56747. properties: [
  56748. BABYLON.Action._GetTargetProperty(this._target),
  56749. { name: "propertyPath", value: this.propertyPath },
  56750. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56751. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56752. ]
  56753. });
  56754. };
  56755. /**
  56756. * Gets the name of the conditional operator for the ValueCondition
  56757. * @param operator the conditional operator
  56758. * @returns the name
  56759. */
  56760. ValueCondition.GetOperatorName = function (operator) {
  56761. switch (operator) {
  56762. case ValueCondition._IsEqual: return "IsEqual";
  56763. case ValueCondition._IsDifferent: return "IsDifferent";
  56764. case ValueCondition._IsGreater: return "IsGreater";
  56765. case ValueCondition._IsLesser: return "IsLesser";
  56766. default: return "";
  56767. }
  56768. };
  56769. /**
  56770. * Internal only
  56771. * @hidden
  56772. */
  56773. ValueCondition._IsEqual = 0;
  56774. /**
  56775. * Internal only
  56776. * @hidden
  56777. */
  56778. ValueCondition._IsDifferent = 1;
  56779. /**
  56780. * Internal only
  56781. * @hidden
  56782. */
  56783. ValueCondition._IsGreater = 2;
  56784. /**
  56785. * Internal only
  56786. * @hidden
  56787. */
  56788. ValueCondition._IsLesser = 3;
  56789. return ValueCondition;
  56790. }(Condition));
  56791. BABYLON.ValueCondition = ValueCondition;
  56792. /**
  56793. * Defines a predicate condition as an extension of Condition
  56794. */
  56795. var PredicateCondition = /** @class */ (function (_super) {
  56796. __extends(PredicateCondition, _super);
  56797. /**
  56798. * Creates a new PredicateCondition
  56799. * @param actionManager manager for the action the condition applies to
  56800. * @param predicate defines the predicate function used to validate the condition
  56801. */
  56802. function PredicateCondition(actionManager,
  56803. /** defines the predicate function used to validate the condition */
  56804. predicate) {
  56805. var _this = _super.call(this, actionManager) || this;
  56806. _this.predicate = predicate;
  56807. return _this;
  56808. }
  56809. /**
  56810. * @returns the validity of the predicate condition
  56811. */
  56812. PredicateCondition.prototype.isValid = function () {
  56813. return this.predicate();
  56814. };
  56815. return PredicateCondition;
  56816. }(Condition));
  56817. BABYLON.PredicateCondition = PredicateCondition;
  56818. /**
  56819. * Defines a state condition as an extension of Condition
  56820. */
  56821. var StateCondition = /** @class */ (function (_super) {
  56822. __extends(StateCondition, _super);
  56823. /**
  56824. * Creates a new StateCondition
  56825. * @param actionManager manager for the action the condition applies to
  56826. * @param target of the condition
  56827. * @param value to compare with target state
  56828. */
  56829. function StateCondition(actionManager, target,
  56830. /** Value to compare with target state */
  56831. value) {
  56832. var _this = _super.call(this, actionManager) || this;
  56833. _this.value = value;
  56834. _this._target = target;
  56835. return _this;
  56836. }
  56837. /**
  56838. * Gets a boolean indicating if the current condition is met
  56839. * @returns the validity of the state
  56840. */
  56841. StateCondition.prototype.isValid = function () {
  56842. return this._target.state === this.value;
  56843. };
  56844. /**
  56845. * Serialize the StateCondition into a JSON compatible object
  56846. * @returns serialization object
  56847. */
  56848. StateCondition.prototype.serialize = function () {
  56849. return this._serialize({
  56850. name: "StateCondition",
  56851. properties: [
  56852. BABYLON.Action._GetTargetProperty(this._target),
  56853. { name: "value", value: this.value }
  56854. ]
  56855. });
  56856. };
  56857. return StateCondition;
  56858. }(Condition));
  56859. BABYLON.StateCondition = StateCondition;
  56860. })(BABYLON || (BABYLON = {}));
  56861. //# sourceMappingURL=babylon.condition.js.map
  56862. var BABYLON;
  56863. (function (BABYLON) {
  56864. /**
  56865. * The action to be carried out following a trigger
  56866. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56867. */
  56868. var Action = /** @class */ (function () {
  56869. /**
  56870. * Creates a new Action
  56871. * @param triggerOptions the trigger, with or without parameters, for the action
  56872. * @param condition an optional determinant of action
  56873. */
  56874. function Action(
  56875. /** the trigger, with or without parameters, for the action */
  56876. triggerOptions, condition) {
  56877. this.triggerOptions = triggerOptions;
  56878. /**
  56879. * An event triggered prior to action being executed.
  56880. */
  56881. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56882. if (triggerOptions.parameter) {
  56883. this.trigger = triggerOptions.trigger;
  56884. this._triggerParameter = triggerOptions.parameter;
  56885. }
  56886. else if (triggerOptions.trigger) {
  56887. this.trigger = triggerOptions.trigger;
  56888. }
  56889. else {
  56890. this.trigger = triggerOptions;
  56891. }
  56892. this._nextActiveAction = this;
  56893. this._condition = condition;
  56894. }
  56895. /**
  56896. * Internal only
  56897. * @hidden
  56898. */
  56899. Action.prototype._prepare = function () {
  56900. };
  56901. /**
  56902. * Gets the trigger parameters
  56903. * @returns the trigger parameters
  56904. */
  56905. Action.prototype.getTriggerParameter = function () {
  56906. return this._triggerParameter;
  56907. };
  56908. /**
  56909. * Internal only - executes current action event
  56910. * @hidden
  56911. */
  56912. Action.prototype._executeCurrent = function (evt) {
  56913. if (this._nextActiveAction._condition) {
  56914. var condition = this._nextActiveAction._condition;
  56915. var currentRenderId = this._actionManager.getScene().getRenderId();
  56916. // We cache the current evaluation for the current frame
  56917. if (condition._evaluationId === currentRenderId) {
  56918. if (!condition._currentResult) {
  56919. return;
  56920. }
  56921. }
  56922. else {
  56923. condition._evaluationId = currentRenderId;
  56924. if (!condition.isValid()) {
  56925. condition._currentResult = false;
  56926. return;
  56927. }
  56928. condition._currentResult = true;
  56929. }
  56930. }
  56931. this.onBeforeExecuteObservable.notifyObservers(this);
  56932. this._nextActiveAction.execute(evt);
  56933. this.skipToNextActiveAction();
  56934. };
  56935. /**
  56936. * Execute placeholder for child classes
  56937. * @param evt optional action event
  56938. */
  56939. Action.prototype.execute = function (evt) {
  56940. };
  56941. /**
  56942. * Skips to next active action
  56943. */
  56944. Action.prototype.skipToNextActiveAction = function () {
  56945. if (this._nextActiveAction._child) {
  56946. if (!this._nextActiveAction._child._actionManager) {
  56947. this._nextActiveAction._child._actionManager = this._actionManager;
  56948. }
  56949. this._nextActiveAction = this._nextActiveAction._child;
  56950. }
  56951. else {
  56952. this._nextActiveAction = this;
  56953. }
  56954. };
  56955. /**
  56956. * Adds action to chain of actions, may be a DoNothingAction
  56957. * @param action defines the next action to execute
  56958. * @returns The action passed in
  56959. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56960. */
  56961. Action.prototype.then = function (action) {
  56962. this._child = action;
  56963. action._actionManager = this._actionManager;
  56964. action._prepare();
  56965. return action;
  56966. };
  56967. /**
  56968. * Internal only
  56969. * @hidden
  56970. */
  56971. Action.prototype._getProperty = function (propertyPath) {
  56972. return this._actionManager._getProperty(propertyPath);
  56973. };
  56974. /**
  56975. * Internal only
  56976. * @hidden
  56977. */
  56978. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56979. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56980. };
  56981. /**
  56982. * Serialize placeholder for child classes
  56983. * @param parent of child
  56984. * @returns the serialized object
  56985. */
  56986. Action.prototype.serialize = function (parent) {
  56987. };
  56988. /**
  56989. * Internal only called by serialize
  56990. * @hidden
  56991. */
  56992. Action.prototype._serialize = function (serializedAction, parent) {
  56993. var serializationObject = {
  56994. type: 1,
  56995. children: [],
  56996. name: serializedAction.name,
  56997. properties: serializedAction.properties || []
  56998. };
  56999. // Serialize child
  57000. if (this._child) {
  57001. this._child.serialize(serializationObject);
  57002. }
  57003. // Check if "this" has a condition
  57004. if (this._condition) {
  57005. var serializedCondition = this._condition.serialize();
  57006. serializedCondition.children.push(serializationObject);
  57007. if (parent) {
  57008. parent.children.push(serializedCondition);
  57009. }
  57010. return serializedCondition;
  57011. }
  57012. if (parent) {
  57013. parent.children.push(serializationObject);
  57014. }
  57015. return serializationObject;
  57016. };
  57017. /**
  57018. * Internal only
  57019. * @hidden
  57020. */
  57021. Action._SerializeValueAsString = function (value) {
  57022. if (typeof value === "number") {
  57023. return value.toString();
  57024. }
  57025. if (typeof value === "boolean") {
  57026. return value ? "true" : "false";
  57027. }
  57028. if (value instanceof BABYLON.Vector2) {
  57029. return value.x + ", " + value.y;
  57030. }
  57031. if (value instanceof BABYLON.Vector3) {
  57032. return value.x + ", " + value.y + ", " + value.z;
  57033. }
  57034. if (value instanceof BABYLON.Color3) {
  57035. return value.r + ", " + value.g + ", " + value.b;
  57036. }
  57037. if (value instanceof BABYLON.Color4) {
  57038. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  57039. }
  57040. return value; // string
  57041. };
  57042. /**
  57043. * Internal only
  57044. * @hidden
  57045. */
  57046. Action._GetTargetProperty = function (target) {
  57047. return {
  57048. name: "target",
  57049. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  57050. : target instanceof BABYLON.Light ? "LightProperties"
  57051. : target instanceof BABYLON.Camera ? "CameraProperties"
  57052. : "SceneProperties",
  57053. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  57054. };
  57055. };
  57056. return Action;
  57057. }());
  57058. BABYLON.Action = Action;
  57059. })(BABYLON || (BABYLON = {}));
  57060. //# sourceMappingURL=babylon.action.js.map
  57061. var BABYLON;
  57062. (function (BABYLON) {
  57063. /**
  57064. * ActionEvent is the event being sent when an action is triggered.
  57065. */
  57066. var ActionEvent = /** @class */ (function () {
  57067. /**
  57068. * Creates a new ActionEvent
  57069. * @param source The mesh or sprite that triggered the action
  57070. * @param pointerX The X mouse cursor position at the time of the event
  57071. * @param pointerY The Y mouse cursor position at the time of the event
  57072. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  57073. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  57074. * @param additionalData additional data for the event
  57075. */
  57076. function ActionEvent(
  57077. /** The mesh or sprite that triggered the action */
  57078. source,
  57079. /** The X mouse cursor position at the time of the event */
  57080. pointerX,
  57081. /** The Y mouse cursor position at the time of the event */
  57082. pointerY,
  57083. /** The mesh that is currently pointed at (can be null) */
  57084. meshUnderPointer,
  57085. /** the original (browser) event that triggered the ActionEvent */
  57086. sourceEvent,
  57087. /** additional data for the event */
  57088. additionalData) {
  57089. this.source = source;
  57090. this.pointerX = pointerX;
  57091. this.pointerY = pointerY;
  57092. this.meshUnderPointer = meshUnderPointer;
  57093. this.sourceEvent = sourceEvent;
  57094. this.additionalData = additionalData;
  57095. }
  57096. /**
  57097. * Helper function to auto-create an ActionEvent from a source mesh.
  57098. * @param source The source mesh that triggered the event
  57099. * @param evt The original (browser) event
  57100. * @param additionalData additional data for the event
  57101. * @returns the new ActionEvent
  57102. */
  57103. ActionEvent.CreateNew = function (source, evt, additionalData) {
  57104. var scene = source.getScene();
  57105. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57106. };
  57107. /**
  57108. * Helper function to auto-create an ActionEvent from a source sprite
  57109. * @param source The source sprite that triggered the event
  57110. * @param scene Scene associated with the sprite
  57111. * @param evt The original (browser) event
  57112. * @param additionalData additional data for the event
  57113. * @returns the new ActionEvent
  57114. */
  57115. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57116. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57117. };
  57118. /**
  57119. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57120. * @param scene the scene where the event occurred
  57121. * @param evt The original (browser) event
  57122. * @returns the new ActionEvent
  57123. */
  57124. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57125. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57126. };
  57127. /**
  57128. * Helper function to auto-create an ActionEvent from a primitive
  57129. * @param prim defines the target primitive
  57130. * @param pointerPos defines the pointer position
  57131. * @param evt The original (browser) event
  57132. * @param additionalData additional data for the event
  57133. * @returns the new ActionEvent
  57134. */
  57135. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57136. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57137. };
  57138. return ActionEvent;
  57139. }());
  57140. BABYLON.ActionEvent = ActionEvent;
  57141. /**
  57142. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57143. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57144. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57145. */
  57146. var ActionManager = /** @class */ (function () {
  57147. /**
  57148. * Creates a new action manager
  57149. * @param scene defines the hosting scene
  57150. */
  57151. function ActionManager(scene) {
  57152. // Members
  57153. /** Gets the list of actions */
  57154. this.actions = new Array();
  57155. /** Gets the cursor to use when hovering items */
  57156. this.hoverCursor = '';
  57157. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57158. scene.actionManagers.push(this);
  57159. }
  57160. // Methods
  57161. /**
  57162. * Releases all associated resources
  57163. */
  57164. ActionManager.prototype.dispose = function () {
  57165. var index = this._scene.actionManagers.indexOf(this);
  57166. for (var i = 0; i < this.actions.length; i++) {
  57167. var action = this.actions[i];
  57168. ActionManager.Triggers[action.trigger]--;
  57169. if (ActionManager.Triggers[action.trigger] === 0) {
  57170. delete ActionManager.Triggers[action.trigger];
  57171. }
  57172. }
  57173. if (index > -1) {
  57174. this._scene.actionManagers.splice(index, 1);
  57175. }
  57176. };
  57177. /**
  57178. * Gets hosting scene
  57179. * @returns the hosting scene
  57180. */
  57181. ActionManager.prototype.getScene = function () {
  57182. return this._scene;
  57183. };
  57184. /**
  57185. * Does this action manager handles actions of any of the given triggers
  57186. * @param triggers defines the triggers to be tested
  57187. * @return a boolean indicating whether one (or more) of the triggers is handled
  57188. */
  57189. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57190. for (var index = 0; index < this.actions.length; index++) {
  57191. var action = this.actions[index];
  57192. if (triggers.indexOf(action.trigger) > -1) {
  57193. return true;
  57194. }
  57195. }
  57196. return false;
  57197. };
  57198. /**
  57199. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57200. * speed.
  57201. * @param triggerA defines the trigger to be tested
  57202. * @param triggerB defines the trigger to be tested
  57203. * @return a boolean indicating whether one (or more) of the triggers is handled
  57204. */
  57205. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57206. for (var index = 0; index < this.actions.length; index++) {
  57207. var action = this.actions[index];
  57208. if (triggerA == action.trigger || triggerB == action.trigger) {
  57209. return true;
  57210. }
  57211. }
  57212. return false;
  57213. };
  57214. /**
  57215. * Does this action manager handles actions of a given trigger
  57216. * @param trigger defines the trigger to be tested
  57217. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57218. * @return whether the trigger is handled
  57219. */
  57220. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57221. for (var index = 0; index < this.actions.length; index++) {
  57222. var action = this.actions[index];
  57223. if (action.trigger === trigger) {
  57224. if (parameterPredicate) {
  57225. if (parameterPredicate(action.getTriggerParameter())) {
  57226. return true;
  57227. }
  57228. }
  57229. else {
  57230. return true;
  57231. }
  57232. }
  57233. }
  57234. return false;
  57235. };
  57236. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57237. /**
  57238. * Does this action manager has pointer triggers
  57239. */
  57240. get: function () {
  57241. for (var index = 0; index < this.actions.length; index++) {
  57242. var action = this.actions[index];
  57243. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57244. return true;
  57245. }
  57246. }
  57247. return false;
  57248. },
  57249. enumerable: true,
  57250. configurable: true
  57251. });
  57252. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57253. /**
  57254. * Does this action manager has pick triggers
  57255. */
  57256. get: function () {
  57257. for (var index = 0; index < this.actions.length; index++) {
  57258. var action = this.actions[index];
  57259. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57260. return true;
  57261. }
  57262. }
  57263. return false;
  57264. },
  57265. enumerable: true,
  57266. configurable: true
  57267. });
  57268. Object.defineProperty(ActionManager, "HasTriggers", {
  57269. /**
  57270. * Does exist one action manager with at least one trigger
  57271. **/
  57272. get: function () {
  57273. for (var t in ActionManager.Triggers) {
  57274. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57275. return true;
  57276. }
  57277. }
  57278. return false;
  57279. },
  57280. enumerable: true,
  57281. configurable: true
  57282. });
  57283. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57284. /**
  57285. * Does exist one action manager with at least one pick trigger
  57286. **/
  57287. get: function () {
  57288. for (var t in ActionManager.Triggers) {
  57289. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57290. var t_int = parseInt(t);
  57291. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57292. return true;
  57293. }
  57294. }
  57295. }
  57296. return false;
  57297. },
  57298. enumerable: true,
  57299. configurable: true
  57300. });
  57301. /**
  57302. * Does exist one action manager that handles actions of a given trigger
  57303. * @param trigger defines the trigger to be tested
  57304. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57305. **/
  57306. ActionManager.HasSpecificTrigger = function (trigger) {
  57307. for (var t in ActionManager.Triggers) {
  57308. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57309. var t_int = parseInt(t);
  57310. if (t_int === trigger) {
  57311. return true;
  57312. }
  57313. }
  57314. }
  57315. return false;
  57316. };
  57317. /**
  57318. * Registers an action to this action manager
  57319. * @param action defines the action to be registered
  57320. * @return the action amended (prepared) after registration
  57321. */
  57322. ActionManager.prototype.registerAction = function (action) {
  57323. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57324. if (this.getScene().actionManager !== this) {
  57325. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57326. return null;
  57327. }
  57328. }
  57329. this.actions.push(action);
  57330. if (ActionManager.Triggers[action.trigger]) {
  57331. ActionManager.Triggers[action.trigger]++;
  57332. }
  57333. else {
  57334. ActionManager.Triggers[action.trigger] = 1;
  57335. }
  57336. action._actionManager = this;
  57337. action._prepare();
  57338. return action;
  57339. };
  57340. /**
  57341. * Unregisters an action to this action manager
  57342. * @param action defines the action to be unregistered
  57343. * @return a boolean indicating whether the action has been unregistered
  57344. */
  57345. ActionManager.prototype.unregisterAction = function (action) {
  57346. var index = this.actions.indexOf(action);
  57347. if (index !== -1) {
  57348. this.actions.splice(index, 1);
  57349. ActionManager.Triggers[action.trigger] -= 1;
  57350. if (ActionManager.Triggers[action.trigger] === 0) {
  57351. delete ActionManager.Triggers[action.trigger];
  57352. }
  57353. delete action._actionManager;
  57354. return true;
  57355. }
  57356. return false;
  57357. };
  57358. /**
  57359. * Process a specific trigger
  57360. * @param trigger defines the trigger to process
  57361. * @param evt defines the event details to be processed
  57362. */
  57363. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57364. for (var index = 0; index < this.actions.length; index++) {
  57365. var action = this.actions[index];
  57366. if (action.trigger === trigger) {
  57367. if (evt) {
  57368. if (trigger === ActionManager.OnKeyUpTrigger
  57369. || trigger === ActionManager.OnKeyDownTrigger) {
  57370. var parameter = action.getTriggerParameter();
  57371. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57372. if (!parameter.toLowerCase) {
  57373. continue;
  57374. }
  57375. var lowerCase = parameter.toLowerCase();
  57376. if (lowerCase !== evt.sourceEvent.key) {
  57377. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57378. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57379. if (actualkey !== lowerCase) {
  57380. continue;
  57381. }
  57382. }
  57383. }
  57384. }
  57385. }
  57386. action._executeCurrent(evt);
  57387. }
  57388. }
  57389. };
  57390. /** @hidden */
  57391. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57392. var properties = propertyPath.split(".");
  57393. for (var index = 0; index < properties.length - 1; index++) {
  57394. target = target[properties[index]];
  57395. }
  57396. return target;
  57397. };
  57398. /** @hidden */
  57399. ActionManager.prototype._getProperty = function (propertyPath) {
  57400. var properties = propertyPath.split(".");
  57401. return properties[properties.length - 1];
  57402. };
  57403. /**
  57404. * Serialize this manager to a JSON object
  57405. * @param name defines the property name to store this manager
  57406. * @returns a JSON representation of this manager
  57407. */
  57408. ActionManager.prototype.serialize = function (name) {
  57409. var root = {
  57410. children: new Array(),
  57411. name: name,
  57412. type: 3,
  57413. properties: new Array() // Empty for root but required
  57414. };
  57415. for (var i = 0; i < this.actions.length; i++) {
  57416. var triggerObject = {
  57417. type: 0,
  57418. children: new Array(),
  57419. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57420. properties: new Array()
  57421. };
  57422. var triggerOptions = this.actions[i].triggerOptions;
  57423. if (triggerOptions && typeof triggerOptions !== "number") {
  57424. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57425. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57426. }
  57427. else {
  57428. var parameter = {};
  57429. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57430. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57431. parameter._meshId = triggerOptions.parameter.mesh.id;
  57432. }
  57433. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57434. }
  57435. }
  57436. // Serialize child action, recursively
  57437. this.actions[i].serialize(triggerObject);
  57438. // Add serialized trigger
  57439. root.children.push(triggerObject);
  57440. }
  57441. return root;
  57442. };
  57443. /**
  57444. * Creates a new ActionManager from a JSON data
  57445. * @param parsedActions defines the JSON data to read from
  57446. * @param object defines the hosting mesh
  57447. * @param scene defines the hosting scene
  57448. */
  57449. ActionManager.Parse = function (parsedActions, object, scene) {
  57450. var actionManager = new ActionManager(scene);
  57451. if (object === null) {
  57452. scene.actionManager = actionManager;
  57453. }
  57454. else {
  57455. object.actionManager = actionManager;
  57456. }
  57457. // instanciate a new object
  57458. var instanciate = function (name, params) {
  57459. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57460. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57461. newInstance.constructor.apply(newInstance, params);
  57462. return newInstance;
  57463. };
  57464. var parseParameter = function (name, value, target, propertyPath) {
  57465. if (propertyPath === null) {
  57466. // String, boolean or float
  57467. var floatValue = parseFloat(value);
  57468. if (value === "true" || value === "false") {
  57469. return value === "true";
  57470. }
  57471. else {
  57472. return isNaN(floatValue) ? value : floatValue;
  57473. }
  57474. }
  57475. var effectiveTarget = propertyPath.split(".");
  57476. var values = value.split(",");
  57477. // Get effective Target
  57478. for (var i = 0; i < effectiveTarget.length; i++) {
  57479. target = target[effectiveTarget[i]];
  57480. }
  57481. // Return appropriate value with its type
  57482. if (typeof (target) === "boolean") {
  57483. return values[0] === "true";
  57484. }
  57485. if (typeof (target) === "string") {
  57486. return values[0];
  57487. }
  57488. // Parameters with multiple values such as Vector3 etc.
  57489. var split = new Array();
  57490. for (var i = 0; i < values.length; i++) {
  57491. split.push(parseFloat(values[i]));
  57492. }
  57493. if (target instanceof BABYLON.Vector3) {
  57494. return BABYLON.Vector3.FromArray(split);
  57495. }
  57496. if (target instanceof BABYLON.Vector4) {
  57497. return BABYLON.Vector4.FromArray(split);
  57498. }
  57499. if (target instanceof BABYLON.Color3) {
  57500. return BABYLON.Color3.FromArray(split);
  57501. }
  57502. if (target instanceof BABYLON.Color4) {
  57503. return BABYLON.Color4.FromArray(split);
  57504. }
  57505. return parseFloat(values[0]);
  57506. };
  57507. // traverse graph per trigger
  57508. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57509. if (combineArray === void 0) { combineArray = null; }
  57510. if (parsedAction.detached) {
  57511. return;
  57512. }
  57513. var parameters = new Array();
  57514. var target = null;
  57515. var propertyPath = null;
  57516. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57517. // Parameters
  57518. if (parsedAction.type === 2) {
  57519. parameters.push(actionManager);
  57520. }
  57521. else {
  57522. parameters.push(trigger);
  57523. }
  57524. if (combine) {
  57525. var actions = new Array();
  57526. for (var j = 0; j < parsedAction.combine.length; j++) {
  57527. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57528. }
  57529. parameters.push(actions);
  57530. }
  57531. else {
  57532. for (var i = 0; i < parsedAction.properties.length; i++) {
  57533. var value = parsedAction.properties[i].value;
  57534. var name = parsedAction.properties[i].name;
  57535. var targetType = parsedAction.properties[i].targetType;
  57536. if (name === "target") {
  57537. if (targetType !== null && targetType === "SceneProperties") {
  57538. value = target = scene;
  57539. }
  57540. else {
  57541. value = target = scene.getNodeByName(value);
  57542. }
  57543. }
  57544. else if (name === "parent") {
  57545. value = scene.getNodeByName(value);
  57546. }
  57547. else if (name === "sound") {
  57548. // Can not externalize to component, so only checks for the presence off the API.
  57549. if (scene.getSoundByName) {
  57550. value = scene.getSoundByName(value);
  57551. }
  57552. }
  57553. else if (name !== "propertyPath") {
  57554. if (parsedAction.type === 2 && name === "operator") {
  57555. value = BABYLON.ValueCondition[value];
  57556. }
  57557. else {
  57558. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57559. }
  57560. }
  57561. else {
  57562. propertyPath = value;
  57563. }
  57564. parameters.push(value);
  57565. }
  57566. }
  57567. if (combineArray === null) {
  57568. parameters.push(condition);
  57569. }
  57570. else {
  57571. parameters.push(null);
  57572. }
  57573. // If interpolate value action
  57574. if (parsedAction.name === "InterpolateValueAction") {
  57575. var param = parameters[parameters.length - 2];
  57576. parameters[parameters.length - 1] = param;
  57577. parameters[parameters.length - 2] = condition;
  57578. }
  57579. // Action or condition(s) and not CombineAction
  57580. var newAction = instanciate(parsedAction.name, parameters);
  57581. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57582. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57583. if (action) {
  57584. action.then(nothing);
  57585. }
  57586. else {
  57587. actionManager.registerAction(nothing);
  57588. }
  57589. action = nothing;
  57590. }
  57591. if (combineArray === null) {
  57592. if (newAction instanceof BABYLON.Condition) {
  57593. condition = newAction;
  57594. newAction = action;
  57595. }
  57596. else {
  57597. condition = null;
  57598. if (action) {
  57599. action.then(newAction);
  57600. }
  57601. else {
  57602. actionManager.registerAction(newAction);
  57603. }
  57604. }
  57605. }
  57606. else {
  57607. combineArray.push(newAction);
  57608. }
  57609. for (var i = 0; i < parsedAction.children.length; i++) {
  57610. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57611. }
  57612. };
  57613. // triggers
  57614. for (var i = 0; i < parsedActions.children.length; i++) {
  57615. var triggerParams;
  57616. var trigger = parsedActions.children[i];
  57617. if (trigger.properties.length > 0) {
  57618. var param = trigger.properties[0].value;
  57619. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57620. if (value._meshId) {
  57621. value.mesh = scene.getMeshByID(value._meshId);
  57622. }
  57623. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57624. }
  57625. else {
  57626. triggerParams = ActionManager[trigger.name];
  57627. }
  57628. for (var j = 0; j < trigger.children.length; j++) {
  57629. if (!trigger.detached) {
  57630. traverse(trigger.children[j], triggerParams, null, null);
  57631. }
  57632. }
  57633. }
  57634. };
  57635. /**
  57636. * Get a trigger name by index
  57637. * @param trigger defines the trigger index
  57638. * @returns a trigger name
  57639. */
  57640. ActionManager.GetTriggerName = function (trigger) {
  57641. switch (trigger) {
  57642. case 0: return "NothingTrigger";
  57643. case 1: return "OnPickTrigger";
  57644. case 2: return "OnLeftPickTrigger";
  57645. case 3: return "OnRightPickTrigger";
  57646. case 4: return "OnCenterPickTrigger";
  57647. case 5: return "OnPickDownTrigger";
  57648. case 6: return "OnPickUpTrigger";
  57649. case 7: return "OnLongPressTrigger";
  57650. case 8: return "OnPointerOverTrigger";
  57651. case 9: return "OnPointerOutTrigger";
  57652. case 10: return "OnEveryFrameTrigger";
  57653. case 11: return "OnIntersectionEnterTrigger";
  57654. case 12: return "OnIntersectionExitTrigger";
  57655. case 13: return "OnKeyDownTrigger";
  57656. case 14: return "OnKeyUpTrigger";
  57657. case 15: return "OnPickOutTrigger";
  57658. default: return "";
  57659. }
  57660. };
  57661. /**
  57662. * Nothing
  57663. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57664. */
  57665. ActionManager.NothingTrigger = 0;
  57666. /**
  57667. * On pick
  57668. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57669. */
  57670. ActionManager.OnPickTrigger = 1;
  57671. /**
  57672. * On left pick
  57673. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57674. */
  57675. ActionManager.OnLeftPickTrigger = 2;
  57676. /**
  57677. * On right pick
  57678. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57679. */
  57680. ActionManager.OnRightPickTrigger = 3;
  57681. /**
  57682. * On center pick
  57683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57684. */
  57685. ActionManager.OnCenterPickTrigger = 4;
  57686. /**
  57687. * On pick down
  57688. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57689. */
  57690. ActionManager.OnPickDownTrigger = 5;
  57691. /**
  57692. * On double pick
  57693. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57694. */
  57695. ActionManager.OnDoublePickTrigger = 6;
  57696. /**
  57697. * On pick up
  57698. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57699. */
  57700. ActionManager.OnPickUpTrigger = 7;
  57701. /**
  57702. * On pick out.
  57703. * This trigger will only be raised if you also declared a OnPickDown
  57704. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57705. */
  57706. ActionManager.OnPickOutTrigger = 16;
  57707. /**
  57708. * On long press
  57709. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57710. */
  57711. ActionManager.OnLongPressTrigger = 8;
  57712. /**
  57713. * On pointer over
  57714. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57715. */
  57716. ActionManager.OnPointerOverTrigger = 9;
  57717. /**
  57718. * On pointer out
  57719. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57720. */
  57721. ActionManager.OnPointerOutTrigger = 10;
  57722. /**
  57723. * On every frame
  57724. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57725. */
  57726. ActionManager.OnEveryFrameTrigger = 11;
  57727. /**
  57728. * On intersection enter
  57729. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57730. */
  57731. ActionManager.OnIntersectionEnterTrigger = 12;
  57732. /**
  57733. * On intersection exit
  57734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57735. */
  57736. ActionManager.OnIntersectionExitTrigger = 13;
  57737. /**
  57738. * On key down
  57739. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57740. */
  57741. ActionManager.OnKeyDownTrigger = 14;
  57742. /**
  57743. * On key up
  57744. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57745. */
  57746. ActionManager.OnKeyUpTrigger = 15;
  57747. /** Gets the list of active triggers */
  57748. ActionManager.Triggers = {};
  57749. return ActionManager;
  57750. }());
  57751. BABYLON.ActionManager = ActionManager;
  57752. })(BABYLON || (BABYLON = {}));
  57753. //# sourceMappingURL=babylon.actionManager.js.map
  57754. var BABYLON;
  57755. (function (BABYLON) {
  57756. /**
  57757. * This defines an action responsible to change the value of a property
  57758. * by interpolating between its current value and the newly set one once triggered.
  57759. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57760. */
  57761. var InterpolateValueAction = /** @class */ (function (_super) {
  57762. __extends(InterpolateValueAction, _super);
  57763. /**
  57764. * Instantiate the action
  57765. * @param triggerOptions defines the trigger options
  57766. * @param target defines the object containing the value to interpolate
  57767. * @param propertyPath defines the path to the property in the target object
  57768. * @param value defines the target value at the end of the interpolation
  57769. * @param duration deines the time it will take for the property to interpolate to the value.
  57770. * @param condition defines the trigger related conditions
  57771. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57772. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57773. */
  57774. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57775. if (duration === void 0) { duration = 1000; }
  57776. var _this = _super.call(this, triggerOptions, condition) || this;
  57777. /**
  57778. * Defines the time it will take for the property to interpolate to the value.
  57779. */
  57780. _this.duration = 1000;
  57781. /**
  57782. * Observable triggered once the interpolation animation has been done.
  57783. */
  57784. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57785. _this.propertyPath = propertyPath;
  57786. _this.value = value;
  57787. _this.duration = duration;
  57788. _this.stopOtherAnimations = stopOtherAnimations;
  57789. _this.onInterpolationDone = onInterpolationDone;
  57790. _this._target = _this._effectiveTarget = target;
  57791. return _this;
  57792. }
  57793. /** @hidden */
  57794. InterpolateValueAction.prototype._prepare = function () {
  57795. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57796. this._property = this._getProperty(this.propertyPath);
  57797. };
  57798. /**
  57799. * Execute the action starts the value interpolation.
  57800. */
  57801. InterpolateValueAction.prototype.execute = function () {
  57802. var _this = this;
  57803. var scene = this._actionManager.getScene();
  57804. var keys = [
  57805. {
  57806. frame: 0,
  57807. value: this._effectiveTarget[this._property]
  57808. }, {
  57809. frame: 100,
  57810. value: this.value
  57811. }
  57812. ];
  57813. var dataType;
  57814. if (typeof this.value === "number") {
  57815. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57816. }
  57817. else if (this.value instanceof BABYLON.Color3) {
  57818. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57819. }
  57820. else if (this.value instanceof BABYLON.Vector3) {
  57821. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57822. }
  57823. else if (this.value instanceof BABYLON.Matrix) {
  57824. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57825. }
  57826. else if (this.value instanceof BABYLON.Quaternion) {
  57827. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57828. }
  57829. else {
  57830. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57831. return;
  57832. }
  57833. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57834. animation.setKeys(keys);
  57835. if (this.stopOtherAnimations) {
  57836. scene.stopAnimation(this._effectiveTarget);
  57837. }
  57838. var wrapper = function () {
  57839. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57840. if (_this.onInterpolationDone) {
  57841. _this.onInterpolationDone();
  57842. }
  57843. };
  57844. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57845. };
  57846. /**
  57847. * Serializes the actions and its related information.
  57848. * @param parent defines the object to serialize in
  57849. * @returns the serialized object
  57850. */
  57851. InterpolateValueAction.prototype.serialize = function (parent) {
  57852. return _super.prototype._serialize.call(this, {
  57853. name: "InterpolateValueAction",
  57854. properties: [
  57855. BABYLON.Action._GetTargetProperty(this._target),
  57856. { name: "propertyPath", value: this.propertyPath },
  57857. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57858. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57859. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57860. ]
  57861. }, parent);
  57862. };
  57863. return InterpolateValueAction;
  57864. }(BABYLON.Action));
  57865. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57866. })(BABYLON || (BABYLON = {}));
  57867. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57868. var BABYLON;
  57869. (function (BABYLON) {
  57870. /**
  57871. * This defines an action responsible to toggle a boolean once triggered.
  57872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57873. */
  57874. var SwitchBooleanAction = /** @class */ (function (_super) {
  57875. __extends(SwitchBooleanAction, _super);
  57876. /**
  57877. * Instantiate the action
  57878. * @param triggerOptions defines the trigger options
  57879. * @param target defines the object containing the boolean
  57880. * @param propertyPath defines the path to the boolean property in the target object
  57881. * @param condition defines the trigger related conditions
  57882. */
  57883. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57884. var _this = _super.call(this, triggerOptions, condition) || this;
  57885. _this.propertyPath = propertyPath;
  57886. _this._target = _this._effectiveTarget = target;
  57887. return _this;
  57888. }
  57889. /** @hidden */
  57890. SwitchBooleanAction.prototype._prepare = function () {
  57891. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57892. this._property = this._getProperty(this.propertyPath);
  57893. };
  57894. /**
  57895. * Execute the action toggle the boolean value.
  57896. */
  57897. SwitchBooleanAction.prototype.execute = function () {
  57898. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57899. };
  57900. /**
  57901. * Serializes the actions and its related information.
  57902. * @param parent defines the object to serialize in
  57903. * @returns the serialized object
  57904. */
  57905. SwitchBooleanAction.prototype.serialize = function (parent) {
  57906. return _super.prototype._serialize.call(this, {
  57907. name: "SwitchBooleanAction",
  57908. properties: [
  57909. BABYLON.Action._GetTargetProperty(this._target),
  57910. { name: "propertyPath", value: this.propertyPath }
  57911. ]
  57912. }, parent);
  57913. };
  57914. return SwitchBooleanAction;
  57915. }(BABYLON.Action));
  57916. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57917. /**
  57918. * This defines an action responsible to set a the state field of the target
  57919. * to a desired value once triggered.
  57920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57921. */
  57922. var SetStateAction = /** @class */ (function (_super) {
  57923. __extends(SetStateAction, _super);
  57924. /**
  57925. * Instantiate the action
  57926. * @param triggerOptions defines the trigger options
  57927. * @param target defines the object containing the state property
  57928. * @param value defines the value to store in the state field
  57929. * @param condition defines the trigger related conditions
  57930. */
  57931. function SetStateAction(triggerOptions, target, value, condition) {
  57932. var _this = _super.call(this, triggerOptions, condition) || this;
  57933. _this.value = value;
  57934. _this._target = target;
  57935. return _this;
  57936. }
  57937. /**
  57938. * Execute the action and store the value on the target state property.
  57939. */
  57940. SetStateAction.prototype.execute = function () {
  57941. this._target.state = this.value;
  57942. };
  57943. /**
  57944. * Serializes the actions and its related information.
  57945. * @param parent defines the object to serialize in
  57946. * @returns the serialized object
  57947. */
  57948. SetStateAction.prototype.serialize = function (parent) {
  57949. return _super.prototype._serialize.call(this, {
  57950. name: "SetStateAction",
  57951. properties: [
  57952. BABYLON.Action._GetTargetProperty(this._target),
  57953. { name: "value", value: this.value }
  57954. ]
  57955. }, parent);
  57956. };
  57957. return SetStateAction;
  57958. }(BABYLON.Action));
  57959. BABYLON.SetStateAction = SetStateAction;
  57960. /**
  57961. * This defines an action responsible to set a property of the target
  57962. * to a desired value once triggered.
  57963. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57964. */
  57965. var SetValueAction = /** @class */ (function (_super) {
  57966. __extends(SetValueAction, _super);
  57967. /**
  57968. * Instantiate the action
  57969. * @param triggerOptions defines the trigger options
  57970. * @param target defines the object containing the property
  57971. * @param propertyPath defines the path of the property to set in the target
  57972. * @param value defines the value to set in the property
  57973. * @param condition defines the trigger related conditions
  57974. */
  57975. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57976. var _this = _super.call(this, triggerOptions, condition) || this;
  57977. _this.propertyPath = propertyPath;
  57978. _this.value = value;
  57979. _this._target = _this._effectiveTarget = target;
  57980. return _this;
  57981. }
  57982. /** @hidden */
  57983. SetValueAction.prototype._prepare = function () {
  57984. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57985. this._property = this._getProperty(this.propertyPath);
  57986. };
  57987. /**
  57988. * Execute the action and set the targetted property to the desired value.
  57989. */
  57990. SetValueAction.prototype.execute = function () {
  57991. this._effectiveTarget[this._property] = this.value;
  57992. if (this._target.markAsDirty) {
  57993. this._target.markAsDirty(this._property);
  57994. }
  57995. };
  57996. /**
  57997. * Serializes the actions and its related information.
  57998. * @param parent defines the object to serialize in
  57999. * @returns the serialized object
  58000. */
  58001. SetValueAction.prototype.serialize = function (parent) {
  58002. return _super.prototype._serialize.call(this, {
  58003. name: "SetValueAction",
  58004. properties: [
  58005. BABYLON.Action._GetTargetProperty(this._target),
  58006. { name: "propertyPath", value: this.propertyPath },
  58007. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58008. ]
  58009. }, parent);
  58010. };
  58011. return SetValueAction;
  58012. }(BABYLON.Action));
  58013. BABYLON.SetValueAction = SetValueAction;
  58014. /**
  58015. * This defines an action responsible to increment the target value
  58016. * to a desired value once triggered.
  58017. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58018. */
  58019. var IncrementValueAction = /** @class */ (function (_super) {
  58020. __extends(IncrementValueAction, _super);
  58021. /**
  58022. * Instantiate the action
  58023. * @param triggerOptions defines the trigger options
  58024. * @param target defines the object containing the property
  58025. * @param propertyPath defines the path of the property to increment in the target
  58026. * @param value defines the value value we should increment the property by
  58027. * @param condition defines the trigger related conditions
  58028. */
  58029. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  58030. var _this = _super.call(this, triggerOptions, condition) || this;
  58031. _this.propertyPath = propertyPath;
  58032. _this.value = value;
  58033. _this._target = _this._effectiveTarget = target;
  58034. return _this;
  58035. }
  58036. /** @hidden */
  58037. IncrementValueAction.prototype._prepare = function () {
  58038. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58039. this._property = this._getProperty(this.propertyPath);
  58040. if (typeof this._effectiveTarget[this._property] !== "number") {
  58041. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  58042. }
  58043. };
  58044. /**
  58045. * Execute the action and increment the target of the value amount.
  58046. */
  58047. IncrementValueAction.prototype.execute = function () {
  58048. this._effectiveTarget[this._property] += this.value;
  58049. if (this._target.markAsDirty) {
  58050. this._target.markAsDirty(this._property);
  58051. }
  58052. };
  58053. /**
  58054. * Serializes the actions and its related information.
  58055. * @param parent defines the object to serialize in
  58056. * @returns the serialized object
  58057. */
  58058. IncrementValueAction.prototype.serialize = function (parent) {
  58059. return _super.prototype._serialize.call(this, {
  58060. name: "IncrementValueAction",
  58061. properties: [
  58062. BABYLON.Action._GetTargetProperty(this._target),
  58063. { name: "propertyPath", value: this.propertyPath },
  58064. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58065. ]
  58066. }, parent);
  58067. };
  58068. return IncrementValueAction;
  58069. }(BABYLON.Action));
  58070. BABYLON.IncrementValueAction = IncrementValueAction;
  58071. /**
  58072. * This defines an action responsible to start an animation once triggered.
  58073. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58074. */
  58075. var PlayAnimationAction = /** @class */ (function (_super) {
  58076. __extends(PlayAnimationAction, _super);
  58077. /**
  58078. * Instantiate the action
  58079. * @param triggerOptions defines the trigger options
  58080. * @param target defines the target animation or animation name
  58081. * @param from defines from where the animation should start (animation frame)
  58082. * @param end defines where the animation should stop (animation frame)
  58083. * @param loop defines if the animation should loop or stop after the first play
  58084. * @param condition defines the trigger related conditions
  58085. */
  58086. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  58087. var _this = _super.call(this, triggerOptions, condition) || this;
  58088. _this.from = from;
  58089. _this.to = to;
  58090. _this.loop = loop;
  58091. _this._target = target;
  58092. return _this;
  58093. }
  58094. /** @hidden */
  58095. PlayAnimationAction.prototype._prepare = function () {
  58096. };
  58097. /**
  58098. * Execute the action and play the animation.
  58099. */
  58100. PlayAnimationAction.prototype.execute = function () {
  58101. var scene = this._actionManager.getScene();
  58102. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  58103. };
  58104. /**
  58105. * Serializes the actions and its related information.
  58106. * @param parent defines the object to serialize in
  58107. * @returns the serialized object
  58108. */
  58109. PlayAnimationAction.prototype.serialize = function (parent) {
  58110. return _super.prototype._serialize.call(this, {
  58111. name: "PlayAnimationAction",
  58112. properties: [
  58113. BABYLON.Action._GetTargetProperty(this._target),
  58114. { name: "from", value: String(this.from) },
  58115. { name: "to", value: String(this.to) },
  58116. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58117. ]
  58118. }, parent);
  58119. };
  58120. return PlayAnimationAction;
  58121. }(BABYLON.Action));
  58122. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58123. /**
  58124. * This defines an action responsible to stop an animation once triggered.
  58125. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58126. */
  58127. var StopAnimationAction = /** @class */ (function (_super) {
  58128. __extends(StopAnimationAction, _super);
  58129. /**
  58130. * Instantiate the action
  58131. * @param triggerOptions defines the trigger options
  58132. * @param target defines the target animation or animation name
  58133. * @param condition defines the trigger related conditions
  58134. */
  58135. function StopAnimationAction(triggerOptions, target, condition) {
  58136. var _this = _super.call(this, triggerOptions, condition) || this;
  58137. _this._target = target;
  58138. return _this;
  58139. }
  58140. /** @hidden */
  58141. StopAnimationAction.prototype._prepare = function () {
  58142. };
  58143. /**
  58144. * Execute the action and stop the animation.
  58145. */
  58146. StopAnimationAction.prototype.execute = function () {
  58147. var scene = this._actionManager.getScene();
  58148. scene.stopAnimation(this._target);
  58149. };
  58150. /**
  58151. * Serializes the actions and its related information.
  58152. * @param parent defines the object to serialize in
  58153. * @returns the serialized object
  58154. */
  58155. StopAnimationAction.prototype.serialize = function (parent) {
  58156. return _super.prototype._serialize.call(this, {
  58157. name: "StopAnimationAction",
  58158. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58159. }, parent);
  58160. };
  58161. return StopAnimationAction;
  58162. }(BABYLON.Action));
  58163. BABYLON.StopAnimationAction = StopAnimationAction;
  58164. /**
  58165. * This defines an action responsible that does nothing once triggered.
  58166. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58167. */
  58168. var DoNothingAction = /** @class */ (function (_super) {
  58169. __extends(DoNothingAction, _super);
  58170. /**
  58171. * Instantiate the action
  58172. * @param triggerOptions defines the trigger options
  58173. * @param condition defines the trigger related conditions
  58174. */
  58175. function DoNothingAction(triggerOptions, condition) {
  58176. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58177. return _super.call(this, triggerOptions, condition) || this;
  58178. }
  58179. /**
  58180. * Execute the action and do nothing.
  58181. */
  58182. DoNothingAction.prototype.execute = function () {
  58183. };
  58184. /**
  58185. * Serializes the actions and its related information.
  58186. * @param parent defines the object to serialize in
  58187. * @returns the serialized object
  58188. */
  58189. DoNothingAction.prototype.serialize = function (parent) {
  58190. return _super.prototype._serialize.call(this, {
  58191. name: "DoNothingAction",
  58192. properties: []
  58193. }, parent);
  58194. };
  58195. return DoNothingAction;
  58196. }(BABYLON.Action));
  58197. BABYLON.DoNothingAction = DoNothingAction;
  58198. /**
  58199. * This defines an action responsible to trigger several actions once triggered.
  58200. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58201. */
  58202. var CombineAction = /** @class */ (function (_super) {
  58203. __extends(CombineAction, _super);
  58204. /**
  58205. * Instantiate the action
  58206. * @param triggerOptions defines the trigger options
  58207. * @param children defines the list of aggregated animations to run
  58208. * @param condition defines the trigger related conditions
  58209. */
  58210. function CombineAction(triggerOptions, children, condition) {
  58211. var _this = _super.call(this, triggerOptions, condition) || this;
  58212. _this.children = children;
  58213. return _this;
  58214. }
  58215. /** @hidden */
  58216. CombineAction.prototype._prepare = function () {
  58217. for (var index = 0; index < this.children.length; index++) {
  58218. this.children[index]._actionManager = this._actionManager;
  58219. this.children[index]._prepare();
  58220. }
  58221. };
  58222. /**
  58223. * Execute the action and executes all the aggregated actions.
  58224. */
  58225. CombineAction.prototype.execute = function (evt) {
  58226. for (var index = 0; index < this.children.length; index++) {
  58227. this.children[index].execute(evt);
  58228. }
  58229. };
  58230. /**
  58231. * Serializes the actions and its related information.
  58232. * @param parent defines the object to serialize in
  58233. * @returns the serialized object
  58234. */
  58235. CombineAction.prototype.serialize = function (parent) {
  58236. var serializationObject = _super.prototype._serialize.call(this, {
  58237. name: "CombineAction",
  58238. properties: [],
  58239. combine: []
  58240. }, parent);
  58241. for (var i = 0; i < this.children.length; i++) {
  58242. serializationObject.combine.push(this.children[i].serialize(null));
  58243. }
  58244. return serializationObject;
  58245. };
  58246. return CombineAction;
  58247. }(BABYLON.Action));
  58248. BABYLON.CombineAction = CombineAction;
  58249. /**
  58250. * This defines an action responsible to run code (external event) once triggered.
  58251. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58252. */
  58253. var ExecuteCodeAction = /** @class */ (function (_super) {
  58254. __extends(ExecuteCodeAction, _super);
  58255. /**
  58256. * Instantiate the action
  58257. * @param triggerOptions defines the trigger options
  58258. * @param func defines the callback function to run
  58259. * @param condition defines the trigger related conditions
  58260. */
  58261. function ExecuteCodeAction(triggerOptions, func, condition) {
  58262. var _this = _super.call(this, triggerOptions, condition) || this;
  58263. _this.func = func;
  58264. return _this;
  58265. }
  58266. /**
  58267. * Execute the action and run the attached code.
  58268. */
  58269. ExecuteCodeAction.prototype.execute = function (evt) {
  58270. this.func(evt);
  58271. };
  58272. return ExecuteCodeAction;
  58273. }(BABYLON.Action));
  58274. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58275. /**
  58276. * This defines an action responsible to set the parent property of the target once triggered.
  58277. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58278. */
  58279. var SetParentAction = /** @class */ (function (_super) {
  58280. __extends(SetParentAction, _super);
  58281. /**
  58282. * Instantiate the action
  58283. * @param triggerOptions defines the trigger options
  58284. * @param target defines the target containing the parent property
  58285. * @param parent defines from where the animation should start (animation frame)
  58286. * @param condition defines the trigger related conditions
  58287. */
  58288. function SetParentAction(triggerOptions, target, parent, condition) {
  58289. var _this = _super.call(this, triggerOptions, condition) || this;
  58290. _this._target = target;
  58291. _this._parent = parent;
  58292. return _this;
  58293. }
  58294. /** @hidden */
  58295. SetParentAction.prototype._prepare = function () {
  58296. };
  58297. /**
  58298. * Execute the action and set the parent property.
  58299. */
  58300. SetParentAction.prototype.execute = function () {
  58301. if (this._target.parent === this._parent) {
  58302. return;
  58303. }
  58304. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58305. invertParentWorldMatrix.invert();
  58306. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58307. this._target.parent = this._parent;
  58308. };
  58309. /**
  58310. * Serializes the actions and its related information.
  58311. * @param parent defines the object to serialize in
  58312. * @returns the serialized object
  58313. */
  58314. SetParentAction.prototype.serialize = function (parent) {
  58315. return _super.prototype._serialize.call(this, {
  58316. name: "SetParentAction",
  58317. properties: [
  58318. BABYLON.Action._GetTargetProperty(this._target),
  58319. BABYLON.Action._GetTargetProperty(this._parent),
  58320. ]
  58321. }, parent);
  58322. };
  58323. return SetParentAction;
  58324. }(BABYLON.Action));
  58325. BABYLON.SetParentAction = SetParentAction;
  58326. })(BABYLON || (BABYLON = {}));
  58327. //# sourceMappingURL=babylon.directActions.js.map
  58328. var BABYLON;
  58329. (function (BABYLON) {
  58330. /**
  58331. * Class used to manage multiple sprites on the same spritesheet
  58332. * @see http://doc.babylonjs.com/babylon101/sprites
  58333. */
  58334. var SpriteManager = /** @class */ (function () {
  58335. /**
  58336. * Creates a new sprite manager
  58337. * @param name defines the manager's name
  58338. * @param imgUrl defines the sprite sheet url
  58339. * @param capacity defines the maximum allowed number of sprites
  58340. * @param cellSize defines the size of a sprite cell
  58341. * @param scene defines the hosting scene
  58342. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58343. * @param samplingMode defines the smapling mode to use with spritesheet
  58344. */
  58345. function SpriteManager(
  58346. /** defines the manager's name */
  58347. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58348. if (epsilon === void 0) { epsilon = 0.01; }
  58349. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58350. this.name = name;
  58351. /** Gets the list of sprites */
  58352. this.sprites = new Array();
  58353. /** Gets or sets the rendering group id (0 by default) */
  58354. this.renderingGroupId = 0;
  58355. /** Gets or sets camera layer mask */
  58356. this.layerMask = 0x0FFFFFFF;
  58357. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58358. this.fogEnabled = true;
  58359. /** Gets or sets a boolean indicating if the sprites are pickable */
  58360. this.isPickable = false;
  58361. /**
  58362. * An event triggered when the manager is disposed.
  58363. */
  58364. this.onDisposeObservable = new BABYLON.Observable();
  58365. this._vertexBuffers = {};
  58366. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58367. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58368. }
  58369. this._capacity = capacity;
  58370. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58371. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58372. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58373. if (cellSize.width && cellSize.height) {
  58374. this.cellWidth = cellSize.width;
  58375. this.cellHeight = cellSize.height;
  58376. }
  58377. else if (cellSize !== undefined) {
  58378. this.cellWidth = cellSize;
  58379. this.cellHeight = cellSize;
  58380. }
  58381. else {
  58382. return;
  58383. }
  58384. this._epsilon = epsilon;
  58385. this._scene = scene;
  58386. this._scene.spriteManagers.push(this);
  58387. var indices = [];
  58388. var index = 0;
  58389. for (var count = 0; count < capacity; count++) {
  58390. indices.push(index);
  58391. indices.push(index + 1);
  58392. indices.push(index + 2);
  58393. indices.push(index);
  58394. indices.push(index + 2);
  58395. indices.push(index + 3);
  58396. index += 4;
  58397. }
  58398. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58399. // VBO
  58400. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58401. this._vertexData = new Float32Array(capacity * 16 * 4);
  58402. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58403. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58404. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58405. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58406. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58407. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58408. this._vertexBuffers["options"] = options;
  58409. this._vertexBuffers["cellInfo"] = cellInfo;
  58410. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58411. // Effects
  58412. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58413. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58414. }
  58415. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58416. /**
  58417. * Callback called when the manager is disposed
  58418. */
  58419. set: function (callback) {
  58420. if (this._onDisposeObserver) {
  58421. this.onDisposeObservable.remove(this._onDisposeObserver);
  58422. }
  58423. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58424. },
  58425. enumerable: true,
  58426. configurable: true
  58427. });
  58428. Object.defineProperty(SpriteManager.prototype, "texture", {
  58429. /**
  58430. * Gets or sets the spritesheet texture
  58431. */
  58432. get: function () {
  58433. return this._spriteTexture;
  58434. },
  58435. set: function (value) {
  58436. this._spriteTexture = value;
  58437. },
  58438. enumerable: true,
  58439. configurable: true
  58440. });
  58441. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58442. var arrayOffset = index * 16;
  58443. if (offsetX === 0) {
  58444. offsetX = this._epsilon;
  58445. }
  58446. else if (offsetX === 1) {
  58447. offsetX = 1 - this._epsilon;
  58448. }
  58449. if (offsetY === 0) {
  58450. offsetY = this._epsilon;
  58451. }
  58452. else if (offsetY === 1) {
  58453. offsetY = 1 - this._epsilon;
  58454. }
  58455. this._vertexData[arrayOffset] = sprite.position.x;
  58456. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58457. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58458. this._vertexData[arrayOffset + 3] = sprite.angle;
  58459. this._vertexData[arrayOffset + 4] = sprite.width;
  58460. this._vertexData[arrayOffset + 5] = sprite.height;
  58461. this._vertexData[arrayOffset + 6] = offsetX;
  58462. this._vertexData[arrayOffset + 7] = offsetY;
  58463. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58464. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58465. var offset = (sprite.cellIndex / rowSize) >> 0;
  58466. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58467. this._vertexData[arrayOffset + 11] = offset;
  58468. // Color
  58469. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58470. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58471. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58472. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58473. };
  58474. /**
  58475. * Intersects the sprites with a ray
  58476. * @param ray defines the ray to intersect with
  58477. * @param camera defines the current active camera
  58478. * @param predicate defines a predicate used to select candidate sprites
  58479. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58480. * @returns null if no hit or a PickingInfo
  58481. */
  58482. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58483. var count = Math.min(this._capacity, this.sprites.length);
  58484. var min = BABYLON.Vector3.Zero();
  58485. var max = BABYLON.Vector3.Zero();
  58486. var distance = Number.MAX_VALUE;
  58487. var currentSprite = null;
  58488. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58489. var cameraView = camera.getViewMatrix();
  58490. for (var index = 0; index < count; index++) {
  58491. var sprite = this.sprites[index];
  58492. if (!sprite) {
  58493. continue;
  58494. }
  58495. if (predicate) {
  58496. if (!predicate(sprite)) {
  58497. continue;
  58498. }
  58499. }
  58500. else if (!sprite.isPickable) {
  58501. continue;
  58502. }
  58503. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58504. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58505. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58506. if (ray.intersectsBoxMinMax(min, max)) {
  58507. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58508. if (distance > currentDistance) {
  58509. distance = currentDistance;
  58510. currentSprite = sprite;
  58511. if (fastCheck) {
  58512. break;
  58513. }
  58514. }
  58515. }
  58516. }
  58517. if (currentSprite) {
  58518. var result = new BABYLON.PickingInfo();
  58519. result.hit = true;
  58520. result.pickedSprite = currentSprite;
  58521. result.distance = distance;
  58522. return result;
  58523. }
  58524. return null;
  58525. };
  58526. /**
  58527. * Render all child sprites
  58528. */
  58529. SpriteManager.prototype.render = function () {
  58530. // Check
  58531. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58532. return;
  58533. }
  58534. var engine = this._scene.getEngine();
  58535. var baseSize = this._spriteTexture.getBaseSize();
  58536. // Sprites
  58537. var deltaTime = engine.getDeltaTime();
  58538. var max = Math.min(this._capacity, this.sprites.length);
  58539. var rowSize = baseSize.width / this.cellWidth;
  58540. var offset = 0;
  58541. for (var index = 0; index < max; index++) {
  58542. var sprite = this.sprites[index];
  58543. if (!sprite || !sprite.isVisible) {
  58544. continue;
  58545. }
  58546. sprite._animate(deltaTime);
  58547. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58548. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58549. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58550. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58551. }
  58552. this._buffer.update(this._vertexData);
  58553. // Render
  58554. var effect = this._effectBase;
  58555. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58556. effect = this._effectFog;
  58557. }
  58558. engine.enableEffect(effect);
  58559. var viewMatrix = this._scene.getViewMatrix();
  58560. effect.setTexture("diffuseSampler", this._spriteTexture);
  58561. effect.setMatrix("view", viewMatrix);
  58562. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58563. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58564. // Fog
  58565. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58566. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58567. effect.setColor3("vFogColor", this._scene.fogColor);
  58568. }
  58569. // VBOs
  58570. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58571. // Draw order
  58572. engine.setDepthFunctionToLessOrEqual();
  58573. effect.setBool("alphaTest", true);
  58574. engine.setColorWrite(false);
  58575. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58576. engine.setColorWrite(true);
  58577. effect.setBool("alphaTest", false);
  58578. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58579. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58580. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58581. };
  58582. /**
  58583. * Release associated resources
  58584. */
  58585. SpriteManager.prototype.dispose = function () {
  58586. if (this._buffer) {
  58587. this._buffer.dispose();
  58588. this._buffer = null;
  58589. }
  58590. if (this._indexBuffer) {
  58591. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58592. this._indexBuffer = null;
  58593. }
  58594. if (this._spriteTexture) {
  58595. this._spriteTexture.dispose();
  58596. this._spriteTexture = null;
  58597. }
  58598. // Remove from scene
  58599. var index = this._scene.spriteManagers.indexOf(this);
  58600. this._scene.spriteManagers.splice(index, 1);
  58601. // Callback
  58602. this.onDisposeObservable.notifyObservers(this);
  58603. this.onDisposeObservable.clear();
  58604. };
  58605. return SpriteManager;
  58606. }());
  58607. BABYLON.SpriteManager = SpriteManager;
  58608. })(BABYLON || (BABYLON = {}));
  58609. //# sourceMappingURL=babylon.spriteManager.js.map
  58610. var BABYLON;
  58611. (function (BABYLON) {
  58612. /**
  58613. * Class used to represent a sprite
  58614. * @see http://doc.babylonjs.com/babylon101/sprites
  58615. */
  58616. var Sprite = /** @class */ (function () {
  58617. /**
  58618. * Creates a new Sprite
  58619. * @param name defines the name
  58620. * @param manager defines the manager
  58621. */
  58622. function Sprite(
  58623. /** defines the name */
  58624. name, manager) {
  58625. this.name = name;
  58626. /** Gets or sets the main color */
  58627. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58628. /** Gets or sets the width */
  58629. this.width = 1.0;
  58630. /** Gets or sets the height */
  58631. this.height = 1.0;
  58632. /** Gets or sets rotation angle */
  58633. this.angle = 0;
  58634. /** Gets or sets the cell index in the sprite sheet */
  58635. this.cellIndex = 0;
  58636. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58637. this.invertU = 0;
  58638. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58639. this.invertV = 0;
  58640. /** Gets the list of attached animations */
  58641. this.animations = new Array();
  58642. /** Gets or sets a boolean indicating if the sprite can be picked */
  58643. this.isPickable = false;
  58644. this._animationStarted = false;
  58645. this._loopAnimation = false;
  58646. this._fromIndex = 0;
  58647. this._toIndex = 0;
  58648. this._delay = 0;
  58649. this._direction = 1;
  58650. this._time = 0;
  58651. /**
  58652. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58653. */
  58654. this.isVisible = true;
  58655. this._manager = manager;
  58656. this._manager.sprites.push(this);
  58657. this.position = BABYLON.Vector3.Zero();
  58658. }
  58659. Object.defineProperty(Sprite.prototype, "size", {
  58660. /**
  58661. * Gets or sets the sprite size
  58662. */
  58663. get: function () {
  58664. return this.width;
  58665. },
  58666. set: function (value) {
  58667. this.width = value;
  58668. this.height = value;
  58669. },
  58670. enumerable: true,
  58671. configurable: true
  58672. });
  58673. /**
  58674. * Starts an animation
  58675. * @param from defines the initial key
  58676. * @param to defines the end key
  58677. * @param loop defines if the animation must loop
  58678. * @param delay defines the start delay (in ms)
  58679. * @param onAnimationEnd defines a callback to call when animation ends
  58680. */
  58681. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58682. this._fromIndex = from;
  58683. this._toIndex = to;
  58684. this._loopAnimation = loop;
  58685. this._delay = delay;
  58686. this._animationStarted = true;
  58687. this._direction = from < to ? 1 : -1;
  58688. this.cellIndex = from;
  58689. this._time = 0;
  58690. this._onAnimationEnd = onAnimationEnd;
  58691. };
  58692. /** Stops current animation (if any) */
  58693. Sprite.prototype.stopAnimation = function () {
  58694. this._animationStarted = false;
  58695. };
  58696. /** @hidden */
  58697. Sprite.prototype._animate = function (deltaTime) {
  58698. if (!this._animationStarted) {
  58699. return;
  58700. }
  58701. this._time += deltaTime;
  58702. if (this._time > this._delay) {
  58703. this._time = this._time % this._delay;
  58704. this.cellIndex += this._direction;
  58705. if (this.cellIndex > this._toIndex) {
  58706. if (this._loopAnimation) {
  58707. this.cellIndex = this._fromIndex;
  58708. }
  58709. else {
  58710. this.cellIndex = this._toIndex;
  58711. this._animationStarted = false;
  58712. if (this._onAnimationEnd) {
  58713. this._onAnimationEnd();
  58714. }
  58715. if (this.disposeWhenFinishedAnimating) {
  58716. this.dispose();
  58717. }
  58718. }
  58719. }
  58720. }
  58721. };
  58722. /** Release associated resources */
  58723. Sprite.prototype.dispose = function () {
  58724. for (var i = 0; i < this._manager.sprites.length; i++) {
  58725. if (this._manager.sprites[i] == this) {
  58726. this._manager.sprites.splice(i, 1);
  58727. }
  58728. }
  58729. };
  58730. return Sprite;
  58731. }());
  58732. BABYLON.Sprite = Sprite;
  58733. })(BABYLON || (BABYLON = {}));
  58734. //# sourceMappingURL=babylon.sprite.js.map
  58735. var BABYLON;
  58736. (function (BABYLON) {
  58737. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58738. if (!BABYLON.PickingInfo) {
  58739. return null;
  58740. }
  58741. var pickingInfo = null;
  58742. if (!camera) {
  58743. if (!this.activeCamera) {
  58744. return null;
  58745. }
  58746. camera = this.activeCamera;
  58747. }
  58748. if (this.spriteManagers.length > 0) {
  58749. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58750. var spriteManager = this.spriteManagers[spriteIndex];
  58751. if (!spriteManager.isPickable) {
  58752. continue;
  58753. }
  58754. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58755. if (!result || !result.hit) {
  58756. continue;
  58757. }
  58758. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58759. continue;
  58760. }
  58761. pickingInfo = result;
  58762. if (fastCheck) {
  58763. break;
  58764. }
  58765. }
  58766. }
  58767. return pickingInfo || new BABYLON.PickingInfo();
  58768. };
  58769. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58770. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58771. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58772. };
  58773. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58774. if (!this._tempSpritePickingRay) {
  58775. return null;
  58776. }
  58777. if (!camera) {
  58778. if (!this.activeCamera) {
  58779. return null;
  58780. }
  58781. camera = this.activeCamera;
  58782. }
  58783. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58784. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58785. };
  58786. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58787. if (this._pointerOverSprite === sprite) {
  58788. return;
  58789. }
  58790. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58791. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58792. }
  58793. this._pointerOverSprite = sprite;
  58794. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58795. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58796. }
  58797. };
  58798. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58799. return this._pointerOverSprite;
  58800. };
  58801. /**
  58802. * Defines the sprite scene component responsible to manage sprites
  58803. * in a given scene.
  58804. */
  58805. var SpriteSceneComponent = /** @class */ (function () {
  58806. /**
  58807. * Creates a new instance of the component for the given scene
  58808. * @param scene Defines the scene to register the component in
  58809. */
  58810. function SpriteSceneComponent(scene) {
  58811. /**
  58812. * The component name helpfull to identify the component in the list of scene components.
  58813. */
  58814. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58815. this.scene = scene;
  58816. this.scene.spriteManagers = new Array();
  58817. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58818. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58819. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58820. this._spritePredicate = function (sprite) {
  58821. if (!sprite.actionManager) {
  58822. return false;
  58823. }
  58824. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58825. };
  58826. }
  58827. /**
  58828. * Registers the component in a given scene
  58829. */
  58830. SpriteSceneComponent.prototype.register = function () {
  58831. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58832. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58833. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58834. };
  58835. /**
  58836. * Rebuilds the elements related to this component in case of
  58837. * context lost for instance.
  58838. */
  58839. SpriteSceneComponent.prototype.rebuild = function () {
  58840. /** Nothing to do for sprites */
  58841. };
  58842. /**
  58843. * Disposes the component and the associated ressources.
  58844. */
  58845. SpriteSceneComponent.prototype.dispose = function () {
  58846. this.scene.onBeforeSpritesRenderingObservable.clear();
  58847. this.scene.onAfterSpritesRenderingObservable.clear();
  58848. var spriteManagers = this.scene.spriteManagers;
  58849. while (spriteManagers.length) {
  58850. spriteManagers[0].dispose();
  58851. }
  58852. };
  58853. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58854. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58855. if (result) {
  58856. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58857. }
  58858. return result;
  58859. };
  58860. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58861. var scene = this.scene;
  58862. if (isMeshPicked) {
  58863. scene.setPointerOverSprite(null);
  58864. }
  58865. else {
  58866. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58867. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58868. scene.setPointerOverSprite(pickResult.pickedSprite);
  58869. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58870. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58871. }
  58872. else {
  58873. canvas.style.cursor = scene.hoverCursor;
  58874. }
  58875. }
  58876. else {
  58877. scene.setPointerOverSprite(null);
  58878. }
  58879. }
  58880. return pickResult;
  58881. };
  58882. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58883. var scene = this.scene;
  58884. scene._pickedDownSprite = null;
  58885. if (scene.spriteManagers.length > 0) {
  58886. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58887. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58888. if (pickResult.pickedSprite.actionManager) {
  58889. scene._pickedDownSprite = pickResult.pickedSprite;
  58890. switch (evt.button) {
  58891. case 0:
  58892. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58893. break;
  58894. case 1:
  58895. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58896. break;
  58897. case 2:
  58898. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58899. break;
  58900. }
  58901. if (pickResult.pickedSprite.actionManager) {
  58902. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58903. }
  58904. }
  58905. }
  58906. }
  58907. return pickResult;
  58908. };
  58909. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58910. var scene = this.scene;
  58911. if (scene.spriteManagers.length > 0) {
  58912. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58913. if (spritePickResult) {
  58914. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58915. if (spritePickResult.pickedSprite.actionManager) {
  58916. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58917. if (spritePickResult.pickedSprite.actionManager) {
  58918. if (!this.scene._isPointerSwiping()) {
  58919. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58920. }
  58921. }
  58922. }
  58923. }
  58924. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58925. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58926. }
  58927. }
  58928. }
  58929. return pickResult;
  58930. };
  58931. return SpriteSceneComponent;
  58932. }());
  58933. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58934. })(BABYLON || (BABYLON = {}));
  58935. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58936. var BABYLON;
  58937. (function (BABYLON) {
  58938. /**
  58939. * @hidden
  58940. */
  58941. var IntersectionInfo = /** @class */ (function () {
  58942. function IntersectionInfo(bu, bv, distance) {
  58943. this.bu = bu;
  58944. this.bv = bv;
  58945. this.distance = distance;
  58946. this.faceId = 0;
  58947. this.subMeshId = 0;
  58948. }
  58949. return IntersectionInfo;
  58950. }());
  58951. BABYLON.IntersectionInfo = IntersectionInfo;
  58952. /**
  58953. * Information about the result of picking within a scene
  58954. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58955. */
  58956. var PickingInfo = /** @class */ (function () {
  58957. function PickingInfo() {
  58958. /**
  58959. * If the pick collided with an object
  58960. */
  58961. this.hit = false;
  58962. /**
  58963. * Distance away where the pick collided
  58964. */
  58965. this.distance = 0;
  58966. /**
  58967. * The location of pick collision
  58968. */
  58969. this.pickedPoint = null;
  58970. /**
  58971. * The mesh corresponding the the pick collision
  58972. */
  58973. this.pickedMesh = null;
  58974. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58975. this.bu = 0;
  58976. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58977. this.bv = 0;
  58978. /** The id of the face on the mesh that was picked */
  58979. this.faceId = -1;
  58980. /** Id of the the submesh that was picked */
  58981. this.subMeshId = 0;
  58982. /** If a sprite was picked, this will be the sprite the pick collided with */
  58983. this.pickedSprite = null;
  58984. /**
  58985. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58986. */
  58987. this.originMesh = null;
  58988. /**
  58989. * The ray that was used to perform the picking.
  58990. */
  58991. this.ray = null;
  58992. }
  58993. /**
  58994. * Gets the normal correspodning to the face the pick collided with
  58995. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58996. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58997. * @returns The normal correspodning to the face the pick collided with
  58998. */
  58999. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  59000. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  59001. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  59002. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  59003. return null;
  59004. }
  59005. var indices = this.pickedMesh.getIndices();
  59006. if (!indices) {
  59007. return null;
  59008. }
  59009. var result;
  59010. if (useVerticesNormals) {
  59011. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  59012. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  59013. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  59014. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  59015. normal0 = normal0.scale(this.bu);
  59016. normal1 = normal1.scale(this.bv);
  59017. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  59018. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  59019. }
  59020. else {
  59021. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  59022. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  59023. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  59024. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  59025. var p1p2 = vertex1.subtract(vertex2);
  59026. var p3p2 = vertex3.subtract(vertex2);
  59027. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  59028. }
  59029. if (useWorldCoordinates) {
  59030. var wm = this.pickedMesh.getWorldMatrix();
  59031. if (this.pickedMesh.nonUniformScaling) {
  59032. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  59033. wm = BABYLON.Tmp.Matrix[0];
  59034. wm.setTranslationFromFloats(0, 0, 0);
  59035. wm.invert();
  59036. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  59037. wm = BABYLON.Tmp.Matrix[1];
  59038. }
  59039. result = BABYLON.Vector3.TransformNormal(result, wm);
  59040. }
  59041. result.normalize();
  59042. return result;
  59043. };
  59044. /**
  59045. * Gets the texture coordinates of where the pick occured
  59046. * @returns the vector containing the coordnates of the texture
  59047. */
  59048. PickingInfo.prototype.getTextureCoordinates = function () {
  59049. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  59050. return null;
  59051. }
  59052. var indices = this.pickedMesh.getIndices();
  59053. if (!indices) {
  59054. return null;
  59055. }
  59056. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  59057. if (!uvs) {
  59058. return null;
  59059. }
  59060. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  59061. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  59062. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  59063. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  59064. uv1 = uv1.scale(this.bu);
  59065. uv2 = uv2.scale(this.bv);
  59066. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  59067. };
  59068. return PickingInfo;
  59069. }());
  59070. BABYLON.PickingInfo = PickingInfo;
  59071. })(BABYLON || (BABYLON = {}));
  59072. //# sourceMappingURL=babylon.pickingInfo.js.map
  59073. var BABYLON;
  59074. (function (BABYLON) {
  59075. /**
  59076. * Class representing a ray with position and direction
  59077. */
  59078. var Ray = /** @class */ (function () {
  59079. /**
  59080. * Creates a new ray
  59081. * @param origin origin point
  59082. * @param direction direction
  59083. * @param length length of the ray
  59084. */
  59085. function Ray(
  59086. /** origin point */
  59087. origin,
  59088. /** direction */
  59089. direction,
  59090. /** length of the ray */
  59091. length) {
  59092. if (length === void 0) { length = Number.MAX_VALUE; }
  59093. this.origin = origin;
  59094. this.direction = direction;
  59095. this.length = length;
  59096. }
  59097. // Methods
  59098. /**
  59099. * Checks if the ray intersects a box
  59100. * @param minimum bound of the box
  59101. * @param maximum bound of the box
  59102. * @param intersectionTreshold extra extend to be added to the box in all direction
  59103. * @returns if the box was hit
  59104. */
  59105. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  59106. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59107. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  59108. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  59109. var d = 0.0;
  59110. var maxValue = Number.MAX_VALUE;
  59111. var inv;
  59112. var min;
  59113. var max;
  59114. var temp;
  59115. if (Math.abs(this.direction.x) < 0.0000001) {
  59116. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59117. return false;
  59118. }
  59119. }
  59120. else {
  59121. inv = 1.0 / this.direction.x;
  59122. min = (newMinimum.x - this.origin.x) * inv;
  59123. max = (newMaximum.x - this.origin.x) * inv;
  59124. if (max === -Infinity) {
  59125. max = Infinity;
  59126. }
  59127. if (min > max) {
  59128. temp = min;
  59129. min = max;
  59130. max = temp;
  59131. }
  59132. d = Math.max(min, d);
  59133. maxValue = Math.min(max, maxValue);
  59134. if (d > maxValue) {
  59135. return false;
  59136. }
  59137. }
  59138. if (Math.abs(this.direction.y) < 0.0000001) {
  59139. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59140. return false;
  59141. }
  59142. }
  59143. else {
  59144. inv = 1.0 / this.direction.y;
  59145. min = (newMinimum.y - this.origin.y) * inv;
  59146. max = (newMaximum.y - this.origin.y) * inv;
  59147. if (max === -Infinity) {
  59148. max = Infinity;
  59149. }
  59150. if (min > max) {
  59151. temp = min;
  59152. min = max;
  59153. max = temp;
  59154. }
  59155. d = Math.max(min, d);
  59156. maxValue = Math.min(max, maxValue);
  59157. if (d > maxValue) {
  59158. return false;
  59159. }
  59160. }
  59161. if (Math.abs(this.direction.z) < 0.0000001) {
  59162. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59163. return false;
  59164. }
  59165. }
  59166. else {
  59167. inv = 1.0 / this.direction.z;
  59168. min = (newMinimum.z - this.origin.z) * inv;
  59169. max = (newMaximum.z - this.origin.z) * inv;
  59170. if (max === -Infinity) {
  59171. max = Infinity;
  59172. }
  59173. if (min > max) {
  59174. temp = min;
  59175. min = max;
  59176. max = temp;
  59177. }
  59178. d = Math.max(min, d);
  59179. maxValue = Math.min(max, maxValue);
  59180. if (d > maxValue) {
  59181. return false;
  59182. }
  59183. }
  59184. return true;
  59185. };
  59186. /**
  59187. * Checks if the ray intersects a box
  59188. * @param box the bounding box to check
  59189. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59190. * @returns if the box was hit
  59191. */
  59192. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59193. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59194. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59195. };
  59196. /**
  59197. * If the ray hits a sphere
  59198. * @param sphere the bounding sphere to check
  59199. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59200. * @returns true if it hits the sphere
  59201. */
  59202. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59203. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59204. var x = sphere.center.x - this.origin.x;
  59205. var y = sphere.center.y - this.origin.y;
  59206. var z = sphere.center.z - this.origin.z;
  59207. var pyth = (x * x) + (y * y) + (z * z);
  59208. var radius = sphere.radius + intersectionTreshold;
  59209. var rr = radius * radius;
  59210. if (pyth <= rr) {
  59211. return true;
  59212. }
  59213. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59214. if (dot < 0.0) {
  59215. return false;
  59216. }
  59217. var temp = pyth - (dot * dot);
  59218. return temp <= rr;
  59219. };
  59220. /**
  59221. * If the ray hits a triange
  59222. * @param vertex0 triangle vertex
  59223. * @param vertex1 triangle vertex
  59224. * @param vertex2 triangle vertex
  59225. * @returns intersection information if hit
  59226. */
  59227. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59228. var edge1 = Ray.TmpVector3[0];
  59229. var edge2 = Ray.TmpVector3[1];
  59230. var pvec = Ray.TmpVector3[2];
  59231. var tvec = Ray.TmpVector3[3];
  59232. var qvec = Ray.TmpVector3[4];
  59233. vertex1.subtractToRef(vertex0, edge1);
  59234. vertex2.subtractToRef(vertex0, edge2);
  59235. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59236. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59237. if (det === 0) {
  59238. return null;
  59239. }
  59240. var invdet = 1 / det;
  59241. this.origin.subtractToRef(vertex0, tvec);
  59242. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59243. if (bu < 0 || bu > 1.0) {
  59244. return null;
  59245. }
  59246. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59247. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59248. if (bv < 0 || bu + bv > 1.0) {
  59249. return null;
  59250. }
  59251. //check if the distance is longer than the predefined length.
  59252. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59253. if (distance > this.length) {
  59254. return null;
  59255. }
  59256. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59257. };
  59258. /**
  59259. * Checks if ray intersects a plane
  59260. * @param plane the plane to check
  59261. * @returns the distance away it was hit
  59262. */
  59263. Ray.prototype.intersectsPlane = function (plane) {
  59264. var distance;
  59265. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59266. if (Math.abs(result1) < 9.99999997475243E-07) {
  59267. return null;
  59268. }
  59269. else {
  59270. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59271. distance = (-plane.d - result2) / result1;
  59272. if (distance < 0.0) {
  59273. if (distance < -9.99999997475243E-07) {
  59274. return null;
  59275. }
  59276. else {
  59277. return 0;
  59278. }
  59279. }
  59280. return distance;
  59281. }
  59282. };
  59283. /**
  59284. * Checks if ray intersects a mesh
  59285. * @param mesh the mesh to check
  59286. * @param fastCheck if only the bounding box should checked
  59287. * @returns picking info of the intersecton
  59288. */
  59289. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59290. var tm = BABYLON.Tmp.Matrix[0];
  59291. mesh.getWorldMatrix().invertToRef(tm);
  59292. if (this._tmpRay) {
  59293. Ray.TransformToRef(this, tm, this._tmpRay);
  59294. }
  59295. else {
  59296. this._tmpRay = Ray.Transform(this, tm);
  59297. }
  59298. return mesh.intersects(this._tmpRay, fastCheck);
  59299. };
  59300. /**
  59301. * Checks if ray intersects a mesh
  59302. * @param meshes the meshes to check
  59303. * @param fastCheck if only the bounding box should checked
  59304. * @param results array to store result in
  59305. * @returns Array of picking infos
  59306. */
  59307. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59308. if (results) {
  59309. results.length = 0;
  59310. }
  59311. else {
  59312. results = [];
  59313. }
  59314. for (var i = 0; i < meshes.length; i++) {
  59315. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59316. if (pickInfo.hit) {
  59317. results.push(pickInfo);
  59318. }
  59319. }
  59320. results.sort(this._comparePickingInfo);
  59321. return results;
  59322. };
  59323. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59324. if (pickingInfoA.distance < pickingInfoB.distance) {
  59325. return -1;
  59326. }
  59327. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59328. return 1;
  59329. }
  59330. else {
  59331. return 0;
  59332. }
  59333. };
  59334. /**
  59335. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59336. * @param sega the first point of the segment to test the intersection against
  59337. * @param segb the second point of the segment to test the intersection against
  59338. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59339. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59340. */
  59341. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59342. var o = this.origin;
  59343. var u = BABYLON.Tmp.Vector3[0];
  59344. var rsegb = BABYLON.Tmp.Vector3[1];
  59345. var v = BABYLON.Tmp.Vector3[2];
  59346. var w = BABYLON.Tmp.Vector3[3];
  59347. segb.subtractToRef(sega, u);
  59348. this.direction.scaleToRef(Ray.rayl, v);
  59349. o.addToRef(v, rsegb);
  59350. sega.subtractToRef(o, w);
  59351. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59352. var b = BABYLON.Vector3.Dot(u, v);
  59353. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59354. var d = BABYLON.Vector3.Dot(u, w);
  59355. var e = BABYLON.Vector3.Dot(v, w);
  59356. var D = a * c - b * b; // always >= 0
  59357. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59358. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59359. // compute the line parameters of the two closest points
  59360. if (D < Ray.smallnum) { // the lines are almost parallel
  59361. sN = 0.0; // force using point P0 on segment S1
  59362. sD = 1.0; // to prevent possible division by 0.0 later
  59363. tN = e;
  59364. tD = c;
  59365. }
  59366. else { // get the closest points on the infinite lines
  59367. sN = (b * e - c * d);
  59368. tN = (a * e - b * d);
  59369. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59370. sN = 0.0;
  59371. tN = e;
  59372. tD = c;
  59373. }
  59374. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59375. sN = sD;
  59376. tN = e + b;
  59377. tD = c;
  59378. }
  59379. }
  59380. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59381. tN = 0.0;
  59382. // recompute sc for this edge
  59383. if (-d < 0.0) {
  59384. sN = 0.0;
  59385. }
  59386. else if (-d > a) {
  59387. sN = sD;
  59388. }
  59389. else {
  59390. sN = -d;
  59391. sD = a;
  59392. }
  59393. }
  59394. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59395. tN = tD;
  59396. // recompute sc for this edge
  59397. if ((-d + b) < 0.0) {
  59398. sN = 0;
  59399. }
  59400. else if ((-d + b) > a) {
  59401. sN = sD;
  59402. }
  59403. else {
  59404. sN = (-d + b);
  59405. sD = a;
  59406. }
  59407. }
  59408. // finally do the division to get sc and tc
  59409. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59410. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59411. // get the difference of the two closest points
  59412. var qtc = BABYLON.Tmp.Vector3[4];
  59413. v.scaleToRef(tc, qtc);
  59414. var qsc = BABYLON.Tmp.Vector3[5];
  59415. u.scaleToRef(sc, qsc);
  59416. qsc.addInPlace(w);
  59417. var dP = BABYLON.Tmp.Vector3[6];
  59418. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59419. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59420. if (isIntersected) {
  59421. return qsc.length();
  59422. }
  59423. return -1;
  59424. };
  59425. /**
  59426. * Update the ray from viewport position
  59427. * @param x position
  59428. * @param y y position
  59429. * @param viewportWidth viewport width
  59430. * @param viewportHeight viewport height
  59431. * @param world world matrix
  59432. * @param view view matrix
  59433. * @param projection projection matrix
  59434. * @returns this ray updated
  59435. */
  59436. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59437. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59438. return this;
  59439. };
  59440. // Statics
  59441. /**
  59442. * Creates a ray with origin and direction of 0,0,0
  59443. * @returns the new ray
  59444. */
  59445. Ray.Zero = function () {
  59446. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59447. };
  59448. /**
  59449. * Creates a new ray from screen space and viewport
  59450. * @param x position
  59451. * @param y y position
  59452. * @param viewportWidth viewport width
  59453. * @param viewportHeight viewport height
  59454. * @param world world matrix
  59455. * @param view view matrix
  59456. * @param projection projection matrix
  59457. * @returns new ray
  59458. */
  59459. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59460. var result = Ray.Zero();
  59461. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59462. };
  59463. /**
  59464. * 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
  59465. * transformed to the given world matrix.
  59466. * @param origin The origin point
  59467. * @param end The end point
  59468. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59469. * @returns the new ray
  59470. */
  59471. Ray.CreateNewFromTo = function (origin, end, world) {
  59472. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59473. var direction = end.subtract(origin);
  59474. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59475. direction.normalize();
  59476. return Ray.Transform(new Ray(origin, direction, length), world);
  59477. };
  59478. /**
  59479. * Transforms a ray by a matrix
  59480. * @param ray ray to transform
  59481. * @param matrix matrix to apply
  59482. * @returns the resulting new ray
  59483. */
  59484. Ray.Transform = function (ray, matrix) {
  59485. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59486. Ray.TransformToRef(ray, matrix, result);
  59487. return result;
  59488. };
  59489. /**
  59490. * Transforms a ray by a matrix
  59491. * @param ray ray to transform
  59492. * @param matrix matrix to apply
  59493. * @param result ray to store result in
  59494. */
  59495. Ray.TransformToRef = function (ray, matrix, result) {
  59496. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59497. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59498. result.length = ray.length;
  59499. var dir = result.direction;
  59500. var len = dir.length();
  59501. if (!(len === 0 || len === 1)) {
  59502. var num = 1.0 / len;
  59503. dir.x *= num;
  59504. dir.y *= num;
  59505. dir.z *= num;
  59506. result.length *= len;
  59507. }
  59508. };
  59509. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59510. Ray.smallnum = 0.00000001;
  59511. Ray.rayl = 10e8;
  59512. return Ray;
  59513. }());
  59514. BABYLON.Ray = Ray;
  59515. })(BABYLON || (BABYLON = {}));
  59516. //# sourceMappingURL=babylon.ray.js.map
  59517. var BABYLON;
  59518. (function (BABYLON) {
  59519. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59520. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59521. return false;
  59522. }
  59523. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59524. return false;
  59525. }
  59526. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59527. return false;
  59528. }
  59529. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59530. return false;
  59531. }
  59532. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59533. return false;
  59534. }
  59535. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59536. return false;
  59537. }
  59538. return true;
  59539. };
  59540. var getLowestRoot = (function () {
  59541. var result = { root: 0, found: false };
  59542. return function (a, b, c, maxR) {
  59543. result.root = 0;
  59544. result.found = false;
  59545. var determinant = b * b - 4.0 * a * c;
  59546. if (determinant < 0) {
  59547. return result;
  59548. }
  59549. var sqrtD = Math.sqrt(determinant);
  59550. var r1 = (-b - sqrtD) / (2.0 * a);
  59551. var r2 = (-b + sqrtD) / (2.0 * a);
  59552. if (r1 > r2) {
  59553. var temp = r2;
  59554. r2 = r1;
  59555. r1 = temp;
  59556. }
  59557. if (r1 > 0 && r1 < maxR) {
  59558. result.root = r1;
  59559. result.found = true;
  59560. return result;
  59561. }
  59562. if (r2 > 0 && r2 < maxR) {
  59563. result.root = r2;
  59564. result.found = true;
  59565. return result;
  59566. }
  59567. return result;
  59568. };
  59569. })();
  59570. /** @hidden */
  59571. var Collider = /** @class */ (function () {
  59572. function Collider() {
  59573. this._collisionPoint = BABYLON.Vector3.Zero();
  59574. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59575. this._tempVector = BABYLON.Vector3.Zero();
  59576. this._tempVector2 = BABYLON.Vector3.Zero();
  59577. this._tempVector3 = BABYLON.Vector3.Zero();
  59578. this._tempVector4 = BABYLON.Vector3.Zero();
  59579. this._edge = BABYLON.Vector3.Zero();
  59580. this._baseToVertex = BABYLON.Vector3.Zero();
  59581. this._destinationPoint = BABYLON.Vector3.Zero();
  59582. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59583. this._displacementVector = BABYLON.Vector3.Zero();
  59584. /** @hidden */
  59585. this._radius = BABYLON.Vector3.One();
  59586. /** @hidden */
  59587. this._retry = 0;
  59588. /** @hidden */
  59589. this._basePointWorld = BABYLON.Vector3.Zero();
  59590. this._velocityWorld = BABYLON.Vector3.Zero();
  59591. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59592. this._collisionMask = -1;
  59593. }
  59594. Object.defineProperty(Collider.prototype, "collisionMask", {
  59595. get: function () {
  59596. return this._collisionMask;
  59597. },
  59598. set: function (mask) {
  59599. this._collisionMask = !isNaN(mask) ? mask : -1;
  59600. },
  59601. enumerable: true,
  59602. configurable: true
  59603. });
  59604. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59605. /**
  59606. * Gets the plane normal used to compute the sliding response (in local space)
  59607. */
  59608. get: function () {
  59609. return this._slidePlaneNormal;
  59610. },
  59611. enumerable: true,
  59612. configurable: true
  59613. });
  59614. // Methods
  59615. /** @hidden */
  59616. Collider.prototype._initialize = function (source, dir, e) {
  59617. this._velocity = dir;
  59618. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59619. this._basePoint = source;
  59620. source.multiplyToRef(this._radius, this._basePointWorld);
  59621. dir.multiplyToRef(this._radius, this._velocityWorld);
  59622. this._velocityWorldLength = this._velocityWorld.length();
  59623. this._epsilon = e;
  59624. this.collisionFound = false;
  59625. };
  59626. /** @hidden */
  59627. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59628. pa.subtractToRef(point, this._tempVector);
  59629. pb.subtractToRef(point, this._tempVector2);
  59630. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59631. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59632. if (d < 0) {
  59633. return false;
  59634. }
  59635. pc.subtractToRef(point, this._tempVector3);
  59636. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59637. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59638. if (d < 0) {
  59639. return false;
  59640. }
  59641. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59642. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59643. return d >= 0;
  59644. };
  59645. /** @hidden */
  59646. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59647. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59648. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59649. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59650. return false;
  59651. }
  59652. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59653. return false;
  59654. }
  59655. return true;
  59656. };
  59657. /** @hidden */
  59658. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59659. var t0;
  59660. var embeddedInPlane = false;
  59661. //defensive programming, actually not needed.
  59662. if (!trianglePlaneArray) {
  59663. trianglePlaneArray = [];
  59664. }
  59665. if (!trianglePlaneArray[faceIndex]) {
  59666. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59667. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59668. }
  59669. var trianglePlane = trianglePlaneArray[faceIndex];
  59670. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59671. return;
  59672. }
  59673. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59674. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59675. if (normalDotVelocity == 0) {
  59676. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59677. return;
  59678. }
  59679. embeddedInPlane = true;
  59680. t0 = 0;
  59681. }
  59682. else {
  59683. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59684. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59685. if (t0 > t1) {
  59686. var temp = t1;
  59687. t1 = t0;
  59688. t0 = temp;
  59689. }
  59690. if (t0 > 1.0 || t1 < 0.0) {
  59691. return;
  59692. }
  59693. if (t0 < 0) {
  59694. t0 = 0;
  59695. }
  59696. if (t0 > 1.0) {
  59697. t0 = 1.0;
  59698. }
  59699. }
  59700. this._collisionPoint.copyFromFloats(0, 0, 0);
  59701. var found = false;
  59702. var t = 1.0;
  59703. if (!embeddedInPlane) {
  59704. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59705. this._velocity.scaleToRef(t0, this._tempVector);
  59706. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59707. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59708. found = true;
  59709. t = t0;
  59710. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59711. }
  59712. }
  59713. if (!found) {
  59714. var velocitySquaredLength = this._velocity.lengthSquared();
  59715. var a = velocitySquaredLength;
  59716. this._basePoint.subtractToRef(p1, this._tempVector);
  59717. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59718. var c = this._tempVector.lengthSquared() - 1.0;
  59719. var lowestRoot = getLowestRoot(a, b, c, t);
  59720. if (lowestRoot.found) {
  59721. t = lowestRoot.root;
  59722. found = true;
  59723. this._collisionPoint.copyFrom(p1);
  59724. }
  59725. this._basePoint.subtractToRef(p2, this._tempVector);
  59726. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59727. c = this._tempVector.lengthSquared() - 1.0;
  59728. lowestRoot = getLowestRoot(a, b, c, t);
  59729. if (lowestRoot.found) {
  59730. t = lowestRoot.root;
  59731. found = true;
  59732. this._collisionPoint.copyFrom(p2);
  59733. }
  59734. this._basePoint.subtractToRef(p3, this._tempVector);
  59735. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59736. c = this._tempVector.lengthSquared() - 1.0;
  59737. lowestRoot = getLowestRoot(a, b, c, t);
  59738. if (lowestRoot.found) {
  59739. t = lowestRoot.root;
  59740. found = true;
  59741. this._collisionPoint.copyFrom(p3);
  59742. }
  59743. p2.subtractToRef(p1, this._edge);
  59744. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59745. var edgeSquaredLength = this._edge.lengthSquared();
  59746. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59747. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59748. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59749. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59750. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59751. lowestRoot = getLowestRoot(a, b, c, t);
  59752. if (lowestRoot.found) {
  59753. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59754. if (f >= 0.0 && f <= 1.0) {
  59755. t = lowestRoot.root;
  59756. found = true;
  59757. this._edge.scaleInPlace(f);
  59758. p1.addToRef(this._edge, this._collisionPoint);
  59759. }
  59760. }
  59761. p3.subtractToRef(p2, this._edge);
  59762. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59763. edgeSquaredLength = this._edge.lengthSquared();
  59764. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59765. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59766. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59767. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59768. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59769. lowestRoot = getLowestRoot(a, b, c, t);
  59770. if (lowestRoot.found) {
  59771. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59772. if (f >= 0.0 && f <= 1.0) {
  59773. t = lowestRoot.root;
  59774. found = true;
  59775. this._edge.scaleInPlace(f);
  59776. p2.addToRef(this._edge, this._collisionPoint);
  59777. }
  59778. }
  59779. p1.subtractToRef(p3, this._edge);
  59780. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59781. edgeSquaredLength = this._edge.lengthSquared();
  59782. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59783. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59784. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59785. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59786. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59787. lowestRoot = getLowestRoot(a, b, c, t);
  59788. if (lowestRoot.found) {
  59789. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59790. if (f >= 0.0 && f <= 1.0) {
  59791. t = lowestRoot.root;
  59792. found = true;
  59793. this._edge.scaleInPlace(f);
  59794. p3.addToRef(this._edge, this._collisionPoint);
  59795. }
  59796. }
  59797. }
  59798. if (found) {
  59799. var distToCollision = t * this._velocity.length();
  59800. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59801. if (!this.intersectionPoint) {
  59802. this.intersectionPoint = this._collisionPoint.clone();
  59803. }
  59804. else {
  59805. this.intersectionPoint.copyFrom(this._collisionPoint);
  59806. }
  59807. this._nearestDistance = distToCollision;
  59808. this.collisionFound = true;
  59809. }
  59810. }
  59811. };
  59812. /** @hidden */
  59813. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59814. for (var i = indexStart; i < indexEnd; i += 3) {
  59815. var p1 = pts[indices[i] - decal];
  59816. var p2 = pts[indices[i + 1] - decal];
  59817. var p3 = pts[indices[i + 2] - decal];
  59818. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59819. }
  59820. };
  59821. /** @hidden */
  59822. Collider.prototype._getResponse = function (pos, vel) {
  59823. pos.addToRef(vel, this._destinationPoint);
  59824. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59825. this._basePoint.addToRef(vel, pos);
  59826. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59827. this._slidePlaneNormal.normalize();
  59828. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59829. pos.addInPlace(this._displacementVector);
  59830. this.intersectionPoint.addInPlace(this._displacementVector);
  59831. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59832. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59833. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59834. };
  59835. return Collider;
  59836. }());
  59837. BABYLON.Collider = Collider;
  59838. })(BABYLON || (BABYLON = {}));
  59839. //# sourceMappingURL=babylon.collider.js.map
  59840. var BABYLON;
  59841. (function (BABYLON) {
  59842. //WebWorker code will be inserted to this variable.
  59843. /** @hidden */
  59844. BABYLON.CollisionWorker = "";
  59845. /** Defines supported task for worker process */
  59846. var WorkerTaskType;
  59847. (function (WorkerTaskType) {
  59848. /** Initialization */
  59849. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59850. /** Update of geometry */
  59851. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59852. /** Evaluate collision */
  59853. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59854. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59855. /** Defines kind of replies returned by worker */
  59856. var WorkerReplyType;
  59857. (function (WorkerReplyType) {
  59858. /** Success */
  59859. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59860. /** Unkown error */
  59861. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59862. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59863. /** @hidden */
  59864. var CollisionCoordinatorWorker = /** @class */ (function () {
  59865. function CollisionCoordinatorWorker() {
  59866. var _this = this;
  59867. this._scaledPosition = BABYLON.Vector3.Zero();
  59868. this._scaledVelocity = BABYLON.Vector3.Zero();
  59869. this.onMeshUpdated = function (transformNode) {
  59870. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59871. };
  59872. this.onGeometryUpdated = function (geometry) {
  59873. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59874. };
  59875. this._afterRender = function () {
  59876. if (!_this._init) {
  59877. return;
  59878. }
  59879. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59880. return;
  59881. }
  59882. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59883. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59884. if (_this._runningUpdated > 4) {
  59885. return;
  59886. }
  59887. ++_this._runningUpdated;
  59888. var payload = {
  59889. updatedMeshes: _this._addUpdateMeshesList,
  59890. updatedGeometries: _this._addUpdateGeometriesList,
  59891. removedGeometries: _this._toRemoveGeometryArray,
  59892. removedMeshes: _this._toRemoveMeshesArray
  59893. };
  59894. var message = {
  59895. payload: payload,
  59896. taskType: WorkerTaskType.UPDATE
  59897. };
  59898. var serializable = [];
  59899. for (var id in payload.updatedGeometries) {
  59900. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59901. //prepare transferables
  59902. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59903. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59904. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59905. }
  59906. }
  59907. _this._worker.postMessage(message, serializable);
  59908. _this._addUpdateMeshesList = {};
  59909. _this._addUpdateGeometriesList = {};
  59910. _this._toRemoveGeometryArray = [];
  59911. _this._toRemoveMeshesArray = [];
  59912. };
  59913. this._onMessageFromWorker = function (e) {
  59914. var returnData = e.data;
  59915. if (returnData.error != WorkerReplyType.SUCCESS) {
  59916. //TODO what errors can be returned from the worker?
  59917. BABYLON.Tools.Warn("error returned from worker!");
  59918. return;
  59919. }
  59920. switch (returnData.taskType) {
  59921. case WorkerTaskType.INIT:
  59922. _this._init = true;
  59923. //Update the worked with ALL of the scene's current state
  59924. _this._scene.meshes.forEach(function (mesh) {
  59925. _this.onMeshAdded(mesh);
  59926. });
  59927. _this._scene.getGeometries().forEach(function (geometry) {
  59928. _this.onGeometryAdded(geometry);
  59929. });
  59930. break;
  59931. case WorkerTaskType.UPDATE:
  59932. _this._runningUpdated--;
  59933. break;
  59934. case WorkerTaskType.COLLIDE:
  59935. var returnPayload = returnData.payload;
  59936. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59937. return;
  59938. }
  59939. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59940. if (callback) {
  59941. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59942. if (mesh) {
  59943. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59944. }
  59945. }
  59946. //cleanup
  59947. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59948. break;
  59949. }
  59950. };
  59951. this._collisionsCallbackArray = [];
  59952. this._init = false;
  59953. this._runningUpdated = 0;
  59954. this._addUpdateMeshesList = {};
  59955. this._addUpdateGeometriesList = {};
  59956. this._toRemoveGeometryArray = [];
  59957. this._toRemoveMeshesArray = [];
  59958. }
  59959. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59960. if (!this._init) {
  59961. return;
  59962. }
  59963. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59964. return;
  59965. }
  59966. position.divideToRef(collider._radius, this._scaledPosition);
  59967. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59968. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59969. var payload = {
  59970. collider: {
  59971. position: this._scaledPosition.asArray(),
  59972. velocity: this._scaledVelocity.asArray(),
  59973. radius: collider._radius.asArray()
  59974. },
  59975. collisionId: collisionIndex,
  59976. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59977. maximumRetry: maximumRetry
  59978. };
  59979. var message = {
  59980. payload: payload,
  59981. taskType: WorkerTaskType.COLLIDE
  59982. };
  59983. this._worker.postMessage(message);
  59984. };
  59985. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59986. this._scene = scene;
  59987. this._scene.registerAfterRender(this._afterRender);
  59988. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59989. this._worker = new Worker(workerUrl);
  59990. this._worker.onmessage = this._onMessageFromWorker;
  59991. var message = {
  59992. payload: {},
  59993. taskType: WorkerTaskType.INIT
  59994. };
  59995. this._worker.postMessage(message);
  59996. };
  59997. CollisionCoordinatorWorker.prototype.destroy = function () {
  59998. this._scene.unregisterAfterRender(this._afterRender);
  59999. this._worker.terminate();
  60000. };
  60001. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  60002. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  60003. this.onMeshUpdated(mesh);
  60004. };
  60005. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  60006. this._toRemoveMeshesArray.push(mesh.uniqueId);
  60007. };
  60008. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  60009. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  60010. geometry.onGeometryUpdated = this.onGeometryUpdated;
  60011. this.onGeometryUpdated(geometry);
  60012. };
  60013. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  60014. this._toRemoveGeometryArray.push(geometry.id);
  60015. };
  60016. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  60017. var submeshes = [];
  60018. if (mesh.subMeshes) {
  60019. submeshes = mesh.subMeshes.map(function (sm, idx) {
  60020. var boundingInfo = sm.getBoundingInfo();
  60021. return {
  60022. position: idx,
  60023. verticesStart: sm.verticesStart,
  60024. verticesCount: sm.verticesCount,
  60025. indexStart: sm.indexStart,
  60026. indexCount: sm.indexCount,
  60027. hasMaterial: !!sm.getMaterial(),
  60028. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60029. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60030. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60031. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  60032. };
  60033. });
  60034. }
  60035. var geometryId = null;
  60036. if (mesh instanceof BABYLON.Mesh) {
  60037. var geometry = mesh.geometry;
  60038. geometryId = geometry ? geometry.id : null;
  60039. }
  60040. else if (mesh instanceof BABYLON.InstancedMesh) {
  60041. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  60042. geometryId = geometry ? geometry.id : null;
  60043. }
  60044. var boundingInfo = mesh.getBoundingInfo();
  60045. return {
  60046. uniqueId: mesh.uniqueId,
  60047. id: mesh.id,
  60048. name: mesh.name,
  60049. geometryId: geometryId,
  60050. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60051. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60052. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60053. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  60054. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  60055. subMeshes: submeshes,
  60056. checkCollisions: mesh.checkCollisions
  60057. };
  60058. };
  60059. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  60060. return {
  60061. id: geometry.id,
  60062. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  60063. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  60064. indices: new Uint32Array(geometry.getIndices() || []),
  60065. };
  60066. };
  60067. return CollisionCoordinatorWorker;
  60068. }());
  60069. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  60070. /** @hidden */
  60071. var CollisionCoordinatorLegacy = /** @class */ (function () {
  60072. function CollisionCoordinatorLegacy() {
  60073. this._scaledPosition = BABYLON.Vector3.Zero();
  60074. this._scaledVelocity = BABYLON.Vector3.Zero();
  60075. this._finalPosition = BABYLON.Vector3.Zero();
  60076. }
  60077. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60078. position.divideToRef(collider._radius, this._scaledPosition);
  60079. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60080. collider.collidedMesh = null;
  60081. collider._retry = 0;
  60082. collider._initialVelocity = this._scaledVelocity;
  60083. collider._initialPosition = this._scaledPosition;
  60084. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  60085. this._finalPosition.multiplyInPlace(collider._radius);
  60086. //run the callback
  60087. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  60088. };
  60089. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  60090. this._scene = scene;
  60091. };
  60092. CollisionCoordinatorLegacy.prototype.destroy = function () {
  60093. //Legacy need no destruction method.
  60094. };
  60095. //No update in legacy mode
  60096. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  60097. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  60098. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  60099. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  60100. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  60101. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  60102. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  60103. if (excludedMesh === void 0) { excludedMesh = null; }
  60104. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  60105. if (collider._retry >= maximumRetry) {
  60106. finalPosition.copyFrom(position);
  60107. return;
  60108. }
  60109. // Check if this is a mesh else camera or -1
  60110. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  60111. collider._initialize(position, velocity, closeDistance);
  60112. // Check all meshes
  60113. for (var index = 0; index < this._scene.meshes.length; index++) {
  60114. var mesh = this._scene.meshes[index];
  60115. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60116. mesh._checkCollision(collider);
  60117. }
  60118. }
  60119. if (!collider.collisionFound) {
  60120. position.addToRef(velocity, finalPosition);
  60121. return;
  60122. }
  60123. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60124. collider._getResponse(position, velocity);
  60125. }
  60126. if (velocity.length() <= closeDistance) {
  60127. finalPosition.copyFrom(position);
  60128. return;
  60129. }
  60130. collider._retry++;
  60131. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60132. };
  60133. return CollisionCoordinatorLegacy;
  60134. }());
  60135. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60136. })(BABYLON || (BABYLON = {}));
  60137. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60138. var BABYLON;
  60139. (function (BABYLON) {
  60140. /**
  60141. * A particle represents one of the element emitted by a particle system.
  60142. * This is mainly define by its coordinates, direction, velocity and age.
  60143. */
  60144. var Particle = /** @class */ (function () {
  60145. /**
  60146. * Creates a new instance Particle
  60147. * @param particleSystem the particle system the particle belongs to
  60148. */
  60149. function Particle(
  60150. /**
  60151. * The particle system the particle belongs to.
  60152. */
  60153. particleSystem) {
  60154. this.particleSystem = particleSystem;
  60155. /**
  60156. * The world position of the particle in the scene.
  60157. */
  60158. this.position = BABYLON.Vector3.Zero();
  60159. /**
  60160. * The world direction of the particle in the scene.
  60161. */
  60162. this.direction = BABYLON.Vector3.Zero();
  60163. /**
  60164. * The color of the particle.
  60165. */
  60166. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60167. /**
  60168. * The color change of the particle per step.
  60169. */
  60170. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60171. /**
  60172. * Defines how long will the life of the particle be.
  60173. */
  60174. this.lifeTime = 1.0;
  60175. /**
  60176. * The current age of the particle.
  60177. */
  60178. this.age = 0;
  60179. /**
  60180. * The current size of the particle.
  60181. */
  60182. this.size = 0;
  60183. /**
  60184. * The current scale of the particle.
  60185. */
  60186. this.scale = new BABYLON.Vector2(1, 1);
  60187. /**
  60188. * The current angle of the particle.
  60189. */
  60190. this.angle = 0;
  60191. /**
  60192. * Defines how fast is the angle changing.
  60193. */
  60194. this.angularSpeed = 0;
  60195. /**
  60196. * Defines the cell index used by the particle to be rendered from a sprite.
  60197. */
  60198. this.cellIndex = 0;
  60199. /** @hidden */
  60200. this._attachedSubEmitters = null;
  60201. /** @hidden */
  60202. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60203. /** @hidden */
  60204. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60205. /** @hidden */
  60206. this._currentSize1 = 0;
  60207. /** @hidden */
  60208. this._currentSize2 = 0;
  60209. /** @hidden */
  60210. this._currentAngularSpeed1 = 0;
  60211. /** @hidden */
  60212. this._currentAngularSpeed2 = 0;
  60213. /** @hidden */
  60214. this._currentVelocity1 = 0;
  60215. /** @hidden */
  60216. this._currentVelocity2 = 0;
  60217. /** @hidden */
  60218. this._currentLimitVelocity1 = 0;
  60219. /** @hidden */
  60220. this._currentLimitVelocity2 = 0;
  60221. /** @hidden */
  60222. this._currentDrag1 = 0;
  60223. /** @hidden */
  60224. this._currentDrag2 = 0;
  60225. this.id = Particle._Count++;
  60226. if (!this.particleSystem.isAnimationSheetEnabled) {
  60227. return;
  60228. }
  60229. this.updateCellInfoFromSystem();
  60230. }
  60231. Particle.prototype.updateCellInfoFromSystem = function () {
  60232. this.cellIndex = this.particleSystem.startSpriteCellID;
  60233. };
  60234. /**
  60235. * Defines how the sprite cell index is updated for the particle
  60236. */
  60237. Particle.prototype.updateCellIndex = function () {
  60238. var offsetAge = this.age;
  60239. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60240. if (this.particleSystem.spriteRandomStartCell) {
  60241. if (this._randomCellOffset === undefined) {
  60242. this._randomCellOffset = Math.random() * this.lifeTime;
  60243. }
  60244. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60245. changeSpeed = 1;
  60246. offsetAge = this._randomCellOffset;
  60247. }
  60248. else {
  60249. offsetAge += this._randomCellOffset;
  60250. }
  60251. }
  60252. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60253. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60254. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60255. };
  60256. /** @hidden */
  60257. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60258. if (subEmitter.particleSystem.emitter.position) {
  60259. var emitterMesh = subEmitter.particleSystem.emitter;
  60260. emitterMesh.position.copyFrom(this.position);
  60261. if (subEmitter.inheritDirection) {
  60262. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60263. // Look at using Y as forward
  60264. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60265. }
  60266. }
  60267. else {
  60268. var emitterPosition = subEmitter.particleSystem.emitter;
  60269. emitterPosition.copyFrom(this.position);
  60270. }
  60271. // Set inheritedVelocityOffset to be used when new particles are created
  60272. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60273. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60274. };
  60275. /** @hidden */
  60276. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60277. var _this = this;
  60278. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60279. this._attachedSubEmitters.forEach(function (subEmitter) {
  60280. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60281. });
  60282. }
  60283. };
  60284. /** @hidden */
  60285. Particle.prototype._reset = function () {
  60286. this.age = 0;
  60287. this._currentColorGradient = null;
  60288. this._currentSizeGradient = null;
  60289. this._currentAngularSpeedGradient = null;
  60290. this._currentVelocityGradient = null;
  60291. this._currentLimitVelocityGradient = null;
  60292. this._currentDragGradient = null;
  60293. this.cellIndex = this.particleSystem.startSpriteCellID;
  60294. this._randomCellOffset = undefined;
  60295. };
  60296. /**
  60297. * Copy the properties of particle to another one.
  60298. * @param other the particle to copy the information to.
  60299. */
  60300. Particle.prototype.copyTo = function (other) {
  60301. other.position.copyFrom(this.position);
  60302. if (this._initialDirection) {
  60303. if (other._initialDirection) {
  60304. other._initialDirection.copyFrom(this._initialDirection);
  60305. }
  60306. else {
  60307. other._initialDirection = this._initialDirection.clone();
  60308. }
  60309. }
  60310. else {
  60311. other._initialDirection = null;
  60312. }
  60313. other.direction.copyFrom(this.direction);
  60314. other.color.copyFrom(this.color);
  60315. other.colorStep.copyFrom(this.colorStep);
  60316. other.lifeTime = this.lifeTime;
  60317. other.age = this.age;
  60318. other._randomCellOffset = this._randomCellOffset;
  60319. other.size = this.size;
  60320. other.scale.copyFrom(this.scale);
  60321. other.angle = this.angle;
  60322. other.angularSpeed = this.angularSpeed;
  60323. other.particleSystem = this.particleSystem;
  60324. other.cellIndex = this.cellIndex;
  60325. other.id = this.id;
  60326. other._attachedSubEmitters = this._attachedSubEmitters;
  60327. if (this._currentColorGradient) {
  60328. other._currentColorGradient = this._currentColorGradient;
  60329. other._currentColor1.copyFrom(this._currentColor1);
  60330. other._currentColor2.copyFrom(this._currentColor2);
  60331. }
  60332. if (this._currentSizeGradient) {
  60333. other._currentSizeGradient = this._currentSizeGradient;
  60334. other._currentSize1 = this._currentSize1;
  60335. other._currentSize2 = this._currentSize2;
  60336. }
  60337. if (this._currentAngularSpeedGradient) {
  60338. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60339. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60340. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60341. }
  60342. if (this._currentVelocityGradient) {
  60343. other._currentVelocityGradient = this._currentVelocityGradient;
  60344. other._currentVelocity1 = this._currentVelocity1;
  60345. other._currentVelocity2 = this._currentVelocity2;
  60346. }
  60347. if (this._currentLimitVelocityGradient) {
  60348. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60349. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60350. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60351. }
  60352. if (this._currentDragGradient) {
  60353. other._currentDragGradient = this._currentDragGradient;
  60354. other._currentDrag1 = this._currentDrag1;
  60355. other._currentDrag2 = this._currentDrag2;
  60356. }
  60357. if (this.particleSystem.isAnimationSheetEnabled) {
  60358. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60359. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60360. }
  60361. if (this.particleSystem.useRampGradients) {
  60362. other.remapData.copyFrom(this.remapData);
  60363. }
  60364. if (this._randomNoiseCoordinates1) {
  60365. if (other._randomNoiseCoordinates1) {
  60366. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60367. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60368. }
  60369. else {
  60370. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60371. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60372. }
  60373. }
  60374. };
  60375. Particle._Count = 0;
  60376. return Particle;
  60377. }());
  60378. BABYLON.Particle = Particle;
  60379. })(BABYLON || (BABYLON = {}));
  60380. //# sourceMappingURL=babylon.particle.js.map
  60381. var BABYLON;
  60382. (function (BABYLON) {
  60383. /**
  60384. * This represents the base class for particle system in Babylon.
  60385. * 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.
  60386. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60387. * @example https://doc.babylonjs.com/babylon101/particles
  60388. */
  60389. var BaseParticleSystem = /** @class */ (function () {
  60390. /**
  60391. * Instantiates a particle system.
  60392. * 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.
  60393. * @param name The name of the particle system
  60394. */
  60395. function BaseParticleSystem(name) {
  60396. /**
  60397. * List of animations used by the particle system.
  60398. */
  60399. this.animations = [];
  60400. /**
  60401. * The rendering group used by the Particle system to chose when to render.
  60402. */
  60403. this.renderingGroupId = 0;
  60404. /**
  60405. * The emitter represents the Mesh or position we are attaching the particle system to.
  60406. */
  60407. this.emitter = null;
  60408. /**
  60409. * The maximum number of particles to emit per frame
  60410. */
  60411. this.emitRate = 10;
  60412. /**
  60413. * If you want to launch only a few particles at once, that can be done, as well.
  60414. */
  60415. this.manualEmitCount = -1;
  60416. /**
  60417. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60418. */
  60419. this.updateSpeed = 0.01;
  60420. /**
  60421. * The amount of time the particle system is running (depends of the overall update speed).
  60422. */
  60423. this.targetStopDuration = 0;
  60424. /**
  60425. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60426. */
  60427. this.disposeOnStop = false;
  60428. /**
  60429. * Minimum power of emitting particles.
  60430. */
  60431. this.minEmitPower = 1;
  60432. /**
  60433. * Maximum power of emitting particles.
  60434. */
  60435. this.maxEmitPower = 1;
  60436. /**
  60437. * Minimum life time of emitting particles.
  60438. */
  60439. this.minLifeTime = 1;
  60440. /**
  60441. * Maximum life time of emitting particles.
  60442. */
  60443. this.maxLifeTime = 1;
  60444. /**
  60445. * Minimum Size of emitting particles.
  60446. */
  60447. this.minSize = 1;
  60448. /**
  60449. * Maximum Size of emitting particles.
  60450. */
  60451. this.maxSize = 1;
  60452. /**
  60453. * Minimum scale of emitting particles on X axis.
  60454. */
  60455. this.minScaleX = 1;
  60456. /**
  60457. * Maximum scale of emitting particles on X axis.
  60458. */
  60459. this.maxScaleX = 1;
  60460. /**
  60461. * Minimum scale of emitting particles on Y axis.
  60462. */
  60463. this.minScaleY = 1;
  60464. /**
  60465. * Maximum scale of emitting particles on Y axis.
  60466. */
  60467. this.maxScaleY = 1;
  60468. /**
  60469. * Gets or sets the minimal initial rotation in radians.
  60470. */
  60471. this.minInitialRotation = 0;
  60472. /**
  60473. * Gets or sets the maximal initial rotation in radians.
  60474. */
  60475. this.maxInitialRotation = 0;
  60476. /**
  60477. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60478. */
  60479. this.minAngularSpeed = 0;
  60480. /**
  60481. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60482. */
  60483. this.maxAngularSpeed = 0;
  60484. /**
  60485. * The layer mask we are rendering the particles through.
  60486. */
  60487. this.layerMask = 0x0FFFFFFF;
  60488. /**
  60489. * This can help using your own shader to render the particle system.
  60490. * The according effect will be created
  60491. */
  60492. this.customShader = null;
  60493. /**
  60494. * By default particle system starts as soon as they are created. This prevents the
  60495. * automatic start to happen and let you decide when to start emitting particles.
  60496. */
  60497. this.preventAutoStart = false;
  60498. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60499. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60500. /**
  60501. * Callback triggered when the particle animation is ending.
  60502. */
  60503. this.onAnimationEnd = null;
  60504. /**
  60505. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60506. */
  60507. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60508. /**
  60509. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60510. * to override the particles.
  60511. */
  60512. this.forceDepthWrite = false;
  60513. /** 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 */
  60514. this.preWarmCycles = 0;
  60515. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60516. this.preWarmStepOffset = 1;
  60517. /**
  60518. * 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)
  60519. */
  60520. this.spriteCellChangeSpeed = 1;
  60521. /**
  60522. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60523. */
  60524. this.startSpriteCellID = 0;
  60525. /**
  60526. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60527. */
  60528. this.endSpriteCellID = 0;
  60529. /**
  60530. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60531. */
  60532. this.spriteCellWidth = 0;
  60533. /**
  60534. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60535. */
  60536. this.spriteCellHeight = 0;
  60537. /**
  60538. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60539. */
  60540. this.spriteRandomStartCell = false;
  60541. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60542. this.translationPivot = new BABYLON.Vector2(0, 0);
  60543. /**
  60544. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60545. */
  60546. this.beginAnimationOnStart = false;
  60547. /**
  60548. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60549. */
  60550. this.beginAnimationFrom = 0;
  60551. /**
  60552. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60553. */
  60554. this.beginAnimationTo = 60;
  60555. /**
  60556. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60557. */
  60558. this.beginAnimationLoop = false;
  60559. /**
  60560. * You can use gravity if you want to give an orientation to your particles.
  60561. */
  60562. this.gravity = BABYLON.Vector3.Zero();
  60563. this._colorGradients = null;
  60564. this._sizeGradients = null;
  60565. this._lifeTimeGradients = null;
  60566. this._angularSpeedGradients = null;
  60567. this._velocityGradients = null;
  60568. this._limitVelocityGradients = null;
  60569. this._dragGradients = null;
  60570. this._emitRateGradients = null;
  60571. this._startSizeGradients = null;
  60572. this._rampGradients = null;
  60573. this._colorRemapGradients = null;
  60574. this._alphaRemapGradients = null;
  60575. /**
  60576. * Defines the delay in milliseconds before starting the system (0 by default)
  60577. */
  60578. this.startDelay = 0;
  60579. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60580. this.limitVelocityDamping = 0.4;
  60581. /**
  60582. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60583. */
  60584. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60585. /**
  60586. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60587. */
  60588. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60589. /**
  60590. * Color the particle will have at the end of its lifetime
  60591. */
  60592. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60593. /**
  60594. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60595. */
  60596. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60597. /** @hidden */
  60598. this._isSubEmitter = false;
  60599. /**
  60600. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60601. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60602. */
  60603. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60604. this._isBillboardBased = true;
  60605. /**
  60606. * Local cache of defines for image processing.
  60607. */
  60608. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60609. this.id = name;
  60610. this.name = name;
  60611. }
  60612. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60613. /**
  60614. * Gets or sets a texture used to add random noise to particle positions
  60615. */
  60616. get: function () {
  60617. return this._noiseTexture;
  60618. },
  60619. set: function (value) {
  60620. if (this._noiseTexture === value) {
  60621. return;
  60622. }
  60623. this._noiseTexture = value;
  60624. this._reset();
  60625. },
  60626. enumerable: true,
  60627. configurable: true
  60628. });
  60629. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60630. /**
  60631. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60632. */
  60633. get: function () {
  60634. return this._isAnimationSheetEnabled;
  60635. },
  60636. set: function (value) {
  60637. if (this._isAnimationSheetEnabled == value) {
  60638. return;
  60639. }
  60640. this._isAnimationSheetEnabled = value;
  60641. this._reset();
  60642. },
  60643. enumerable: true,
  60644. configurable: true
  60645. });
  60646. /**
  60647. * Get hosting scene
  60648. * @returns the scene
  60649. */
  60650. BaseParticleSystem.prototype.getScene = function () {
  60651. return this._scene;
  60652. };
  60653. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60654. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60655. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60656. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60657. };
  60658. /**
  60659. * Gets the current list of drag gradients.
  60660. * You must use addDragGradient and removeDragGradient to udpate this list
  60661. * @returns the list of drag gradients
  60662. */
  60663. BaseParticleSystem.prototype.getDragGradients = function () {
  60664. return this._dragGradients;
  60665. };
  60666. /**
  60667. * Gets the current list of limit velocity gradients.
  60668. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60669. * @returns the list of limit velocity gradients
  60670. */
  60671. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60672. return this._limitVelocityGradients;
  60673. };
  60674. /**
  60675. * Gets the current list of color gradients.
  60676. * You must use addColorGradient and removeColorGradient to udpate this list
  60677. * @returns the list of color gradients
  60678. */
  60679. BaseParticleSystem.prototype.getColorGradients = function () {
  60680. return this._colorGradients;
  60681. };
  60682. /**
  60683. * Gets the current list of size gradients.
  60684. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60685. * @returns the list of size gradients
  60686. */
  60687. BaseParticleSystem.prototype.getSizeGradients = function () {
  60688. return this._sizeGradients;
  60689. };
  60690. /**
  60691. * Gets the current list of color remap gradients.
  60692. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60693. * @returns the list of color remap gradients
  60694. */
  60695. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60696. return this._colorRemapGradients;
  60697. };
  60698. /**
  60699. * Gets the current list of alpha remap gradients.
  60700. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60701. * @returns the list of alpha remap gradients
  60702. */
  60703. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60704. return this._alphaRemapGradients;
  60705. };
  60706. /**
  60707. * Gets the current list of life time gradients.
  60708. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60709. * @returns the list of life time gradients
  60710. */
  60711. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60712. return this._lifeTimeGradients;
  60713. };
  60714. /**
  60715. * Gets the current list of angular speed gradients.
  60716. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60717. * @returns the list of angular speed gradients
  60718. */
  60719. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60720. return this._angularSpeedGradients;
  60721. };
  60722. /**
  60723. * Gets the current list of velocity gradients.
  60724. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60725. * @returns the list of velocity gradients
  60726. */
  60727. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60728. return this._velocityGradients;
  60729. };
  60730. /**
  60731. * Gets the current list of start size gradients.
  60732. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60733. * @returns the list of start size gradients
  60734. */
  60735. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60736. return this._startSizeGradients;
  60737. };
  60738. /**
  60739. * Gets the current list of emit rate gradients.
  60740. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60741. * @returns the list of emit rate gradients
  60742. */
  60743. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60744. return this._emitRateGradients;
  60745. };
  60746. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60747. /**
  60748. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60749. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60750. */
  60751. get: function () {
  60752. if (this.particleEmitterType.direction1) {
  60753. return this.particleEmitterType.direction1;
  60754. }
  60755. return BABYLON.Vector3.Zero();
  60756. },
  60757. set: function (value) {
  60758. if (this.particleEmitterType.direction1) {
  60759. this.particleEmitterType.direction1 = value;
  60760. }
  60761. },
  60762. enumerable: true,
  60763. configurable: true
  60764. });
  60765. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60766. /**
  60767. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60768. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60769. */
  60770. get: function () {
  60771. if (this.particleEmitterType.direction2) {
  60772. return this.particleEmitterType.direction2;
  60773. }
  60774. return BABYLON.Vector3.Zero();
  60775. },
  60776. set: function (value) {
  60777. if (this.particleEmitterType.direction2) {
  60778. this.particleEmitterType.direction2 = value;
  60779. }
  60780. },
  60781. enumerable: true,
  60782. configurable: true
  60783. });
  60784. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60785. /**
  60786. * 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.
  60787. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60788. */
  60789. get: function () {
  60790. if (this.particleEmitterType.minEmitBox) {
  60791. return this.particleEmitterType.minEmitBox;
  60792. }
  60793. return BABYLON.Vector3.Zero();
  60794. },
  60795. set: function (value) {
  60796. if (this.particleEmitterType.minEmitBox) {
  60797. this.particleEmitterType.minEmitBox = value;
  60798. }
  60799. },
  60800. enumerable: true,
  60801. configurable: true
  60802. });
  60803. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60804. /**
  60805. * 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.
  60806. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60807. */
  60808. get: function () {
  60809. if (this.particleEmitterType.maxEmitBox) {
  60810. return this.particleEmitterType.maxEmitBox;
  60811. }
  60812. return BABYLON.Vector3.Zero();
  60813. },
  60814. set: function (value) {
  60815. if (this.particleEmitterType.maxEmitBox) {
  60816. this.particleEmitterType.maxEmitBox = value;
  60817. }
  60818. },
  60819. enumerable: true,
  60820. configurable: true
  60821. });
  60822. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60823. /**
  60824. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60825. */
  60826. get: function () {
  60827. return this._isBillboardBased;
  60828. },
  60829. set: function (value) {
  60830. if (this._isBillboardBased === value) {
  60831. return;
  60832. }
  60833. this._isBillboardBased = value;
  60834. this._reset();
  60835. },
  60836. enumerable: true,
  60837. configurable: true
  60838. });
  60839. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60840. /**
  60841. * Gets the image processing configuration used either in this material.
  60842. */
  60843. get: function () {
  60844. return this._imageProcessingConfiguration;
  60845. },
  60846. /**
  60847. * Sets the Default image processing configuration used either in the this material.
  60848. *
  60849. * If sets to null, the scene one is in use.
  60850. */
  60851. set: function (value) {
  60852. this._attachImageProcessingConfiguration(value);
  60853. },
  60854. enumerable: true,
  60855. configurable: true
  60856. });
  60857. /**
  60858. * Attaches a new image processing configuration to the Standard Material.
  60859. * @param configuration
  60860. */
  60861. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60862. if (configuration === this._imageProcessingConfiguration) {
  60863. return;
  60864. }
  60865. // Pick the scene configuration if needed.
  60866. if (!configuration) {
  60867. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60868. }
  60869. else {
  60870. this._imageProcessingConfiguration = configuration;
  60871. }
  60872. };
  60873. /** @hidden */
  60874. BaseParticleSystem.prototype._reset = function () {
  60875. };
  60876. /** @hidden */
  60877. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60878. if (!gradients) {
  60879. return this;
  60880. }
  60881. var index = 0;
  60882. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60883. var valueGradient = gradients_1[_i];
  60884. if (valueGradient.gradient === gradient) {
  60885. gradients.splice(index, 1);
  60886. break;
  60887. }
  60888. index++;
  60889. }
  60890. if (texture) {
  60891. texture.dispose();
  60892. }
  60893. return this;
  60894. };
  60895. /**
  60896. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60897. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60898. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60899. * @returns the emitter
  60900. */
  60901. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60902. var particleEmitter = new BABYLON.PointParticleEmitter();
  60903. particleEmitter.direction1 = direction1;
  60904. particleEmitter.direction2 = direction2;
  60905. this.particleEmitterType = particleEmitter;
  60906. return particleEmitter;
  60907. };
  60908. /**
  60909. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60910. * @param radius The radius of the hemisphere to emit from
  60911. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60912. * @returns the emitter
  60913. */
  60914. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60915. if (radius === void 0) { radius = 1; }
  60916. if (radiusRange === void 0) { radiusRange = 1; }
  60917. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60918. this.particleEmitterType = particleEmitter;
  60919. return particleEmitter;
  60920. };
  60921. /**
  60922. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60923. * @param radius The radius of the sphere to emit from
  60924. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60925. * @returns the emitter
  60926. */
  60927. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60928. if (radius === void 0) { radius = 1; }
  60929. if (radiusRange === void 0) { radiusRange = 1; }
  60930. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60931. this.particleEmitterType = particleEmitter;
  60932. return particleEmitter;
  60933. };
  60934. /**
  60935. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60936. * @param radius The radius of the sphere to emit from
  60937. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60938. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60939. * @returns the emitter
  60940. */
  60941. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60942. if (radius === void 0) { radius = 1; }
  60943. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60944. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60945. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60946. this.particleEmitterType = particleEmitter;
  60947. return particleEmitter;
  60948. };
  60949. /**
  60950. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60951. * @param radius The radius of the emission cylinder
  60952. * @param height The height of the emission cylinder
  60953. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60954. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60955. * @returns the emitter
  60956. */
  60957. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60958. if (radius === void 0) { radius = 1; }
  60959. if (height === void 0) { height = 1; }
  60960. if (radiusRange === void 0) { radiusRange = 1; }
  60961. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60962. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60963. this.particleEmitterType = particleEmitter;
  60964. return particleEmitter;
  60965. };
  60966. /**
  60967. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60968. * @param radius The radius of the cylinder to emit from
  60969. * @param height The height of the emission cylinder
  60970. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60971. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60972. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60973. * @returns the emitter
  60974. */
  60975. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60976. if (radius === void 0) { radius = 1; }
  60977. if (height === void 0) { height = 1; }
  60978. if (radiusRange === void 0) { radiusRange = 1; }
  60979. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60980. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60981. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60982. this.particleEmitterType = particleEmitter;
  60983. return particleEmitter;
  60984. };
  60985. /**
  60986. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60987. * @param radius The radius of the cone to emit from
  60988. * @param angle The base angle of the cone
  60989. * @returns the emitter
  60990. */
  60991. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60992. if (radius === void 0) { radius = 1; }
  60993. if (angle === void 0) { angle = Math.PI / 4; }
  60994. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60995. this.particleEmitterType = particleEmitter;
  60996. return particleEmitter;
  60997. };
  60998. /**
  60999. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  61000. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  61001. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  61002. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  61003. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  61004. * @returns the emitter
  61005. */
  61006. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  61007. var particleEmitter = new BABYLON.BoxParticleEmitter();
  61008. this.particleEmitterType = particleEmitter;
  61009. this.direction1 = direction1;
  61010. this.direction2 = direction2;
  61011. this.minEmitBox = minEmitBox;
  61012. this.maxEmitBox = maxEmitBox;
  61013. return particleEmitter;
  61014. };
  61015. /**
  61016. * Source color is added to the destination color without alpha affecting the result
  61017. */
  61018. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  61019. /**
  61020. * Blend current color and particle color using particle’s alpha
  61021. */
  61022. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  61023. /**
  61024. * Add current color and particle color multiplied by particle’s alpha
  61025. */
  61026. BaseParticleSystem.BLENDMODE_ADD = 2;
  61027. /**
  61028. * Multiply current color with particle color
  61029. */
  61030. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  61031. /**
  61032. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  61033. */
  61034. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  61035. return BaseParticleSystem;
  61036. }());
  61037. BABYLON.BaseParticleSystem = BaseParticleSystem;
  61038. })(BABYLON || (BABYLON = {}));
  61039. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  61040. var BABYLON;
  61041. (function (BABYLON) {
  61042. /**
  61043. * This represents a particle system in Babylon.
  61044. * 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.
  61045. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  61046. * @example https://doc.babylonjs.com/babylon101/particles
  61047. */
  61048. var ParticleSystem = /** @class */ (function (_super) {
  61049. __extends(ParticleSystem, _super);
  61050. /**
  61051. * Instantiates a particle system.
  61052. * 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.
  61053. * @param name The name of the particle system
  61054. * @param capacity The max number of particles alive at the same time
  61055. * @param scene The scene the particle system belongs to
  61056. * @param customEffect a custom effect used to change the way particles are rendered by default
  61057. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61058. * @param epsilon Offset used to render the particles
  61059. */
  61060. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  61061. if (customEffect === void 0) { customEffect = null; }
  61062. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61063. if (epsilon === void 0) { epsilon = 0.01; }
  61064. var _this = _super.call(this, name) || this;
  61065. /**
  61066. * @hidden
  61067. */
  61068. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  61069. /**
  61070. * An event triggered when the system is disposed
  61071. */
  61072. _this.onDisposeObservable = new BABYLON.Observable();
  61073. _this._particles = new Array();
  61074. _this._stockParticles = new Array();
  61075. _this._newPartsExcess = 0;
  61076. _this._vertexBuffers = {};
  61077. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  61078. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  61079. _this._scaledDirection = BABYLON.Vector3.Zero();
  61080. _this._scaledGravity = BABYLON.Vector3.Zero();
  61081. _this._currentRenderId = -1;
  61082. _this._useInstancing = false;
  61083. _this._started = false;
  61084. _this._stopped = false;
  61085. _this._actualFrame = 0;
  61086. /** @hidden */
  61087. _this._currentEmitRate1 = 0;
  61088. /** @hidden */
  61089. _this._currentEmitRate2 = 0;
  61090. /** @hidden */
  61091. _this._currentStartSize1 = 0;
  61092. /** @hidden */
  61093. _this._currentStartSize2 = 0;
  61094. _this._rawTextureWidth = 256;
  61095. _this._useRampGradients = false;
  61096. /**
  61097. * @hidden
  61098. * If the particle systems emitter should be disposed when the particle system is disposed
  61099. */
  61100. _this._disposeEmitterOnDispose = false;
  61101. // start of sub system methods
  61102. /**
  61103. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  61104. * Its lifetime will start back at 0.
  61105. */
  61106. _this.recycleParticle = function (particle) {
  61107. // move particle from activeParticle list to stock particles
  61108. var lastParticle = _this._particles.pop();
  61109. if (lastParticle !== particle) {
  61110. lastParticle.copyTo(particle);
  61111. }
  61112. _this._stockParticles.push(lastParticle);
  61113. };
  61114. _this._createParticle = function () {
  61115. var particle;
  61116. if (_this._stockParticles.length !== 0) {
  61117. particle = _this._stockParticles.pop();
  61118. particle._reset();
  61119. }
  61120. else {
  61121. particle = new BABYLON.Particle(_this);
  61122. }
  61123. // Attach emitters
  61124. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61125. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61126. particle._attachedSubEmitters = [];
  61127. subEmitters.forEach(function (subEmitter) {
  61128. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61129. var newEmitter = subEmitter.clone();
  61130. particle._attachedSubEmitters.push(newEmitter);
  61131. newEmitter.particleSystem.start();
  61132. }
  61133. });
  61134. }
  61135. return particle;
  61136. };
  61137. _this._emitFromParticle = function (particle) {
  61138. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61139. return;
  61140. }
  61141. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61142. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61143. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61144. var subSystem = subEmitter.clone();
  61145. particle._inheritParticleInfoToSubEmitter(subSystem);
  61146. subSystem.particleSystem._rootParticleSystem = _this;
  61147. _this.activeSubSystems.push(subSystem.particleSystem);
  61148. subSystem.particleSystem.start();
  61149. }
  61150. });
  61151. };
  61152. _this._capacity = capacity;
  61153. _this._epsilon = epsilon;
  61154. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61155. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61156. // Setup the default processing configuration to the scene.
  61157. _this._attachImageProcessingConfiguration(null);
  61158. _this._customEffect = customEffect;
  61159. _this._scene.particleSystems.push(_this);
  61160. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61161. _this._createIndexBuffer();
  61162. _this._createVertexBuffers();
  61163. // Default emitter type
  61164. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61165. // Update
  61166. _this.updateFunction = function (particles) {
  61167. var noiseTextureSize = null;
  61168. var noiseTextureData = null;
  61169. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61170. noiseTextureSize = _this.noiseTexture.getSize();
  61171. noiseTextureData = (_this.noiseTexture.getContent());
  61172. }
  61173. var _loop_1 = function () {
  61174. particle = particles[index];
  61175. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61176. var previousAge = particle.age;
  61177. particle.age += scaledUpdateSpeed;
  61178. // Evaluate step to death
  61179. if (particle.age > particle.lifeTime) {
  61180. var diff = particle.age - previousAge;
  61181. var oldDiff = particle.lifeTime - previousAge;
  61182. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61183. particle.age = particle.lifeTime;
  61184. }
  61185. var ratio = particle.age / particle.lifeTime;
  61186. // Color
  61187. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61188. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61189. if (currentGradient !== particle._currentColorGradient) {
  61190. particle._currentColor1.copyFrom(particle._currentColor2);
  61191. nextGradient.getColorToRef(particle._currentColor2);
  61192. particle._currentColorGradient = currentGradient;
  61193. }
  61194. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61195. });
  61196. }
  61197. else {
  61198. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61199. particle.color.addInPlace(_this._scaledColorStep);
  61200. if (particle.color.a < 0) {
  61201. particle.color.a = 0;
  61202. }
  61203. }
  61204. // Angular speed
  61205. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61206. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61207. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61208. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61209. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61210. particle._currentAngularSpeedGradient = currentGradient;
  61211. }
  61212. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61213. });
  61214. }
  61215. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61216. // Direction
  61217. var directionScale = scaledUpdateSpeed;
  61218. /// Velocity
  61219. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61220. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61221. if (currentGradient !== particle._currentVelocityGradient) {
  61222. particle._currentVelocity1 = particle._currentVelocity2;
  61223. particle._currentVelocity2 = nextGradient.getFactor();
  61224. particle._currentVelocityGradient = currentGradient;
  61225. }
  61226. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61227. });
  61228. }
  61229. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61230. /// Limit velocity
  61231. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61232. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61233. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61234. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61235. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61236. particle._currentLimitVelocityGradient = currentGradient;
  61237. }
  61238. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61239. var currentVelocity = particle.direction.length();
  61240. if (currentVelocity > limitVelocity) {
  61241. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61242. }
  61243. });
  61244. }
  61245. /// Drag
  61246. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61247. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61248. if (currentGradient !== particle._currentDragGradient) {
  61249. particle._currentDrag1 = particle._currentDrag2;
  61250. particle._currentDrag2 = nextGradient.getFactor();
  61251. particle._currentDragGradient = currentGradient;
  61252. }
  61253. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61254. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61255. });
  61256. }
  61257. particle.position.addInPlace(_this._scaledDirection);
  61258. // Noise
  61259. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61260. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61261. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61262. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61263. var force = BABYLON.Tmp.Vector3[0];
  61264. var scaledForce = BABYLON.Tmp.Vector3[1];
  61265. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61266. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61267. particle.direction.addInPlace(scaledForce);
  61268. }
  61269. // Gravity
  61270. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61271. particle.direction.addInPlace(_this._scaledGravity);
  61272. // Size
  61273. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61274. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61275. if (currentGradient !== particle._currentSizeGradient) {
  61276. particle._currentSize1 = particle._currentSize2;
  61277. particle._currentSize2 = nextGradient.getFactor();
  61278. particle._currentSizeGradient = currentGradient;
  61279. }
  61280. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61281. });
  61282. }
  61283. // Remap data
  61284. if (_this._useRampGradients) {
  61285. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61286. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61287. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61288. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61289. particle.remapData.x = min;
  61290. particle.remapData.y = max - min;
  61291. });
  61292. }
  61293. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61294. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61295. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61296. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61297. particle.remapData.z = min;
  61298. particle.remapData.w = max - min;
  61299. });
  61300. }
  61301. }
  61302. if (_this._isAnimationSheetEnabled) {
  61303. particle.updateCellIndex();
  61304. }
  61305. // Update the position of the attached sub-emitters to match their attached particle
  61306. particle._inheritParticleInfoToSubEmitters();
  61307. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61308. _this._emitFromParticle(particle);
  61309. if (particle._attachedSubEmitters) {
  61310. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61311. subEmitter.particleSystem.disposeOnStop = true;
  61312. subEmitter.particleSystem.stop();
  61313. });
  61314. particle._attachedSubEmitters = null;
  61315. }
  61316. _this.recycleParticle(particle);
  61317. index--;
  61318. return "continue";
  61319. }
  61320. };
  61321. var particle;
  61322. for (var index = 0; index < particles.length; index++) {
  61323. _loop_1();
  61324. }
  61325. };
  61326. return _this;
  61327. }
  61328. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61329. /**
  61330. * Sets a callback that will be triggered when the system is disposed
  61331. */
  61332. set: function (callback) {
  61333. if (this._onDisposeObserver) {
  61334. this.onDisposeObservable.remove(this._onDisposeObserver);
  61335. }
  61336. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61337. },
  61338. enumerable: true,
  61339. configurable: true
  61340. });
  61341. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61342. /** Gets or sets a boolean indicating that ramp gradients must be used
  61343. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61344. */
  61345. get: function () {
  61346. return this._useRampGradients;
  61347. },
  61348. set: function (value) {
  61349. if (this._useRampGradients === value) {
  61350. return;
  61351. }
  61352. this._useRampGradients = value;
  61353. this._resetEffect();
  61354. },
  61355. enumerable: true,
  61356. configurable: true
  61357. });
  61358. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61359. //end of Sub-emitter
  61360. /**
  61361. * Gets the current list of active particles
  61362. */
  61363. get: function () {
  61364. return this._particles;
  61365. },
  61366. enumerable: true,
  61367. configurable: true
  61368. });
  61369. /**
  61370. * Returns the string "ParticleSystem"
  61371. * @returns a string containing the class name
  61372. */
  61373. ParticleSystem.prototype.getClassName = function () {
  61374. return "ParticleSystem";
  61375. };
  61376. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61377. var newGradient = new BABYLON.FactorGradient();
  61378. newGradient.gradient = gradient;
  61379. newGradient.factor1 = factor;
  61380. newGradient.factor2 = factor2;
  61381. factorGradients.push(newGradient);
  61382. factorGradients.sort(function (a, b) {
  61383. if (a.gradient < b.gradient) {
  61384. return -1;
  61385. }
  61386. else if (a.gradient > b.gradient) {
  61387. return 1;
  61388. }
  61389. return 0;
  61390. });
  61391. };
  61392. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61393. if (!factorGradients) {
  61394. return;
  61395. }
  61396. var index = 0;
  61397. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61398. var factorGradient = factorGradients_1[_i];
  61399. if (factorGradient.gradient === gradient) {
  61400. factorGradients.splice(index, 1);
  61401. break;
  61402. }
  61403. index++;
  61404. }
  61405. };
  61406. /**
  61407. * Adds a new life time gradient
  61408. * @param gradient defines the gradient to use (between 0 and 1)
  61409. * @param factor defines the life time factor to affect to the specified gradient
  61410. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61411. * @returns the current particle system
  61412. */
  61413. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61414. if (!this._lifeTimeGradients) {
  61415. this._lifeTimeGradients = [];
  61416. }
  61417. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61418. return this;
  61419. };
  61420. /**
  61421. * Remove a specific life time gradient
  61422. * @param gradient defines the gradient to remove
  61423. * @returns the current particle system
  61424. */
  61425. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61426. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61427. return this;
  61428. };
  61429. /**
  61430. * Adds a new size gradient
  61431. * @param gradient defines the gradient to use (between 0 and 1)
  61432. * @param factor defines the size factor to affect to the specified gradient
  61433. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61434. * @returns the current particle system
  61435. */
  61436. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61437. if (!this._sizeGradients) {
  61438. this._sizeGradients = [];
  61439. }
  61440. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61441. return this;
  61442. };
  61443. /**
  61444. * Remove a specific size gradient
  61445. * @param gradient defines the gradient to remove
  61446. * @returns the current particle system
  61447. */
  61448. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61449. this._removeFactorGradient(this._sizeGradients, gradient);
  61450. return this;
  61451. };
  61452. /**
  61453. * Adds a new color remap gradient
  61454. * @param gradient defines the gradient to use (between 0 and 1)
  61455. * @param min defines the color remap minimal range
  61456. * @param max defines the color remap maximal range
  61457. * @returns the current particle system
  61458. */
  61459. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61460. if (!this._colorRemapGradients) {
  61461. this._colorRemapGradients = [];
  61462. }
  61463. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61464. return this;
  61465. };
  61466. /**
  61467. * Remove a specific color remap gradient
  61468. * @param gradient defines the gradient to remove
  61469. * @returns the current particle system
  61470. */
  61471. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61472. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61473. return this;
  61474. };
  61475. /**
  61476. * Adds a new alpha remap gradient
  61477. * @param gradient defines the gradient to use (between 0 and 1)
  61478. * @param min defines the alpha remap minimal range
  61479. * @param max defines the alpha remap maximal range
  61480. * @returns the current particle system
  61481. */
  61482. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61483. if (!this._alphaRemapGradients) {
  61484. this._alphaRemapGradients = [];
  61485. }
  61486. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61487. return this;
  61488. };
  61489. /**
  61490. * Remove a specific alpha remap gradient
  61491. * @param gradient defines the gradient to remove
  61492. * @returns the current particle system
  61493. */
  61494. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61495. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61496. return this;
  61497. };
  61498. /**
  61499. * Adds a new angular speed gradient
  61500. * @param gradient defines the gradient to use (between 0 and 1)
  61501. * @param factor defines the angular speed to affect to the specified gradient
  61502. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61503. * @returns the current particle system
  61504. */
  61505. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61506. if (!this._angularSpeedGradients) {
  61507. this._angularSpeedGradients = [];
  61508. }
  61509. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61510. return this;
  61511. };
  61512. /**
  61513. * Remove a specific angular speed gradient
  61514. * @param gradient defines the gradient to remove
  61515. * @returns the current particle system
  61516. */
  61517. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61518. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61519. return this;
  61520. };
  61521. /**
  61522. * Adds a new velocity gradient
  61523. * @param gradient defines the gradient to use (between 0 and 1)
  61524. * @param factor defines the velocity to affect to the specified gradient
  61525. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61526. * @returns the current particle system
  61527. */
  61528. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61529. if (!this._velocityGradients) {
  61530. this._velocityGradients = [];
  61531. }
  61532. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61533. return this;
  61534. };
  61535. /**
  61536. * Remove a specific velocity gradient
  61537. * @param gradient defines the gradient to remove
  61538. * @returns the current particle system
  61539. */
  61540. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61541. this._removeFactorGradient(this._velocityGradients, gradient);
  61542. return this;
  61543. };
  61544. /**
  61545. * Adds a new limit velocity gradient
  61546. * @param gradient defines the gradient to use (between 0 and 1)
  61547. * @param factor defines the limit velocity value to affect to the specified gradient
  61548. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61549. * @returns the current particle system
  61550. */
  61551. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61552. if (!this._limitVelocityGradients) {
  61553. this._limitVelocityGradients = [];
  61554. }
  61555. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61556. return this;
  61557. };
  61558. /**
  61559. * Remove a specific limit velocity gradient
  61560. * @param gradient defines the gradient to remove
  61561. * @returns the current particle system
  61562. */
  61563. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61564. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61565. return this;
  61566. };
  61567. /**
  61568. * Adds a new drag gradient
  61569. * @param gradient defines the gradient to use (between 0 and 1)
  61570. * @param factor defines the drag value to affect to the specified gradient
  61571. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61572. * @returns the current particle system
  61573. */
  61574. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61575. if (!this._dragGradients) {
  61576. this._dragGradients = [];
  61577. }
  61578. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61579. return this;
  61580. };
  61581. /**
  61582. * Remove a specific drag gradient
  61583. * @param gradient defines the gradient to remove
  61584. * @returns the current particle system
  61585. */
  61586. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61587. this._removeFactorGradient(this._dragGradients, gradient);
  61588. return this;
  61589. };
  61590. /**
  61591. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61592. * @param gradient defines the gradient to use (between 0 and 1)
  61593. * @param factor defines the emit rate value to affect to the specified gradient
  61594. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61595. * @returns the current particle system
  61596. */
  61597. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61598. if (!this._emitRateGradients) {
  61599. this._emitRateGradients = [];
  61600. }
  61601. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61602. return this;
  61603. };
  61604. /**
  61605. * Remove a specific emit rate gradient
  61606. * @param gradient defines the gradient to remove
  61607. * @returns the current particle system
  61608. */
  61609. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61610. this._removeFactorGradient(this._emitRateGradients, gradient);
  61611. return this;
  61612. };
  61613. /**
  61614. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61615. * @param gradient defines the gradient to use (between 0 and 1)
  61616. * @param factor defines the start size value to affect to the specified gradient
  61617. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61618. * @returns the current particle system
  61619. */
  61620. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61621. if (!this._startSizeGradients) {
  61622. this._startSizeGradients = [];
  61623. }
  61624. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61625. return this;
  61626. };
  61627. /**
  61628. * Remove a specific start size gradient
  61629. * @param gradient defines the gradient to remove
  61630. * @returns the current particle system
  61631. */
  61632. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61633. this._removeFactorGradient(this._emitRateGradients, gradient);
  61634. return this;
  61635. };
  61636. ParticleSystem.prototype._createRampGradientTexture = function () {
  61637. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61638. return;
  61639. }
  61640. var data = new Uint8Array(this._rawTextureWidth * 4);
  61641. var tmpColor = BABYLON.Tmp.Color3[0];
  61642. for (var x = 0; x < this._rawTextureWidth; x++) {
  61643. var ratio = x / this._rawTextureWidth;
  61644. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61645. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61646. data[x * 4] = tmpColor.r * 255;
  61647. data[x * 4 + 1] = tmpColor.g * 255;
  61648. data[x * 4 + 2] = tmpColor.b * 255;
  61649. data[x * 4 + 3] = 255;
  61650. });
  61651. }
  61652. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61653. };
  61654. /**
  61655. * Gets the current list of ramp gradients.
  61656. * You must use addRampGradient and removeRampGradient to udpate this list
  61657. * @returns the list of ramp gradients
  61658. */
  61659. ParticleSystem.prototype.getRampGradients = function () {
  61660. return this._rampGradients;
  61661. };
  61662. /**
  61663. * Adds a new ramp gradient used to remap particle colors
  61664. * @param gradient defines the gradient to use (between 0 and 1)
  61665. * @param color defines the color to affect to the specified gradient
  61666. * @returns the current particle system
  61667. */
  61668. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61669. if (!this._rampGradients) {
  61670. this._rampGradients = [];
  61671. }
  61672. var rampGradient = new BABYLON.Color3Gradient();
  61673. rampGradient.gradient = gradient;
  61674. rampGradient.color = color;
  61675. this._rampGradients.push(rampGradient);
  61676. this._rampGradients.sort(function (a, b) {
  61677. if (a.gradient < b.gradient) {
  61678. return -1;
  61679. }
  61680. else if (a.gradient > b.gradient) {
  61681. return 1;
  61682. }
  61683. return 0;
  61684. });
  61685. if (this._rampGradientsTexture) {
  61686. this._rampGradientsTexture.dispose();
  61687. this._rampGradientsTexture = null;
  61688. }
  61689. this._createRampGradientTexture();
  61690. return this;
  61691. };
  61692. /**
  61693. * Remove a specific ramp gradient
  61694. * @param gradient defines the gradient to remove
  61695. * @returns the current particle system
  61696. */
  61697. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61698. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61699. this._rampGradientsTexture = null;
  61700. if (this._rampGradients && this._rampGradients.length > 0) {
  61701. this._createRampGradientTexture();
  61702. }
  61703. return this;
  61704. };
  61705. /**
  61706. * Adds a new color gradient
  61707. * @param gradient defines the gradient to use (between 0 and 1)
  61708. * @param color1 defines the color to affect to the specified gradient
  61709. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61710. * @returns this particle system
  61711. */
  61712. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61713. if (!this._colorGradients) {
  61714. this._colorGradients = [];
  61715. }
  61716. var colorGradient = new BABYLON.ColorGradient();
  61717. colorGradient.gradient = gradient;
  61718. colorGradient.color1 = color1;
  61719. colorGradient.color2 = color2;
  61720. this._colorGradients.push(colorGradient);
  61721. this._colorGradients.sort(function (a, b) {
  61722. if (a.gradient < b.gradient) {
  61723. return -1;
  61724. }
  61725. else if (a.gradient > b.gradient) {
  61726. return 1;
  61727. }
  61728. return 0;
  61729. });
  61730. return this;
  61731. };
  61732. /**
  61733. * Remove a specific color gradient
  61734. * @param gradient defines the gradient to remove
  61735. * @returns this particle system
  61736. */
  61737. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61738. if (!this._colorGradients) {
  61739. return this;
  61740. }
  61741. var index = 0;
  61742. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61743. var colorGradient = _a[_i];
  61744. if (colorGradient.gradient === gradient) {
  61745. this._colorGradients.splice(index, 1);
  61746. break;
  61747. }
  61748. index++;
  61749. }
  61750. return this;
  61751. };
  61752. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61753. u = Math.abs(u) * 0.5 + 0.5;
  61754. v = Math.abs(v) * 0.5 + 0.5;
  61755. var wrappedU = ((u * width) % width) | 0;
  61756. var wrappedV = ((v * height) % height) | 0;
  61757. var position = (wrappedU + wrappedV * width) * 4;
  61758. return pixels[position] / 255;
  61759. };
  61760. ParticleSystem.prototype._reset = function () {
  61761. this._resetEffect();
  61762. };
  61763. ParticleSystem.prototype._resetEffect = function () {
  61764. if (this._vertexBuffer) {
  61765. this._vertexBuffer.dispose();
  61766. this._vertexBuffer = null;
  61767. }
  61768. if (this._spriteBuffer) {
  61769. this._spriteBuffer.dispose();
  61770. this._spriteBuffer = null;
  61771. }
  61772. this._createVertexBuffers();
  61773. };
  61774. ParticleSystem.prototype._createVertexBuffers = function () {
  61775. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61776. if (this._isAnimationSheetEnabled) {
  61777. this._vertexBufferSize += 1;
  61778. }
  61779. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61780. this._vertexBufferSize += 3;
  61781. }
  61782. if (this._useRampGradients) {
  61783. this._vertexBufferSize += 4;
  61784. }
  61785. var engine = this._scene.getEngine();
  61786. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61787. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61788. var dataOffset = 0;
  61789. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61790. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61791. dataOffset += 3;
  61792. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61793. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61794. dataOffset += 4;
  61795. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61796. this._vertexBuffers["angle"] = options;
  61797. dataOffset += 1;
  61798. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61799. this._vertexBuffers["size"] = size;
  61800. dataOffset += 2;
  61801. if (this._isAnimationSheetEnabled) {
  61802. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61803. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61804. dataOffset += 1;
  61805. }
  61806. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61807. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61808. this._vertexBuffers["direction"] = directionBuffer;
  61809. dataOffset += 3;
  61810. }
  61811. if (this._useRampGradients) {
  61812. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61813. this._vertexBuffers["remapData"] = rampDataBuffer;
  61814. dataOffset += 4;
  61815. }
  61816. var offsets;
  61817. if (this._useInstancing) {
  61818. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61819. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61820. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61821. }
  61822. else {
  61823. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61824. dataOffset += 2;
  61825. }
  61826. this._vertexBuffers["offset"] = offsets;
  61827. };
  61828. ParticleSystem.prototype._createIndexBuffer = function () {
  61829. if (this._useInstancing) {
  61830. return;
  61831. }
  61832. var indices = [];
  61833. var index = 0;
  61834. for (var count = 0; count < this._capacity; count++) {
  61835. indices.push(index);
  61836. indices.push(index + 1);
  61837. indices.push(index + 2);
  61838. indices.push(index);
  61839. indices.push(index + 2);
  61840. indices.push(index + 3);
  61841. index += 4;
  61842. }
  61843. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61844. };
  61845. /**
  61846. * Gets the maximum number of particles active at the same time.
  61847. * @returns The max number of active particles.
  61848. */
  61849. ParticleSystem.prototype.getCapacity = function () {
  61850. return this._capacity;
  61851. };
  61852. /**
  61853. * Gets whether there are still active particles in the system.
  61854. * @returns True if it is alive, otherwise false.
  61855. */
  61856. ParticleSystem.prototype.isAlive = function () {
  61857. return this._alive;
  61858. };
  61859. /**
  61860. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61861. * @returns True if it has been started, otherwise false.
  61862. */
  61863. ParticleSystem.prototype.isStarted = function () {
  61864. return this._started;
  61865. };
  61866. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61867. var _this = this;
  61868. this._subEmitters = new Array();
  61869. if (this.subEmitters) {
  61870. this.subEmitters.forEach(function (subEmitter) {
  61871. if (subEmitter instanceof ParticleSystem) {
  61872. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61873. }
  61874. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61875. _this._subEmitters.push([subEmitter]);
  61876. }
  61877. else if (subEmitter instanceof Array) {
  61878. _this._subEmitters.push(subEmitter);
  61879. }
  61880. });
  61881. }
  61882. };
  61883. /**
  61884. * Starts the particle system and begins to emit
  61885. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61886. */
  61887. ParticleSystem.prototype.start = function (delay) {
  61888. var _this = this;
  61889. if (delay === void 0) { delay = this.startDelay; }
  61890. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61891. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61892. }
  61893. if (delay) {
  61894. setTimeout(function () {
  61895. _this.start(0);
  61896. }, delay);
  61897. return;
  61898. }
  61899. // Convert the subEmitters field to the constant type field _subEmitters
  61900. this._prepareSubEmitterInternalArray();
  61901. this._started = true;
  61902. this._stopped = false;
  61903. this._actualFrame = 0;
  61904. if (this._subEmitters && this._subEmitters.length != 0) {
  61905. this.activeSubSystems = new Array();
  61906. }
  61907. // Reset emit gradient so it acts the same on every start
  61908. if (this._emitRateGradients) {
  61909. if (this._emitRateGradients.length > 0) {
  61910. this._currentEmitRateGradient = this._emitRateGradients[0];
  61911. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61912. this._currentEmitRate2 = this._currentEmitRate1;
  61913. }
  61914. if (this._emitRateGradients.length > 1) {
  61915. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61916. }
  61917. }
  61918. // Reset start size gradient so it acts the same on every start
  61919. if (this._startSizeGradients) {
  61920. if (this._startSizeGradients.length > 0) {
  61921. this._currentStartSizeGradient = this._startSizeGradients[0];
  61922. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61923. this._currentStartSize2 = this._currentStartSize1;
  61924. }
  61925. if (this._startSizeGradients.length > 1) {
  61926. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61927. }
  61928. }
  61929. if (this.preWarmCycles) {
  61930. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61931. this.emitter.computeWorldMatrix(true);
  61932. }
  61933. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61934. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61935. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61936. setTimeout(function () {
  61937. for (var index = 0; index < _this.preWarmCycles; index++) {
  61938. _this.animate(true);
  61939. noiseTextureAsProcedural_1.render();
  61940. }
  61941. });
  61942. });
  61943. }
  61944. else {
  61945. for (var index = 0; index < this.preWarmCycles; index++) {
  61946. this.animate(true);
  61947. }
  61948. }
  61949. }
  61950. // Animations
  61951. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61952. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61953. }
  61954. };
  61955. /**
  61956. * Stops the particle system.
  61957. * @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.
  61958. */
  61959. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61960. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61961. this._stopped = true;
  61962. if (stopSubEmitters) {
  61963. this._stopSubEmitters();
  61964. }
  61965. };
  61966. // animation sheet
  61967. /**
  61968. * Remove all active particles
  61969. */
  61970. ParticleSystem.prototype.reset = function () {
  61971. this._stockParticles = [];
  61972. this._particles = [];
  61973. };
  61974. /**
  61975. * @hidden (for internal use only)
  61976. */
  61977. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61978. var offset = index * this._vertexBufferSize;
  61979. this._vertexData[offset++] = particle.position.x;
  61980. this._vertexData[offset++] = particle.position.y;
  61981. this._vertexData[offset++] = particle.position.z;
  61982. this._vertexData[offset++] = particle.color.r;
  61983. this._vertexData[offset++] = particle.color.g;
  61984. this._vertexData[offset++] = particle.color.b;
  61985. this._vertexData[offset++] = particle.color.a;
  61986. this._vertexData[offset++] = particle.angle;
  61987. this._vertexData[offset++] = particle.scale.x * particle.size;
  61988. this._vertexData[offset++] = particle.scale.y * particle.size;
  61989. if (this._isAnimationSheetEnabled) {
  61990. this._vertexData[offset++] = particle.cellIndex;
  61991. }
  61992. if (!this._isBillboardBased) {
  61993. if (particle._initialDirection) {
  61994. this._vertexData[offset++] = particle._initialDirection.x;
  61995. this._vertexData[offset++] = particle._initialDirection.y;
  61996. this._vertexData[offset++] = particle._initialDirection.z;
  61997. }
  61998. else {
  61999. this._vertexData[offset++] = particle.direction.x;
  62000. this._vertexData[offset++] = particle.direction.y;
  62001. this._vertexData[offset++] = particle.direction.z;
  62002. }
  62003. }
  62004. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  62005. this._vertexData[offset++] = particle.direction.x;
  62006. this._vertexData[offset++] = particle.direction.y;
  62007. this._vertexData[offset++] = particle.direction.z;
  62008. }
  62009. if (this._useRampGradients) {
  62010. this._vertexData[offset++] = particle.remapData.x;
  62011. this._vertexData[offset++] = particle.remapData.y;
  62012. this._vertexData[offset++] = particle.remapData.z;
  62013. this._vertexData[offset++] = particle.remapData.w;
  62014. }
  62015. if (!this._useInstancing) {
  62016. if (this._isAnimationSheetEnabled) {
  62017. if (offsetX === 0) {
  62018. offsetX = this._epsilon;
  62019. }
  62020. else if (offsetX === 1) {
  62021. offsetX = 1 - this._epsilon;
  62022. }
  62023. if (offsetY === 0) {
  62024. offsetY = this._epsilon;
  62025. }
  62026. else if (offsetY === 1) {
  62027. offsetY = 1 - this._epsilon;
  62028. }
  62029. }
  62030. this._vertexData[offset++] = offsetX;
  62031. this._vertexData[offset++] = offsetY;
  62032. }
  62033. };
  62034. ParticleSystem.prototype._stopSubEmitters = function () {
  62035. if (!this.activeSubSystems) {
  62036. return;
  62037. }
  62038. this.activeSubSystems.forEach(function (subSystem) {
  62039. subSystem.stop(true);
  62040. });
  62041. this.activeSubSystems = new Array();
  62042. };
  62043. ParticleSystem.prototype._removeFromRoot = function () {
  62044. if (!this._rootParticleSystem) {
  62045. return;
  62046. }
  62047. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  62048. if (index !== -1) {
  62049. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  62050. }
  62051. this._rootParticleSystem = null;
  62052. };
  62053. // End of sub system methods
  62054. ParticleSystem.prototype._update = function (newParticles) {
  62055. var _this = this;
  62056. // Update current
  62057. this._alive = this._particles.length > 0;
  62058. if (this.emitter.position) {
  62059. var emitterMesh = this.emitter;
  62060. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  62061. }
  62062. else {
  62063. var emitterPosition = this.emitter;
  62064. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  62065. }
  62066. this.updateFunction(this._particles);
  62067. // Add new ones
  62068. var particle;
  62069. var _loop_2 = function () {
  62070. if (this_1._particles.length === this_1._capacity) {
  62071. return "break";
  62072. }
  62073. particle = this_1._createParticle();
  62074. this_1._particles.push(particle);
  62075. // Emitter
  62076. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  62077. if (this_1.startPositionFunction) {
  62078. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62079. }
  62080. else {
  62081. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62082. }
  62083. if (this_1.startDirectionFunction) {
  62084. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62085. }
  62086. else {
  62087. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62088. }
  62089. if (emitPower === 0) {
  62090. if (!particle._initialDirection) {
  62091. particle._initialDirection = particle.direction.clone();
  62092. }
  62093. else {
  62094. particle._initialDirection.copyFrom(particle.direction);
  62095. }
  62096. }
  62097. else {
  62098. particle._initialDirection = null;
  62099. }
  62100. particle.direction.scaleInPlace(emitPower);
  62101. // Life time
  62102. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  62103. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  62104. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  62105. var factorGradient1 = currentGradient;
  62106. var factorGradient2 = nextGradient;
  62107. var lifeTime1 = factorGradient1.getFactor();
  62108. var lifeTime2 = factorGradient2.getFactor();
  62109. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  62110. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  62111. });
  62112. }
  62113. else {
  62114. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62115. }
  62116. // Size
  62117. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62118. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62119. }
  62120. else {
  62121. particle._currentSizeGradient = this_1._sizeGradients[0];
  62122. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62123. particle.size = particle._currentSize1;
  62124. if (this_1._sizeGradients.length > 1) {
  62125. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62126. }
  62127. else {
  62128. particle._currentSize2 = particle._currentSize1;
  62129. }
  62130. }
  62131. // Size and scale
  62132. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62133. // Adjust scale by start size
  62134. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62135. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62136. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62137. if (currentGradient !== _this._currentStartSizeGradient) {
  62138. _this._currentStartSize1 = _this._currentStartSize2;
  62139. _this._currentStartSize2 = nextGradient.getFactor();
  62140. _this._currentStartSizeGradient = currentGradient;
  62141. }
  62142. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62143. particle.scale.scaleInPlace(value);
  62144. });
  62145. }
  62146. // Angle
  62147. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62148. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62149. }
  62150. else {
  62151. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62152. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62153. particle._currentAngularSpeed1 = particle.angularSpeed;
  62154. if (this_1._angularSpeedGradients.length > 1) {
  62155. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62156. }
  62157. else {
  62158. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62159. }
  62160. }
  62161. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62162. // Velocity
  62163. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62164. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62165. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62166. if (this_1._velocityGradients.length > 1) {
  62167. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62168. }
  62169. else {
  62170. particle._currentVelocity2 = particle._currentVelocity1;
  62171. }
  62172. }
  62173. // Limit velocity
  62174. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62175. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62176. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62177. if (this_1._limitVelocityGradients.length > 1) {
  62178. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62179. }
  62180. else {
  62181. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62182. }
  62183. }
  62184. // Drag
  62185. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62186. particle._currentDragGradient = this_1._dragGradients[0];
  62187. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62188. if (this_1._dragGradients.length > 1) {
  62189. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62190. }
  62191. else {
  62192. particle._currentDrag2 = particle._currentDrag1;
  62193. }
  62194. }
  62195. // Color
  62196. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62197. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62198. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62199. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62200. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62201. }
  62202. else {
  62203. particle._currentColorGradient = this_1._colorGradients[0];
  62204. particle._currentColorGradient.getColorToRef(particle.color);
  62205. particle._currentColor1.copyFrom(particle.color);
  62206. if (this_1._colorGradients.length > 1) {
  62207. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62208. }
  62209. else {
  62210. particle._currentColor2.copyFrom(particle.color);
  62211. }
  62212. }
  62213. // Sheet
  62214. if (this_1._isAnimationSheetEnabled) {
  62215. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62216. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62217. }
  62218. // Inherited Velocity
  62219. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62220. // Ramp
  62221. if (this_1._useRampGradients) {
  62222. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62223. }
  62224. // Noise texture coordinates
  62225. if (this_1.noiseTexture) {
  62226. if (particle._randomNoiseCoordinates1) {
  62227. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62228. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62229. }
  62230. else {
  62231. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62232. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62233. }
  62234. }
  62235. // Update the position of the attached sub-emitters to match their attached particle
  62236. particle._inheritParticleInfoToSubEmitters();
  62237. };
  62238. var this_1 = this, step;
  62239. for (var index = 0; index < newParticles; index++) {
  62240. var state_1 = _loop_2();
  62241. if (state_1 === "break")
  62242. break;
  62243. }
  62244. };
  62245. /** @hidden */
  62246. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62247. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62248. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62249. if (useRampGradients === void 0) { useRampGradients = false; }
  62250. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62251. if (isAnimationSheetEnabled) {
  62252. attributeNamesOrOptions.push("cellIndex");
  62253. }
  62254. if (!isBillboardBased) {
  62255. attributeNamesOrOptions.push("direction");
  62256. }
  62257. if (useRampGradients) {
  62258. attributeNamesOrOptions.push("remapData");
  62259. }
  62260. return attributeNamesOrOptions;
  62261. };
  62262. /** @hidden */
  62263. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62264. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62265. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62266. if (isAnimationSheetEnabled) {
  62267. effectCreationOption.push("particlesInfos");
  62268. }
  62269. return effectCreationOption;
  62270. };
  62271. /** @hidden */
  62272. ParticleSystem.prototype._getEffect = function (blendMode) {
  62273. if (this._customEffect) {
  62274. return this._customEffect;
  62275. }
  62276. var defines = [];
  62277. if (this._scene.clipPlane) {
  62278. defines.push("#define CLIPPLANE");
  62279. }
  62280. if (this._scene.clipPlane2) {
  62281. defines.push("#define CLIPPLANE2");
  62282. }
  62283. if (this._scene.clipPlane3) {
  62284. defines.push("#define CLIPPLANE3");
  62285. }
  62286. if (this._scene.clipPlane4) {
  62287. defines.push("#define CLIPPLANE4");
  62288. }
  62289. if (this._isAnimationSheetEnabled) {
  62290. defines.push("#define ANIMATESHEET");
  62291. }
  62292. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62293. defines.push("#define BLENDMULTIPLYMODE");
  62294. }
  62295. if (this._useRampGradients) {
  62296. defines.push("#define RAMPGRADIENT");
  62297. }
  62298. if (this._isBillboardBased) {
  62299. defines.push("#define BILLBOARD");
  62300. switch (this.billboardMode) {
  62301. case ParticleSystem.BILLBOARDMODE_Y:
  62302. defines.push("#define BILLBOARDY");
  62303. break;
  62304. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62305. defines.push("#define BILLBOARDSTRETCHED");
  62306. break;
  62307. case ParticleSystem.BILLBOARDMODE_ALL:
  62308. default:
  62309. break;
  62310. }
  62311. }
  62312. if (this._imageProcessingConfiguration) {
  62313. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62314. defines.push(this._imageProcessingConfigurationDefines.toString());
  62315. }
  62316. // Effect
  62317. var join = defines.join("\n");
  62318. if (this._cachedDefines !== join) {
  62319. this._cachedDefines = join;
  62320. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62321. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62322. var samplers = ["diffuseSampler", "rampSampler"];
  62323. if (BABYLON.ImageProcessingConfiguration) {
  62324. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62325. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62326. }
  62327. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62328. }
  62329. return this._effect;
  62330. };
  62331. /**
  62332. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62333. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62334. */
  62335. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62336. var _this = this;
  62337. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62338. if (!this._started) {
  62339. return;
  62340. }
  62341. if (!preWarmOnly) {
  62342. // Check
  62343. if (!this.isReady()) {
  62344. return;
  62345. }
  62346. if (this._currentRenderId === this._scene.getFrameId()) {
  62347. return;
  62348. }
  62349. this._currentRenderId = this._scene.getFrameId();
  62350. }
  62351. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62352. // Determine the number of particles we need to create
  62353. var newParticles;
  62354. if (this.manualEmitCount > -1) {
  62355. newParticles = this.manualEmitCount;
  62356. this._newPartsExcess = 0;
  62357. this.manualEmitCount = 0;
  62358. }
  62359. else {
  62360. var rate_1 = this.emitRate;
  62361. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62362. var ratio = this._actualFrame / this.targetStopDuration;
  62363. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62364. if (currentGradient !== _this._currentEmitRateGradient) {
  62365. _this._currentEmitRate1 = _this._currentEmitRate2;
  62366. _this._currentEmitRate2 = nextGradient.getFactor();
  62367. _this._currentEmitRateGradient = currentGradient;
  62368. }
  62369. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62370. });
  62371. }
  62372. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62373. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62374. }
  62375. if (this._newPartsExcess > 1.0) {
  62376. newParticles += this._newPartsExcess >> 0;
  62377. this._newPartsExcess -= this._newPartsExcess >> 0;
  62378. }
  62379. this._alive = false;
  62380. if (!this._stopped) {
  62381. this._actualFrame += this._scaledUpdateSpeed;
  62382. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62383. this.stop();
  62384. }
  62385. }
  62386. else {
  62387. newParticles = 0;
  62388. }
  62389. this._update(newParticles);
  62390. // Stopped?
  62391. if (this._stopped) {
  62392. if (!this._alive) {
  62393. this._started = false;
  62394. if (this.onAnimationEnd) {
  62395. this.onAnimationEnd();
  62396. }
  62397. if (this.disposeOnStop) {
  62398. this._scene._toBeDisposed.push(this);
  62399. }
  62400. }
  62401. }
  62402. if (!preWarmOnly) {
  62403. // Update VBO
  62404. var offset = 0;
  62405. for (var index = 0; index < this._particles.length; index++) {
  62406. var particle = this._particles[index];
  62407. this._appendParticleVertices(offset, particle);
  62408. offset += this._useInstancing ? 1 : 4;
  62409. }
  62410. if (this._vertexBuffer) {
  62411. this._vertexBuffer.update(this._vertexData);
  62412. }
  62413. }
  62414. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62415. this.stop();
  62416. }
  62417. };
  62418. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62419. this._appendParticleVertex(offset++, particle, 0, 0);
  62420. if (!this._useInstancing) {
  62421. this._appendParticleVertex(offset++, particle, 1, 0);
  62422. this._appendParticleVertex(offset++, particle, 1, 1);
  62423. this._appendParticleVertex(offset++, particle, 0, 1);
  62424. }
  62425. };
  62426. /**
  62427. * Rebuilds the particle system.
  62428. */
  62429. ParticleSystem.prototype.rebuild = function () {
  62430. this._createIndexBuffer();
  62431. if (this._vertexBuffer) {
  62432. this._vertexBuffer._rebuild();
  62433. }
  62434. };
  62435. /**
  62436. * Is this system ready to be used/rendered
  62437. * @return true if the system is ready
  62438. */
  62439. ParticleSystem.prototype.isReady = function () {
  62440. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62441. return false;
  62442. }
  62443. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62444. if (!this._getEffect(this.blendMode).isReady()) {
  62445. return false;
  62446. }
  62447. }
  62448. else {
  62449. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62450. return false;
  62451. }
  62452. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62453. return false;
  62454. }
  62455. }
  62456. return true;
  62457. };
  62458. ParticleSystem.prototype._render = function (blendMode) {
  62459. var effect = this._getEffect(blendMode);
  62460. var engine = this._scene.getEngine();
  62461. // Render
  62462. engine.enableEffect(effect);
  62463. var viewMatrix = this._scene.getViewMatrix();
  62464. effect.setTexture("diffuseSampler", this.particleTexture);
  62465. effect.setMatrix("view", viewMatrix);
  62466. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62467. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62468. var baseSize = this.particleTexture.getBaseSize();
  62469. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62470. }
  62471. effect.setVector2("translationPivot", this.translationPivot);
  62472. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62473. if (this._isBillboardBased) {
  62474. var camera = this._scene.activeCamera;
  62475. effect.setVector3("eyePosition", camera.globalPosition);
  62476. }
  62477. if (this._rampGradientsTexture) {
  62478. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62479. }
  62480. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62481. var invView = viewMatrix.clone();
  62482. invView.invert();
  62483. effect.setMatrix("invView", invView);
  62484. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62485. }
  62486. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62487. // image processing
  62488. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62489. this._imageProcessingConfiguration.bind(effect);
  62490. }
  62491. // Draw order
  62492. switch (blendMode) {
  62493. case ParticleSystem.BLENDMODE_ADD:
  62494. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62495. break;
  62496. case ParticleSystem.BLENDMODE_ONEONE:
  62497. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62498. break;
  62499. case ParticleSystem.BLENDMODE_STANDARD:
  62500. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62501. break;
  62502. case ParticleSystem.BLENDMODE_MULTIPLY:
  62503. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62504. break;
  62505. }
  62506. if (this._useInstancing) {
  62507. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62508. }
  62509. else {
  62510. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62511. }
  62512. return this._particles.length;
  62513. };
  62514. /**
  62515. * Renders the particle system in its current state.
  62516. * @returns the current number of particles
  62517. */
  62518. ParticleSystem.prototype.render = function () {
  62519. // Check
  62520. if (!this.isReady() || !this._particles.length) {
  62521. return 0;
  62522. }
  62523. var engine = this._scene.getEngine();
  62524. engine.setState(false);
  62525. if (this.forceDepthWrite) {
  62526. engine.setDepthWrite(true);
  62527. }
  62528. var outparticles = 0;
  62529. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62530. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62531. }
  62532. outparticles = this._render(this.blendMode);
  62533. engine.unbindInstanceAttributes();
  62534. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62535. return outparticles;
  62536. };
  62537. /**
  62538. * Disposes the particle system and free the associated resources
  62539. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62540. */
  62541. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62542. if (disposeTexture === void 0) { disposeTexture = true; }
  62543. if (this._vertexBuffer) {
  62544. this._vertexBuffer.dispose();
  62545. this._vertexBuffer = null;
  62546. }
  62547. if (this._spriteBuffer) {
  62548. this._spriteBuffer.dispose();
  62549. this._spriteBuffer = null;
  62550. }
  62551. if (this._indexBuffer) {
  62552. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62553. this._indexBuffer = null;
  62554. }
  62555. if (disposeTexture && this.particleTexture) {
  62556. this.particleTexture.dispose();
  62557. this.particleTexture = null;
  62558. }
  62559. if (disposeTexture && this.noiseTexture) {
  62560. this.noiseTexture.dispose();
  62561. this.noiseTexture = null;
  62562. }
  62563. if (this._rampGradientsTexture) {
  62564. this._rampGradientsTexture.dispose();
  62565. this._rampGradientsTexture = null;
  62566. }
  62567. this._removeFromRoot();
  62568. if (this._subEmitters && this._subEmitters.length) {
  62569. for (var index = 0; index < this._subEmitters.length; index++) {
  62570. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62571. var subEmitter = _a[_i];
  62572. subEmitter.dispose();
  62573. }
  62574. }
  62575. this._subEmitters = [];
  62576. this.subEmitters = [];
  62577. }
  62578. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62579. this.emitter.dispose(true);
  62580. }
  62581. // Remove from scene
  62582. var index = this._scene.particleSystems.indexOf(this);
  62583. if (index > -1) {
  62584. this._scene.particleSystems.splice(index, 1);
  62585. }
  62586. this._scene._activeParticleSystems.dispose();
  62587. // Callback
  62588. this.onDisposeObservable.notifyObservers(this);
  62589. this.onDisposeObservable.clear();
  62590. this.reset();
  62591. };
  62592. // Clone
  62593. /**
  62594. * Clones the particle system.
  62595. * @param name The name of the cloned object
  62596. * @param newEmitter The new emitter to use
  62597. * @returns the cloned particle system
  62598. */
  62599. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62600. var custom = null;
  62601. var program = null;
  62602. if (this.customShader != null) {
  62603. program = this.customShader;
  62604. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62605. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62606. }
  62607. else if (this._customEffect) {
  62608. custom = this._customEffect;
  62609. }
  62610. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62611. result.customShader = program;
  62612. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62613. if (newEmitter === undefined) {
  62614. newEmitter = this.emitter;
  62615. }
  62616. result.noiseTexture = this.noiseTexture;
  62617. result.emitter = newEmitter;
  62618. if (this.particleTexture) {
  62619. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62620. }
  62621. // Clone gradients
  62622. if (this._colorGradients) {
  62623. this._colorGradients.forEach(function (v) {
  62624. result.addColorGradient(v.gradient, v.color1, v.color2);
  62625. });
  62626. }
  62627. if (this._dragGradients) {
  62628. this._dragGradients.forEach(function (v) {
  62629. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62630. });
  62631. }
  62632. if (this._angularSpeedGradients) {
  62633. this._angularSpeedGradients.forEach(function (v) {
  62634. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62635. });
  62636. }
  62637. if (this._emitRateGradients) {
  62638. this._emitRateGradients.forEach(function (v) {
  62639. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62640. });
  62641. }
  62642. if (this._lifeTimeGradients) {
  62643. this._lifeTimeGradients.forEach(function (v) {
  62644. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62645. });
  62646. }
  62647. if (this._limitVelocityGradients) {
  62648. this._limitVelocityGradients.forEach(function (v) {
  62649. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62650. });
  62651. }
  62652. if (this._sizeGradients) {
  62653. this._sizeGradients.forEach(function (v) {
  62654. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62655. });
  62656. }
  62657. if (this._startSizeGradients) {
  62658. this._startSizeGradients.forEach(function (v) {
  62659. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62660. });
  62661. }
  62662. if (this._velocityGradients) {
  62663. this._velocityGradients.forEach(function (v) {
  62664. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62665. });
  62666. }
  62667. if (this._rampGradients) {
  62668. this._rampGradients.forEach(function (v) {
  62669. result.addRampGradient(v.gradient, v.color);
  62670. });
  62671. }
  62672. if (this._colorRemapGradients) {
  62673. this._colorRemapGradients.forEach(function (v) {
  62674. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62675. });
  62676. }
  62677. if (this._alphaRemapGradients) {
  62678. this._alphaRemapGradients.forEach(function (v) {
  62679. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62680. });
  62681. }
  62682. if (!this.preventAutoStart) {
  62683. result.start();
  62684. }
  62685. return result;
  62686. };
  62687. /**
  62688. * Serializes the particle system to a JSON object.
  62689. * @returns the JSON object
  62690. */
  62691. ParticleSystem.prototype.serialize = function () {
  62692. var serializationObject = {};
  62693. ParticleSystem._Serialize(serializationObject, this);
  62694. serializationObject.textureMask = this.textureMask.asArray();
  62695. serializationObject.customShader = this.customShader;
  62696. serializationObject.preventAutoStart = this.preventAutoStart;
  62697. // SubEmitters
  62698. if (this.subEmitters) {
  62699. serializationObject.subEmitters = [];
  62700. if (!this._subEmitters) {
  62701. this._prepareSubEmitterInternalArray();
  62702. }
  62703. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62704. var subs = _a[_i];
  62705. var cell = [];
  62706. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62707. var sub = subs_1[_b];
  62708. cell.push(sub.serialize());
  62709. }
  62710. serializationObject.subEmitters.push(cell);
  62711. }
  62712. }
  62713. return serializationObject;
  62714. };
  62715. /** @hidden */
  62716. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62717. serializationObject.name = particleSystem.name;
  62718. serializationObject.id = particleSystem.id;
  62719. serializationObject.capacity = particleSystem.getCapacity();
  62720. // Emitter
  62721. if (particleSystem.emitter.position) {
  62722. var emitterMesh = particleSystem.emitter;
  62723. serializationObject.emitterId = emitterMesh.id;
  62724. }
  62725. else {
  62726. var emitterPosition = particleSystem.emitter;
  62727. serializationObject.emitter = emitterPosition.asArray();
  62728. }
  62729. // Emitter
  62730. if (particleSystem.particleEmitterType) {
  62731. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62732. }
  62733. if (particleSystem.particleTexture) {
  62734. serializationObject.textureName = particleSystem.particleTexture.name;
  62735. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62736. }
  62737. // Animations
  62738. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62739. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62740. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62741. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62742. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62743. // Particle system
  62744. serializationObject.startDelay = particleSystem.startDelay;
  62745. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62746. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62747. serializationObject.billboardMode = particleSystem.billboardMode;
  62748. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62749. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62750. serializationObject.minSize = particleSystem.minSize;
  62751. serializationObject.maxSize = particleSystem.maxSize;
  62752. serializationObject.minScaleX = particleSystem.minScaleX;
  62753. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62754. serializationObject.minScaleY = particleSystem.minScaleY;
  62755. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62756. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62757. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62758. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62759. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62760. serializationObject.emitRate = particleSystem.emitRate;
  62761. serializationObject.gravity = particleSystem.gravity.asArray();
  62762. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62763. serializationObject.color1 = particleSystem.color1.asArray();
  62764. serializationObject.color2 = particleSystem.color2.asArray();
  62765. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62766. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62767. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62768. serializationObject.blendMode = particleSystem.blendMode;
  62769. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62770. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62771. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62772. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62773. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62774. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62775. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62776. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62777. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62778. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62779. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62780. var colorGradients = particleSystem.getColorGradients();
  62781. if (colorGradients) {
  62782. serializationObject.colorGradients = [];
  62783. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62784. var colorGradient = colorGradients_1[_i];
  62785. var serializedGradient = {
  62786. gradient: colorGradient.gradient,
  62787. color1: colorGradient.color1.asArray()
  62788. };
  62789. if (colorGradient.color2) {
  62790. serializedGradient.color2 = colorGradient.color2.asArray();
  62791. }
  62792. serializationObject.colorGradients.push(serializedGradient);
  62793. }
  62794. }
  62795. var rampGradients = particleSystem.getRampGradients();
  62796. if (rampGradients) {
  62797. serializationObject.rampGradients = [];
  62798. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62799. var rampGradient = rampGradients_1[_a];
  62800. var serializedGradient = {
  62801. gradient: rampGradient.gradient,
  62802. color: rampGradient.color.asArray()
  62803. };
  62804. serializationObject.rampGradients.push(serializedGradient);
  62805. }
  62806. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62807. }
  62808. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62809. if (colorRemapGradients) {
  62810. serializationObject.colorRemapGradients = [];
  62811. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62812. var colorRemapGradient = colorRemapGradients_1[_b];
  62813. var serializedGradient = {
  62814. gradient: colorRemapGradient.gradient,
  62815. factor1: colorRemapGradient.factor1
  62816. };
  62817. if (colorRemapGradient.factor2 !== undefined) {
  62818. serializedGradient.factor2 = colorRemapGradient.factor2;
  62819. }
  62820. serializationObject.colorRemapGradients.push(serializedGradient);
  62821. }
  62822. }
  62823. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62824. if (alphaRemapGradients) {
  62825. serializationObject.alphaRemapGradients = [];
  62826. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62827. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62828. var serializedGradient = {
  62829. gradient: alphaRemapGradient.gradient,
  62830. factor1: alphaRemapGradient.factor1
  62831. };
  62832. if (alphaRemapGradient.factor2 !== undefined) {
  62833. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62834. }
  62835. serializationObject.alphaRemapGradients.push(serializedGradient);
  62836. }
  62837. }
  62838. var sizeGradients = particleSystem.getSizeGradients();
  62839. if (sizeGradients) {
  62840. serializationObject.sizeGradients = [];
  62841. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62842. var sizeGradient = sizeGradients_1[_d];
  62843. var serializedGradient = {
  62844. gradient: sizeGradient.gradient,
  62845. factor1: sizeGradient.factor1
  62846. };
  62847. if (sizeGradient.factor2 !== undefined) {
  62848. serializedGradient.factor2 = sizeGradient.factor2;
  62849. }
  62850. serializationObject.sizeGradients.push(serializedGradient);
  62851. }
  62852. }
  62853. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62854. if (angularSpeedGradients) {
  62855. serializationObject.angularSpeedGradients = [];
  62856. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62857. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62858. var serializedGradient = {
  62859. gradient: angularSpeedGradient.gradient,
  62860. factor1: angularSpeedGradient.factor1
  62861. };
  62862. if (angularSpeedGradient.factor2 !== undefined) {
  62863. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62864. }
  62865. serializationObject.angularSpeedGradients.push(serializedGradient);
  62866. }
  62867. }
  62868. var velocityGradients = particleSystem.getVelocityGradients();
  62869. if (velocityGradients) {
  62870. serializationObject.velocityGradients = [];
  62871. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62872. var velocityGradient = velocityGradients_1[_f];
  62873. var serializedGradient = {
  62874. gradient: velocityGradient.gradient,
  62875. factor1: velocityGradient.factor1
  62876. };
  62877. if (velocityGradient.factor2 !== undefined) {
  62878. serializedGradient.factor2 = velocityGradient.factor2;
  62879. }
  62880. serializationObject.velocityGradients.push(serializedGradient);
  62881. }
  62882. }
  62883. var dragGradients = particleSystem.getDragGradients();
  62884. if (dragGradients) {
  62885. serializationObject.dragyGradients = [];
  62886. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62887. var dragGradient = dragGradients_1[_g];
  62888. var serializedGradient = {
  62889. gradient: dragGradient.gradient,
  62890. factor1: dragGradient.factor1
  62891. };
  62892. if (dragGradient.factor2 !== undefined) {
  62893. serializedGradient.factor2 = dragGradient.factor2;
  62894. }
  62895. serializationObject.dragGradients.push(serializedGradient);
  62896. }
  62897. }
  62898. var emitRateGradients = particleSystem.getEmitRateGradients();
  62899. if (emitRateGradients) {
  62900. serializationObject.emitRateGradients = [];
  62901. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62902. var emitRateGradient = emitRateGradients_1[_h];
  62903. var serializedGradient = {
  62904. gradient: emitRateGradient.gradient,
  62905. factor1: emitRateGradient.factor1
  62906. };
  62907. if (emitRateGradient.factor2 !== undefined) {
  62908. serializedGradient.factor2 = emitRateGradient.factor2;
  62909. }
  62910. serializationObject.emitRateGradients.push(serializedGradient);
  62911. }
  62912. }
  62913. var startSizeGradients = particleSystem.getStartSizeGradients();
  62914. if (startSizeGradients) {
  62915. serializationObject.startSizeGradients = [];
  62916. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62917. var startSizeGradient = startSizeGradients_1[_j];
  62918. var serializedGradient = {
  62919. gradient: startSizeGradient.gradient,
  62920. factor1: startSizeGradient.factor1
  62921. };
  62922. if (startSizeGradient.factor2 !== undefined) {
  62923. serializedGradient.factor2 = startSizeGradient.factor2;
  62924. }
  62925. serializationObject.startSizeGradients.push(serializedGradient);
  62926. }
  62927. }
  62928. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62929. if (lifeTimeGradients) {
  62930. serializationObject.lifeTimeGradients = [];
  62931. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62932. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62933. var serializedGradient = {
  62934. gradient: lifeTimeGradient.gradient,
  62935. factor1: lifeTimeGradient.factor1
  62936. };
  62937. if (lifeTimeGradient.factor2 !== undefined) {
  62938. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62939. }
  62940. serializationObject.lifeTimeGradients.push(serializedGradient);
  62941. }
  62942. }
  62943. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62944. if (limitVelocityGradients) {
  62945. serializationObject.limitVelocityGradients = [];
  62946. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62947. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62948. var serializedGradient = {
  62949. gradient: limitVelocityGradient.gradient,
  62950. factor1: limitVelocityGradient.factor1
  62951. };
  62952. if (limitVelocityGradient.factor2 !== undefined) {
  62953. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62954. }
  62955. serializationObject.limitVelocityGradients.push(serializedGradient);
  62956. }
  62957. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62958. }
  62959. if (particleSystem.noiseTexture) {
  62960. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62961. }
  62962. };
  62963. /** @hidden */
  62964. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62965. // Texture
  62966. if (parsedParticleSystem.textureName) {
  62967. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62968. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62969. }
  62970. // Emitter
  62971. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62972. particleSystem.emitter = BABYLON.Vector3.Zero();
  62973. }
  62974. else if (parsedParticleSystem.emitterId) {
  62975. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62976. }
  62977. else {
  62978. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62979. }
  62980. // Misc.
  62981. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62982. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62983. }
  62984. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62985. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62986. }
  62987. if (parsedParticleSystem.billboardMode !== undefined) {
  62988. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62989. }
  62990. // Animations
  62991. if (parsedParticleSystem.animations) {
  62992. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62993. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62994. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62995. }
  62996. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62997. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62998. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62999. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  63000. }
  63001. if (parsedParticleSystem.autoAnimate) {
  63002. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  63003. }
  63004. // Particle system
  63005. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  63006. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  63007. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  63008. particleSystem.minSize = parsedParticleSystem.minSize;
  63009. particleSystem.maxSize = parsedParticleSystem.maxSize;
  63010. if (parsedParticleSystem.minScaleX) {
  63011. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  63012. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  63013. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  63014. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  63015. }
  63016. if (parsedParticleSystem.preWarmCycles !== undefined) {
  63017. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  63018. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  63019. }
  63020. if (parsedParticleSystem.minInitialRotation !== undefined) {
  63021. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  63022. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  63023. }
  63024. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  63025. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  63026. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  63027. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  63028. particleSystem.emitRate = parsedParticleSystem.emitRate;
  63029. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  63030. if (parsedParticleSystem.noiseStrength) {
  63031. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  63032. }
  63033. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  63034. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  63035. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  63036. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  63037. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  63038. particleSystem.blendMode = parsedParticleSystem.blendMode;
  63039. if (parsedParticleSystem.colorGradients) {
  63040. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  63041. var colorGradient = _a[_i];
  63042. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  63043. }
  63044. }
  63045. if (parsedParticleSystem.rampGradients) {
  63046. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  63047. var rampGradient = _c[_b];
  63048. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  63049. }
  63050. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  63051. }
  63052. if (parsedParticleSystem.colorRemapGradients) {
  63053. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  63054. var colorRemapGradient = _e[_d];
  63055. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  63056. }
  63057. }
  63058. if (parsedParticleSystem.alphaRemapGradients) {
  63059. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  63060. var alphaRemapGradient = _g[_f];
  63061. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  63062. }
  63063. }
  63064. if (parsedParticleSystem.sizeGradients) {
  63065. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  63066. var sizeGradient = _j[_h];
  63067. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63068. }
  63069. }
  63070. if (parsedParticleSystem.sizeGradients) {
  63071. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  63072. var sizeGradient = _l[_k];
  63073. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63074. }
  63075. }
  63076. if (parsedParticleSystem.angularSpeedGradients) {
  63077. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  63078. var angularSpeedGradient = _o[_m];
  63079. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  63080. }
  63081. }
  63082. if (parsedParticleSystem.velocityGradients) {
  63083. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  63084. var velocityGradient = _q[_p];
  63085. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  63086. }
  63087. }
  63088. if (parsedParticleSystem.dragGradients) {
  63089. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  63090. var dragGradient = _s[_r];
  63091. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  63092. }
  63093. }
  63094. if (parsedParticleSystem.emitRateGradients) {
  63095. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  63096. var emitRateGradient = _u[_t];
  63097. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  63098. }
  63099. }
  63100. if (parsedParticleSystem.startSizeGradients) {
  63101. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  63102. var startSizeGradient = _w[_v];
  63103. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  63104. }
  63105. }
  63106. if (parsedParticleSystem.lifeTimeGradients) {
  63107. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  63108. var lifeTimeGradient = _y[_x];
  63109. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  63110. }
  63111. }
  63112. if (parsedParticleSystem.limitVelocityGradients) {
  63113. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63114. var limitVelocityGradient = _0[_z];
  63115. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63116. }
  63117. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63118. }
  63119. if (parsedParticleSystem.noiseTexture) {
  63120. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63121. }
  63122. // Emitter
  63123. var emitterType;
  63124. if (parsedParticleSystem.particleEmitterType) {
  63125. switch (parsedParticleSystem.particleEmitterType.type) {
  63126. case "SphereParticleEmitter":
  63127. emitterType = new BABYLON.SphereParticleEmitter();
  63128. break;
  63129. case "SphereDirectedParticleEmitter":
  63130. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63131. break;
  63132. case "ConeEmitter":
  63133. case "ConeParticleEmitter":
  63134. emitterType = new BABYLON.ConeParticleEmitter();
  63135. break;
  63136. case "CylinderParticleEmitter":
  63137. emitterType = new BABYLON.CylinderParticleEmitter();
  63138. break;
  63139. case "HemisphericParticleEmitter":
  63140. emitterType = new BABYLON.HemisphericParticleEmitter();
  63141. break;
  63142. case "BoxEmitter":
  63143. case "BoxParticleEmitter":
  63144. default:
  63145. emitterType = new BABYLON.BoxParticleEmitter();
  63146. break;
  63147. }
  63148. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63149. }
  63150. else {
  63151. emitterType = new BABYLON.BoxParticleEmitter();
  63152. emitterType.parse(parsedParticleSystem);
  63153. }
  63154. particleSystem.particleEmitterType = emitterType;
  63155. // Animation sheet
  63156. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63157. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63158. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63159. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63160. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63161. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63162. };
  63163. /**
  63164. * Parses a JSON object to create a particle system.
  63165. * @param parsedParticleSystem The JSON object to parse
  63166. * @param scene The scene to create the particle system in
  63167. * @param rootUrl The root url to use to load external dependencies like texture
  63168. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63169. * @returns the Parsed particle system
  63170. */
  63171. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63172. if (doNotStart === void 0) { doNotStart = false; }
  63173. var name = parsedParticleSystem.name;
  63174. var custom = null;
  63175. var program = null;
  63176. if (parsedParticleSystem.customShader) {
  63177. program = parsedParticleSystem.customShader;
  63178. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63179. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63180. }
  63181. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63182. particleSystem.customShader = program;
  63183. if (parsedParticleSystem.id) {
  63184. particleSystem.id = parsedParticleSystem.id;
  63185. }
  63186. // SubEmitters
  63187. if (parsedParticleSystem.subEmitters) {
  63188. particleSystem.subEmitters = [];
  63189. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63190. var cell = _a[_i];
  63191. var cellArray = [];
  63192. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63193. var sub = cell_1[_b];
  63194. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63195. }
  63196. particleSystem.subEmitters.push(cellArray);
  63197. }
  63198. }
  63199. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63200. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63201. // Auto start
  63202. if (parsedParticleSystem.preventAutoStart) {
  63203. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63204. }
  63205. if (!doNotStart && !particleSystem.preventAutoStart) {
  63206. particleSystem.start();
  63207. }
  63208. return particleSystem;
  63209. };
  63210. /**
  63211. * Billboard mode will only apply to Y axis
  63212. */
  63213. ParticleSystem.BILLBOARDMODE_Y = 2;
  63214. /**
  63215. * Billboard mode will apply to all axes
  63216. */
  63217. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63218. /**
  63219. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63220. */
  63221. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63222. return ParticleSystem;
  63223. }(BABYLON.BaseParticleSystem));
  63224. BABYLON.ParticleSystem = ParticleSystem;
  63225. })(BABYLON || (BABYLON = {}));
  63226. //# sourceMappingURL=babylon.particleSystem.js.map
  63227. var BABYLON;
  63228. (function (BABYLON) {
  63229. /**
  63230. * Particle emitter emitting particles from the inside of a box.
  63231. * It emits the particles randomly between 2 given directions.
  63232. */
  63233. var BoxParticleEmitter = /** @class */ (function () {
  63234. /**
  63235. * Creates a new instance BoxParticleEmitter
  63236. */
  63237. function BoxParticleEmitter() {
  63238. /**
  63239. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63240. */
  63241. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63242. /**
  63243. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63244. */
  63245. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63246. /**
  63247. * 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.
  63248. */
  63249. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63250. /**
  63251. * 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.
  63252. */
  63253. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63254. }
  63255. /**
  63256. * Called by the particle System when the direction is computed for the created particle.
  63257. * @param worldMatrix is the world matrix of the particle system
  63258. * @param directionToUpdate is the direction vector to update with the result
  63259. * @param particle is the particle we are computed the direction for
  63260. */
  63261. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63262. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63263. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63264. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63265. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63266. };
  63267. /**
  63268. * Called by the particle System when the position is computed for the created particle.
  63269. * @param worldMatrix is the world matrix of the particle system
  63270. * @param positionToUpdate is the position vector to update with the result
  63271. * @param particle is the particle we are computed the position for
  63272. */
  63273. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63274. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63275. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63276. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63277. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63278. };
  63279. /**
  63280. * Clones the current emitter and returns a copy of it
  63281. * @returns the new emitter
  63282. */
  63283. BoxParticleEmitter.prototype.clone = function () {
  63284. var newOne = new BoxParticleEmitter();
  63285. BABYLON.Tools.DeepCopy(this, newOne);
  63286. return newOne;
  63287. };
  63288. /**
  63289. * Called by the GPUParticleSystem to setup the update shader
  63290. * @param effect defines the update shader
  63291. */
  63292. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63293. effect.setVector3("direction1", this.direction1);
  63294. effect.setVector3("direction2", this.direction2);
  63295. effect.setVector3("minEmitBox", this.minEmitBox);
  63296. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63297. };
  63298. /**
  63299. * Returns a string to use to update the GPU particles update shader
  63300. * @returns a string containng the defines string
  63301. */
  63302. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63303. return "#define BOXEMITTER";
  63304. };
  63305. /**
  63306. * Returns the string "BoxParticleEmitter"
  63307. * @returns a string containing the class name
  63308. */
  63309. BoxParticleEmitter.prototype.getClassName = function () {
  63310. return "BoxParticleEmitter";
  63311. };
  63312. /**
  63313. * Serializes the particle system to a JSON object.
  63314. * @returns the JSON object
  63315. */
  63316. BoxParticleEmitter.prototype.serialize = function () {
  63317. var serializationObject = {};
  63318. serializationObject.type = this.getClassName();
  63319. serializationObject.direction1 = this.direction1.asArray();
  63320. serializationObject.direction2 = this.direction2.asArray();
  63321. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63322. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63323. return serializationObject;
  63324. };
  63325. /**
  63326. * Parse properties from a JSON object
  63327. * @param serializationObject defines the JSON object
  63328. */
  63329. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63330. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63331. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63332. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63333. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63334. };
  63335. return BoxParticleEmitter;
  63336. }());
  63337. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63338. })(BABYLON || (BABYLON = {}));
  63339. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63340. var BABYLON;
  63341. (function (BABYLON) {
  63342. /**
  63343. * Particle emitter emitting particles from the inside of a cylinder.
  63344. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63345. */
  63346. var CylinderParticleEmitter = /** @class */ (function () {
  63347. /**
  63348. * Creates a new instance CylinderParticleEmitter
  63349. * @param radius the radius of the emission cylinder (1 by default)
  63350. * @param height the height of the emission cylinder (1 by default)
  63351. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63352. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63353. */
  63354. function CylinderParticleEmitter(
  63355. /**
  63356. * The radius of the emission cylinder.
  63357. */
  63358. radius,
  63359. /**
  63360. * The height of the emission cylinder.
  63361. */
  63362. height,
  63363. /**
  63364. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63365. */
  63366. radiusRange,
  63367. /**
  63368. * How much to randomize the particle direction [0-1].
  63369. */
  63370. directionRandomizer) {
  63371. if (radius === void 0) { radius = 1; }
  63372. if (height === void 0) { height = 1; }
  63373. if (radiusRange === void 0) { radiusRange = 1; }
  63374. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63375. this.radius = radius;
  63376. this.height = height;
  63377. this.radiusRange = radiusRange;
  63378. this.directionRandomizer = directionRandomizer;
  63379. }
  63380. /**
  63381. * Called by the particle System when the direction is computed for the created particle.
  63382. * @param worldMatrix is the world matrix of the particle system
  63383. * @param directionToUpdate is the direction vector to update with the result
  63384. * @param particle is the particle we are computed the direction for
  63385. */
  63386. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63387. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63388. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63389. var angle = Math.atan2(direction.x, direction.z);
  63390. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63391. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63392. direction.x = Math.sin(angle);
  63393. direction.z = Math.cos(angle);
  63394. direction.normalize();
  63395. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63396. };
  63397. /**
  63398. * Called by the particle System when the position is computed for the created particle.
  63399. * @param worldMatrix is the world matrix of the particle system
  63400. * @param positionToUpdate is the position vector to update with the result
  63401. * @param particle is the particle we are computed the position for
  63402. */
  63403. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63404. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63405. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63406. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63407. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63408. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63409. var xPos = positionRadius * Math.cos(angle);
  63410. var zPos = positionRadius * Math.sin(angle);
  63411. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63412. };
  63413. /**
  63414. * Clones the current emitter and returns a copy of it
  63415. * @returns the new emitter
  63416. */
  63417. CylinderParticleEmitter.prototype.clone = function () {
  63418. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63419. BABYLON.Tools.DeepCopy(this, newOne);
  63420. return newOne;
  63421. };
  63422. /**
  63423. * Called by the GPUParticleSystem to setup the update shader
  63424. * @param effect defines the update shader
  63425. */
  63426. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63427. effect.setFloat("radius", this.radius);
  63428. effect.setFloat("height", this.height);
  63429. effect.setFloat("radiusRange", this.radiusRange);
  63430. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63431. };
  63432. /**
  63433. * Returns a string to use to update the GPU particles update shader
  63434. * @returns a string containng the defines string
  63435. */
  63436. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63437. return "#define CYLINDEREMITTER";
  63438. };
  63439. /**
  63440. * Returns the string "CylinderParticleEmitter"
  63441. * @returns a string containing the class name
  63442. */
  63443. CylinderParticleEmitter.prototype.getClassName = function () {
  63444. return "CylinderParticleEmitter";
  63445. };
  63446. /**
  63447. * Serializes the particle system to a JSON object.
  63448. * @returns the JSON object
  63449. */
  63450. CylinderParticleEmitter.prototype.serialize = function () {
  63451. var serializationObject = {};
  63452. serializationObject.type = this.getClassName();
  63453. serializationObject.radius = this.radius;
  63454. serializationObject.height = this.height;
  63455. serializationObject.radiusRange = this.radiusRange;
  63456. serializationObject.directionRandomizer = this.directionRandomizer;
  63457. return serializationObject;
  63458. };
  63459. /**
  63460. * Parse properties from a JSON object
  63461. * @param serializationObject defines the JSON object
  63462. */
  63463. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63464. this.radius = serializationObject.radius;
  63465. this.height = serializationObject.height;
  63466. this.radiusRange = serializationObject.radiusRange;
  63467. this.directionRandomizer = serializationObject.directionRandomizer;
  63468. };
  63469. return CylinderParticleEmitter;
  63470. }());
  63471. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63472. /**
  63473. * Particle emitter emitting particles from the inside of a cylinder.
  63474. * It emits the particles randomly between two vectors.
  63475. */
  63476. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63477. __extends(CylinderDirectedParticleEmitter, _super);
  63478. /**
  63479. * Creates a new instance CylinderDirectedParticleEmitter
  63480. * @param radius the radius of the emission cylinder (1 by default)
  63481. * @param height the height of the emission cylinder (1 by default)
  63482. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63483. * @param direction1 the min limit of the emission direction (up vector by default)
  63484. * @param direction2 the max limit of the emission direction (up vector by default)
  63485. */
  63486. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63487. /**
  63488. * The min limit of the emission direction.
  63489. */
  63490. direction1,
  63491. /**
  63492. * The max limit of the emission direction.
  63493. */
  63494. direction2) {
  63495. if (radius === void 0) { radius = 1; }
  63496. if (height === void 0) { height = 1; }
  63497. if (radiusRange === void 0) { radiusRange = 1; }
  63498. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63499. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63500. var _this = _super.call(this, radius, height, radiusRange) || this;
  63501. _this.direction1 = direction1;
  63502. _this.direction2 = direction2;
  63503. return _this;
  63504. }
  63505. /**
  63506. * Called by the particle System when the direction is computed for the created particle.
  63507. * @param worldMatrix is the world matrix of the particle system
  63508. * @param directionToUpdate is the direction vector to update with the result
  63509. * @param particle is the particle we are computed the direction for
  63510. */
  63511. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63512. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63513. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63514. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63515. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63516. };
  63517. /**
  63518. * Clones the current emitter and returns a copy of it
  63519. * @returns the new emitter
  63520. */
  63521. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63522. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63523. BABYLON.Tools.DeepCopy(this, newOne);
  63524. return newOne;
  63525. };
  63526. /**
  63527. * Called by the GPUParticleSystem to setup the update shader
  63528. * @param effect defines the update shader
  63529. */
  63530. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63531. effect.setFloat("radius", this.radius);
  63532. effect.setFloat("height", this.height);
  63533. effect.setFloat("radiusRange", this.radiusRange);
  63534. effect.setVector3("direction1", this.direction1);
  63535. effect.setVector3("direction2", this.direction2);
  63536. };
  63537. /**
  63538. * Returns a string to use to update the GPU particles update shader
  63539. * @returns a string containng the defines string
  63540. */
  63541. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63542. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63543. };
  63544. /**
  63545. * Returns the string "CylinderDirectedParticleEmitter"
  63546. * @returns a string containing the class name
  63547. */
  63548. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63549. return "CylinderDirectedParticleEmitter";
  63550. };
  63551. /**
  63552. * Serializes the particle system to a JSON object.
  63553. * @returns the JSON object
  63554. */
  63555. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63556. var serializationObject = _super.prototype.serialize.call(this);
  63557. serializationObject.direction1 = this.direction1.asArray();
  63558. serializationObject.direction2 = this.direction2.asArray();
  63559. return serializationObject;
  63560. };
  63561. /**
  63562. * Parse properties from a JSON object
  63563. * @param serializationObject defines the JSON object
  63564. */
  63565. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63566. _super.prototype.parse.call(this, serializationObject);
  63567. this.direction1.copyFrom(serializationObject.direction1);
  63568. this.direction2.copyFrom(serializationObject.direction2);
  63569. };
  63570. return CylinderDirectedParticleEmitter;
  63571. }(CylinderParticleEmitter));
  63572. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63573. })(BABYLON || (BABYLON = {}));
  63574. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63575. var BABYLON;
  63576. (function (BABYLON) {
  63577. /**
  63578. * Particle emitter emitting particles from the inside of a cone.
  63579. * It emits the particles alongside the cone volume from the base to the particle.
  63580. * The emission direction might be randomized.
  63581. */
  63582. var ConeParticleEmitter = /** @class */ (function () {
  63583. /**
  63584. * Creates a new instance ConeParticleEmitter
  63585. * @param radius the radius of the emission cone (1 by default)
  63586. * @param angles the cone base angle (PI by default)
  63587. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63588. */
  63589. function ConeParticleEmitter(radius, angle,
  63590. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63591. directionRandomizer) {
  63592. if (radius === void 0) { radius = 1; }
  63593. if (angle === void 0) { angle = Math.PI; }
  63594. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63595. this.directionRandomizer = directionRandomizer;
  63596. /**
  63597. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63598. */
  63599. this.radiusRange = 1;
  63600. /**
  63601. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63602. */
  63603. this.heightRange = 1;
  63604. /**
  63605. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63606. */
  63607. this.emitFromSpawnPointOnly = false;
  63608. this.angle = angle;
  63609. this.radius = radius;
  63610. }
  63611. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63612. /**
  63613. * Gets or sets the radius of the emission cone
  63614. */
  63615. get: function () {
  63616. return this._radius;
  63617. },
  63618. set: function (value) {
  63619. this._radius = value;
  63620. this._buildHeight();
  63621. },
  63622. enumerable: true,
  63623. configurable: true
  63624. });
  63625. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63626. /**
  63627. * Gets or sets the angle of the emission cone
  63628. */
  63629. get: function () {
  63630. return this._angle;
  63631. },
  63632. set: function (value) {
  63633. this._angle = value;
  63634. this._buildHeight();
  63635. },
  63636. enumerable: true,
  63637. configurable: true
  63638. });
  63639. ConeParticleEmitter.prototype._buildHeight = function () {
  63640. if (this._angle !== 0) {
  63641. this._height = this._radius / Math.tan(this._angle / 2);
  63642. }
  63643. else {
  63644. this._height = 1;
  63645. }
  63646. };
  63647. /**
  63648. * Called by the particle System when the direction is computed for the created particle.
  63649. * @param worldMatrix is the world matrix of the particle system
  63650. * @param directionToUpdate is the direction vector to update with the result
  63651. * @param particle is the particle we are computed the direction for
  63652. */
  63653. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63654. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63655. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63656. }
  63657. else {
  63658. // measure the direction Vector from the emitter to the particle.
  63659. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63660. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63661. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63662. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63663. direction.x += randX;
  63664. direction.y += randY;
  63665. direction.z += randZ;
  63666. direction.normalize();
  63667. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63668. }
  63669. };
  63670. /**
  63671. * Called by the particle System when the position is computed for the created particle.
  63672. * @param worldMatrix is the world matrix of the particle system
  63673. * @param positionToUpdate is the position vector to update with the result
  63674. * @param particle is the particle we are computed the position for
  63675. */
  63676. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63677. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63678. var h;
  63679. if (!this.emitFromSpawnPointOnly) {
  63680. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63681. // Better distribution in a cone at normal angles.
  63682. h = 1 - h * h;
  63683. }
  63684. else {
  63685. h = 0.0001;
  63686. }
  63687. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63688. radius = radius * h;
  63689. var randX = radius * Math.sin(s);
  63690. var randZ = radius * Math.cos(s);
  63691. var randY = h * this._height;
  63692. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63693. };
  63694. /**
  63695. * Clones the current emitter and returns a copy of it
  63696. * @returns the new emitter
  63697. */
  63698. ConeParticleEmitter.prototype.clone = function () {
  63699. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63700. BABYLON.Tools.DeepCopy(this, newOne);
  63701. return newOne;
  63702. };
  63703. /**
  63704. * Called by the GPUParticleSystem to setup the update shader
  63705. * @param effect defines the update shader
  63706. */
  63707. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63708. effect.setFloat2("radius", this._radius, this.radiusRange);
  63709. effect.setFloat("coneAngle", this._angle);
  63710. effect.setFloat2("height", this._height, this.heightRange);
  63711. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63712. };
  63713. /**
  63714. * Returns a string to use to update the GPU particles update shader
  63715. * @returns a string containng the defines string
  63716. */
  63717. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63718. var defines = "#define CONEEMITTER";
  63719. if (this.emitFromSpawnPointOnly) {
  63720. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63721. }
  63722. return defines;
  63723. };
  63724. /**
  63725. * Returns the string "ConeParticleEmitter"
  63726. * @returns a string containing the class name
  63727. */
  63728. ConeParticleEmitter.prototype.getClassName = function () {
  63729. return "ConeParticleEmitter";
  63730. };
  63731. /**
  63732. * Serializes the particle system to a JSON object.
  63733. * @returns the JSON object
  63734. */
  63735. ConeParticleEmitter.prototype.serialize = function () {
  63736. var serializationObject = {};
  63737. serializationObject.type = this.getClassName();
  63738. serializationObject.radius = this._radius;
  63739. serializationObject.angle = this._angle;
  63740. serializationObject.directionRandomizer = this.directionRandomizer;
  63741. return serializationObject;
  63742. };
  63743. /**
  63744. * Parse properties from a JSON object
  63745. * @param serializationObject defines the JSON object
  63746. */
  63747. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63748. this.radius = serializationObject.radius;
  63749. this.angle = serializationObject.angle;
  63750. this.directionRandomizer = serializationObject.directionRandomizer;
  63751. };
  63752. return ConeParticleEmitter;
  63753. }());
  63754. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63755. })(BABYLON || (BABYLON = {}));
  63756. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63757. var BABYLON;
  63758. (function (BABYLON) {
  63759. /**
  63760. * Particle emitter emitting particles from the inside of a sphere.
  63761. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63762. */
  63763. var SphereParticleEmitter = /** @class */ (function () {
  63764. /**
  63765. * Creates a new instance SphereParticleEmitter
  63766. * @param radius the radius of the emission sphere (1 by default)
  63767. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63768. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63769. */
  63770. function SphereParticleEmitter(
  63771. /**
  63772. * The radius of the emission sphere.
  63773. */
  63774. radius,
  63775. /**
  63776. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63777. */
  63778. radiusRange,
  63779. /**
  63780. * How much to randomize the particle direction [0-1].
  63781. */
  63782. directionRandomizer) {
  63783. if (radius === void 0) { radius = 1; }
  63784. if (radiusRange === void 0) { radiusRange = 1; }
  63785. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63786. this.radius = radius;
  63787. this.radiusRange = radiusRange;
  63788. this.directionRandomizer = directionRandomizer;
  63789. }
  63790. /**
  63791. * Called by the particle System when the direction is computed for the created particle.
  63792. * @param worldMatrix is the world matrix of the particle system
  63793. * @param directionToUpdate is the direction vector to update with the result
  63794. * @param particle is the particle we are computed the direction for
  63795. */
  63796. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63797. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63798. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63799. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63800. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63801. direction.x += randX;
  63802. direction.y += randY;
  63803. direction.z += randZ;
  63804. direction.normalize();
  63805. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63806. };
  63807. /**
  63808. * Called by the particle System when the position is computed for the created particle.
  63809. * @param worldMatrix is the world matrix of the particle system
  63810. * @param positionToUpdate is the position vector to update with the result
  63811. * @param particle is the particle we are computed the position for
  63812. */
  63813. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63814. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63815. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63816. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63817. var theta = Math.acos(2 * v - 1);
  63818. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63819. var randY = randRadius * Math.cos(theta);
  63820. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63821. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63822. };
  63823. /**
  63824. * Clones the current emitter and returns a copy of it
  63825. * @returns the new emitter
  63826. */
  63827. SphereParticleEmitter.prototype.clone = function () {
  63828. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63829. BABYLON.Tools.DeepCopy(this, newOne);
  63830. return newOne;
  63831. };
  63832. /**
  63833. * Called by the GPUParticleSystem to setup the update shader
  63834. * @param effect defines the update shader
  63835. */
  63836. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63837. effect.setFloat("radius", this.radius);
  63838. effect.setFloat("radiusRange", this.radiusRange);
  63839. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63840. };
  63841. /**
  63842. * Returns a string to use to update the GPU particles update shader
  63843. * @returns a string containng the defines string
  63844. */
  63845. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63846. return "#define SPHEREEMITTER";
  63847. };
  63848. /**
  63849. * Returns the string "SphereParticleEmitter"
  63850. * @returns a string containing the class name
  63851. */
  63852. SphereParticleEmitter.prototype.getClassName = function () {
  63853. return "SphereParticleEmitter";
  63854. };
  63855. /**
  63856. * Serializes the particle system to a JSON object.
  63857. * @returns the JSON object
  63858. */
  63859. SphereParticleEmitter.prototype.serialize = function () {
  63860. var serializationObject = {};
  63861. serializationObject.type = this.getClassName();
  63862. serializationObject.radius = this.radius;
  63863. serializationObject.radiusRange = this.radiusRange;
  63864. serializationObject.directionRandomizer = this.directionRandomizer;
  63865. return serializationObject;
  63866. };
  63867. /**
  63868. * Parse properties from a JSON object
  63869. * @param serializationObject defines the JSON object
  63870. */
  63871. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63872. this.radius = serializationObject.radius;
  63873. this.radiusRange = serializationObject.radiusRange;
  63874. this.directionRandomizer = serializationObject.directionRandomizer;
  63875. };
  63876. return SphereParticleEmitter;
  63877. }());
  63878. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63879. /**
  63880. * Particle emitter emitting particles from the inside of a sphere.
  63881. * It emits the particles randomly between two vectors.
  63882. */
  63883. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63884. __extends(SphereDirectedParticleEmitter, _super);
  63885. /**
  63886. * Creates a new instance SphereDirectedParticleEmitter
  63887. * @param radius the radius of the emission sphere (1 by default)
  63888. * @param direction1 the min limit of the emission direction (up vector by default)
  63889. * @param direction2 the max limit of the emission direction (up vector by default)
  63890. */
  63891. function SphereDirectedParticleEmitter(radius,
  63892. /**
  63893. * The min limit of the emission direction.
  63894. */
  63895. direction1,
  63896. /**
  63897. * The max limit of the emission direction.
  63898. */
  63899. direction2) {
  63900. if (radius === void 0) { radius = 1; }
  63901. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63902. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63903. var _this = _super.call(this, radius) || this;
  63904. _this.direction1 = direction1;
  63905. _this.direction2 = direction2;
  63906. return _this;
  63907. }
  63908. /**
  63909. * Called by the particle System when the direction is computed for the created particle.
  63910. * @param worldMatrix is the world matrix of the particle system
  63911. * @param directionToUpdate is the direction vector to update with the result
  63912. * @param particle is the particle we are computed the direction for
  63913. */
  63914. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63915. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63916. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63917. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63918. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63919. };
  63920. /**
  63921. * Clones the current emitter and returns a copy of it
  63922. * @returns the new emitter
  63923. */
  63924. SphereDirectedParticleEmitter.prototype.clone = function () {
  63925. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63926. BABYLON.Tools.DeepCopy(this, newOne);
  63927. return newOne;
  63928. };
  63929. /**
  63930. * Called by the GPUParticleSystem to setup the update shader
  63931. * @param effect defines the update shader
  63932. */
  63933. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63934. effect.setFloat("radius", this.radius);
  63935. effect.setFloat("radiusRange", this.radiusRange);
  63936. effect.setVector3("direction1", this.direction1);
  63937. effect.setVector3("direction2", this.direction2);
  63938. };
  63939. /**
  63940. * Returns a string to use to update the GPU particles update shader
  63941. * @returns a string containng the defines string
  63942. */
  63943. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63944. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63945. };
  63946. /**
  63947. * Returns the string "SphereDirectedParticleEmitter"
  63948. * @returns a string containing the class name
  63949. */
  63950. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63951. return "SphereDirectedParticleEmitter";
  63952. };
  63953. /**
  63954. * Serializes the particle system to a JSON object.
  63955. * @returns the JSON object
  63956. */
  63957. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63958. var serializationObject = _super.prototype.serialize.call(this);
  63959. serializationObject.direction1 = this.direction1.asArray();
  63960. serializationObject.direction2 = this.direction2.asArray();
  63961. return serializationObject;
  63962. };
  63963. /**
  63964. * Parse properties from a JSON object
  63965. * @param serializationObject defines the JSON object
  63966. */
  63967. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63968. _super.prototype.parse.call(this, serializationObject);
  63969. this.direction1.copyFrom(serializationObject.direction1);
  63970. this.direction2.copyFrom(serializationObject.direction2);
  63971. };
  63972. return SphereDirectedParticleEmitter;
  63973. }(SphereParticleEmitter));
  63974. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63975. })(BABYLON || (BABYLON = {}));
  63976. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63977. var BABYLON;
  63978. (function (BABYLON) {
  63979. /**
  63980. * Particle emitter emitting particles from the inside of a hemisphere.
  63981. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63982. */
  63983. var HemisphericParticleEmitter = /** @class */ (function () {
  63984. /**
  63985. * Creates a new instance HemisphericParticleEmitter
  63986. * @param radius the radius of the emission hemisphere (1 by default)
  63987. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63988. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63989. */
  63990. function HemisphericParticleEmitter(
  63991. /**
  63992. * The radius of the emission hemisphere.
  63993. */
  63994. radius,
  63995. /**
  63996. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63997. */
  63998. radiusRange,
  63999. /**
  64000. * How much to randomize the particle direction [0-1].
  64001. */
  64002. directionRandomizer) {
  64003. if (radius === void 0) { radius = 1; }
  64004. if (radiusRange === void 0) { radiusRange = 1; }
  64005. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  64006. this.radius = radius;
  64007. this.radiusRange = radiusRange;
  64008. this.directionRandomizer = directionRandomizer;
  64009. }
  64010. /**
  64011. * Called by the particle System when the direction is computed for the created particle.
  64012. * @param worldMatrix is the world matrix of the particle system
  64013. * @param directionToUpdate is the direction vector to update with the result
  64014. * @param particle is the particle we are computed the direction for
  64015. */
  64016. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64017. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  64018. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64019. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64020. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64021. direction.x += randX;
  64022. direction.y += randY;
  64023. direction.z += randZ;
  64024. direction.normalize();
  64025. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  64026. };
  64027. /**
  64028. * Called by the particle System when the position is computed for the created particle.
  64029. * @param worldMatrix is the world matrix of the particle system
  64030. * @param positionToUpdate is the position vector to update with the result
  64031. * @param particle is the particle we are computed the position for
  64032. */
  64033. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64034. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  64035. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  64036. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  64037. var theta = Math.acos(2 * v - 1);
  64038. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  64039. var randY = randRadius * Math.cos(theta);
  64040. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  64041. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  64042. };
  64043. /**
  64044. * Clones the current emitter and returns a copy of it
  64045. * @returns the new emitter
  64046. */
  64047. HemisphericParticleEmitter.prototype.clone = function () {
  64048. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  64049. BABYLON.Tools.DeepCopy(this, newOne);
  64050. return newOne;
  64051. };
  64052. /**
  64053. * Called by the GPUParticleSystem to setup the update shader
  64054. * @param effect defines the update shader
  64055. */
  64056. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  64057. effect.setFloat("radius", this.radius);
  64058. effect.setFloat("radiusRange", this.radiusRange);
  64059. effect.setFloat("directionRandomizer", this.directionRandomizer);
  64060. };
  64061. /**
  64062. * Returns a string to use to update the GPU particles update shader
  64063. * @returns a string containng the defines string
  64064. */
  64065. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  64066. return "#define HEMISPHERICEMITTER";
  64067. };
  64068. /**
  64069. * Returns the string "HemisphericParticleEmitter"
  64070. * @returns a string containing the class name
  64071. */
  64072. HemisphericParticleEmitter.prototype.getClassName = function () {
  64073. return "HemisphericParticleEmitter";
  64074. };
  64075. /**
  64076. * Serializes the particle system to a JSON object.
  64077. * @returns the JSON object
  64078. */
  64079. HemisphericParticleEmitter.prototype.serialize = function () {
  64080. var serializationObject = {};
  64081. serializationObject.type = this.getClassName();
  64082. serializationObject.radius = this.radius;
  64083. serializationObject.radiusRange = this.radiusRange;
  64084. serializationObject.directionRandomizer = this.directionRandomizer;
  64085. return serializationObject;
  64086. };
  64087. /**
  64088. * Parse properties from a JSON object
  64089. * @param serializationObject defines the JSON object
  64090. */
  64091. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  64092. this.radius = serializationObject.radius;
  64093. this.radiusRange = serializationObject.radiusRange;
  64094. this.directionRandomizer = serializationObject.directionRandomizer;
  64095. };
  64096. return HemisphericParticleEmitter;
  64097. }());
  64098. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  64099. })(BABYLON || (BABYLON = {}));
  64100. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  64101. var BABYLON;
  64102. (function (BABYLON) {
  64103. /**
  64104. * Particle emitter emitting particles from a point.
  64105. * It emits the particles randomly between 2 given directions.
  64106. */
  64107. var PointParticleEmitter = /** @class */ (function () {
  64108. /**
  64109. * Creates a new instance PointParticleEmitter
  64110. */
  64111. function PointParticleEmitter() {
  64112. /**
  64113. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64114. */
  64115. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64116. /**
  64117. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64118. */
  64119. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64120. }
  64121. /**
  64122. * Called by the particle System when the direction is computed for the created particle.
  64123. * @param worldMatrix is the world matrix of the particle system
  64124. * @param directionToUpdate is the direction vector to update with the result
  64125. * @param particle is the particle we are computed the direction for
  64126. */
  64127. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64128. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64129. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64130. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64131. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64132. };
  64133. /**
  64134. * Called by the particle System when the position is computed for the created particle.
  64135. * @param worldMatrix is the world matrix of the particle system
  64136. * @param positionToUpdate is the position vector to update with the result
  64137. * @param particle is the particle we are computed the position for
  64138. */
  64139. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64140. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64141. };
  64142. /**
  64143. * Clones the current emitter and returns a copy of it
  64144. * @returns the new emitter
  64145. */
  64146. PointParticleEmitter.prototype.clone = function () {
  64147. var newOne = new PointParticleEmitter();
  64148. BABYLON.Tools.DeepCopy(this, newOne);
  64149. return newOne;
  64150. };
  64151. /**
  64152. * Called by the GPUParticleSystem to setup the update shader
  64153. * @param effect defines the update shader
  64154. */
  64155. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64156. effect.setVector3("direction1", this.direction1);
  64157. effect.setVector3("direction2", this.direction2);
  64158. };
  64159. /**
  64160. * Returns a string to use to update the GPU particles update shader
  64161. * @returns a string containng the defines string
  64162. */
  64163. PointParticleEmitter.prototype.getEffectDefines = function () {
  64164. return "#define POINTEMITTER";
  64165. };
  64166. /**
  64167. * Returns the string "PointParticleEmitter"
  64168. * @returns a string containing the class name
  64169. */
  64170. PointParticleEmitter.prototype.getClassName = function () {
  64171. return "PointParticleEmitter";
  64172. };
  64173. /**
  64174. * Serializes the particle system to a JSON object.
  64175. * @returns the JSON object
  64176. */
  64177. PointParticleEmitter.prototype.serialize = function () {
  64178. var serializationObject = {};
  64179. serializationObject.type = this.getClassName();
  64180. serializationObject.direction1 = this.direction1.asArray();
  64181. serializationObject.direction2 = this.direction2.asArray();
  64182. return serializationObject;
  64183. };
  64184. /**
  64185. * Parse properties from a JSON object
  64186. * @param serializationObject defines the JSON object
  64187. */
  64188. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64189. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64190. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64191. };
  64192. return PointParticleEmitter;
  64193. }());
  64194. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64195. })(BABYLON || (BABYLON = {}));
  64196. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64197. var BABYLON;
  64198. (function (BABYLON) {
  64199. // Adds the parsers to the scene parsers.
  64200. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64201. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64202. if (!individualParser) {
  64203. return;
  64204. }
  64205. // Particles Systems
  64206. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64207. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64208. var parsedParticleSystem = parsedData.particleSystems[index];
  64209. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64210. }
  64211. }
  64212. });
  64213. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64214. if (parsedParticleSystem.activeParticleCount) {
  64215. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64216. return ps;
  64217. }
  64218. else {
  64219. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64220. return ps;
  64221. }
  64222. });
  64223. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64224. if (uniformsNames === void 0) { uniformsNames = []; }
  64225. if (samplers === void 0) { samplers = []; }
  64226. if (defines === void 0) { defines = ""; }
  64227. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64228. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64229. if (defines.indexOf(" BILLBOARD") === -1) {
  64230. defines += "\n#define BILLBOARD\n";
  64231. }
  64232. if (samplers.indexOf("diffuseSampler") === -1) {
  64233. samplers.push("diffuseSampler");
  64234. }
  64235. return this.createEffect({
  64236. vertex: "particles",
  64237. fragmentElement: fragmentName
  64238. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64239. };
  64240. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64241. var results = new Array();
  64242. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64243. var particleSystem = this.getScene().particleSystems[index];
  64244. if (particleSystem.emitter === this) {
  64245. results.push(particleSystem);
  64246. }
  64247. }
  64248. return results;
  64249. };
  64250. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64251. var results = new Array();
  64252. var descendants = this.getDescendants();
  64253. descendants.push(this);
  64254. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64255. var particleSystem = this.getScene().particleSystems[index];
  64256. var emitter = particleSystem.emitter;
  64257. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64258. results.push(particleSystem);
  64259. }
  64260. }
  64261. return results;
  64262. };
  64263. })(BABYLON || (BABYLON = {}));
  64264. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64265. var BABYLON;
  64266. (function (BABYLON) {
  64267. /**
  64268. * Type of sub emitter
  64269. */
  64270. var SubEmitterType;
  64271. (function (SubEmitterType) {
  64272. /**
  64273. * Attached to the particle over it's lifetime
  64274. */
  64275. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64276. /**
  64277. * Created when the particle dies
  64278. */
  64279. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64280. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64281. /**
  64282. * Sub emitter class used to emit particles from an existing particle
  64283. */
  64284. var SubEmitter = /** @class */ (function () {
  64285. /**
  64286. * Creates a sub emitter
  64287. * @param particleSystem the particle system to be used by the sub emitter
  64288. */
  64289. function SubEmitter(
  64290. /**
  64291. * the particle system to be used by the sub emitter
  64292. */
  64293. particleSystem) {
  64294. this.particleSystem = particleSystem;
  64295. /**
  64296. * Type of the submitter (Default: END)
  64297. */
  64298. this.type = SubEmitterType.END;
  64299. /**
  64300. * 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)
  64301. * Note: This only is supported when using an emitter of type Mesh
  64302. */
  64303. this.inheritDirection = false;
  64304. /**
  64305. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64306. */
  64307. this.inheritedVelocityAmount = 0;
  64308. // Create mesh as emitter to support rotation
  64309. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64310. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64311. }
  64312. // Automatically dispose of subemitter when system is disposed
  64313. particleSystem.onDisposeObservable.add(function () {
  64314. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64315. particleSystem.emitter.dispose();
  64316. }
  64317. });
  64318. }
  64319. /**
  64320. * Clones the sub emitter
  64321. * @returns the cloned sub emitter
  64322. */
  64323. SubEmitter.prototype.clone = function () {
  64324. // Clone particle system
  64325. var emitter = this.particleSystem.emitter;
  64326. if (!emitter) {
  64327. emitter = new BABYLON.Vector3();
  64328. }
  64329. else if (emitter instanceof BABYLON.Vector3) {
  64330. emitter = emitter.clone();
  64331. }
  64332. else if (emitter instanceof BABYLON.AbstractMesh) {
  64333. emitter = new BABYLON.Mesh("", emitter.getScene());
  64334. emitter.isVisible = false;
  64335. }
  64336. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64337. // Clone properties
  64338. clone.type = this.type;
  64339. clone.inheritDirection = this.inheritDirection;
  64340. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64341. clone.particleSystem._disposeEmitterOnDispose = true;
  64342. clone.particleSystem.disposeOnStop = true;
  64343. return clone;
  64344. };
  64345. /**
  64346. * Serialize current object to a JSON object
  64347. * @returns the serialized object
  64348. */
  64349. SubEmitter.prototype.serialize = function () {
  64350. var serializationObject = {};
  64351. serializationObject.type = this.type;
  64352. serializationObject.inheritDirection = this.inheritDirection;
  64353. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64354. serializationObject.particleSystem = this.particleSystem.serialize();
  64355. return serializationObject;
  64356. };
  64357. /**
  64358. * Creates a new SubEmitter from a serialized JSON version
  64359. * @param serializationObject defines the JSON object to read from
  64360. * @param scene defines the hosting scene
  64361. * @param rootUrl defines the rootUrl for data loading
  64362. * @returns a new SubEmitter
  64363. */
  64364. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64365. var system = serializationObject.particleSystem;
  64366. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64367. subEmitter.type = serializationObject.type;
  64368. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64369. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64370. subEmitter.particleSystem._isSubEmitter = true;
  64371. return subEmitter;
  64372. };
  64373. /** Release associated resources */
  64374. SubEmitter.prototype.dispose = function () {
  64375. this.particleSystem.dispose();
  64376. };
  64377. return SubEmitter;
  64378. }());
  64379. BABYLON.SubEmitter = SubEmitter;
  64380. })(BABYLON || (BABYLON = {}));
  64381. //# sourceMappingURL=babylon.subEmitter.js.map
  64382. var BABYLON;
  64383. (function (BABYLON) {
  64384. /**
  64385. * 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.
  64386. *
  64387. * This returned material effects how the mesh will look based on the code in the shaders.
  64388. *
  64389. * @see http://doc.babylonjs.com/how_to/shader_material
  64390. */
  64391. var ShaderMaterial = /** @class */ (function (_super) {
  64392. __extends(ShaderMaterial, _super);
  64393. /**
  64394. * Instantiate a new shader material.
  64395. * 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.
  64396. * This returned material effects how the mesh will look based on the code in the shaders.
  64397. * @see http://doc.babylonjs.com/how_to/shader_material
  64398. * @param name Define the name of the material in the scene
  64399. * @param scene Define the scene the material belongs to
  64400. * @param shaderPath Defines the route to the shader code in one of three ways:
  64401. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64402. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64403. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64404. * @param options Define the options used to create the shader
  64405. */
  64406. function ShaderMaterial(name, scene, shaderPath, options) {
  64407. if (options === void 0) { options = {}; }
  64408. var _this = _super.call(this, name, scene) || this;
  64409. _this._textures = {};
  64410. _this._textureArrays = {};
  64411. _this._floats = {};
  64412. _this._ints = {};
  64413. _this._floatsArrays = {};
  64414. _this._colors3 = {};
  64415. _this._colors3Arrays = {};
  64416. _this._colors4 = {};
  64417. _this._vectors2 = {};
  64418. _this._vectors3 = {};
  64419. _this._vectors4 = {};
  64420. _this._matrices = {};
  64421. _this._matrices3x3 = {};
  64422. _this._matrices2x2 = {};
  64423. _this._vectors2Arrays = {};
  64424. _this._vectors3Arrays = {};
  64425. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64426. _this._shaderPath = shaderPath;
  64427. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64428. return _this;
  64429. }
  64430. /**
  64431. * Gets the current class name of the material e.g. "ShaderMaterial"
  64432. * Mainly use in serialization.
  64433. * @returns the class name
  64434. */
  64435. ShaderMaterial.prototype.getClassName = function () {
  64436. return "ShaderMaterial";
  64437. };
  64438. /**
  64439. * Specifies if the material will require alpha blending
  64440. * @returns a boolean specifying if alpha blending is needed
  64441. */
  64442. ShaderMaterial.prototype.needAlphaBlending = function () {
  64443. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64444. };
  64445. /**
  64446. * Specifies if this material should be rendered in alpha test mode
  64447. * @returns a boolean specifying if an alpha test is needed.
  64448. */
  64449. ShaderMaterial.prototype.needAlphaTesting = function () {
  64450. return this._options.needAlphaTesting;
  64451. };
  64452. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64453. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64454. this._options.uniforms.push(uniformName);
  64455. }
  64456. };
  64457. /**
  64458. * Set a texture in the shader.
  64459. * @param name Define the name of the uniform samplers as defined in the shader
  64460. * @param texture Define the texture to bind to this sampler
  64461. * @return the material itself allowing "fluent" like uniform updates
  64462. */
  64463. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64464. if (this._options.samplers.indexOf(name) === -1) {
  64465. this._options.samplers.push(name);
  64466. }
  64467. this._textures[name] = texture;
  64468. return this;
  64469. };
  64470. /**
  64471. * Set a texture array in the shader.
  64472. * @param name Define the name of the uniform sampler array as defined in the shader
  64473. * @param textures Define the list of textures to bind to this sampler
  64474. * @return the material itself allowing "fluent" like uniform updates
  64475. */
  64476. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64477. if (this._options.samplers.indexOf(name) === -1) {
  64478. this._options.samplers.push(name);
  64479. }
  64480. this._checkUniform(name);
  64481. this._textureArrays[name] = textures;
  64482. return this;
  64483. };
  64484. /**
  64485. * Set a float in the shader.
  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.setFloat = function (name, value) {
  64491. this._checkUniform(name);
  64492. this._floats[name] = value;
  64493. return this;
  64494. };
  64495. /**
  64496. * Set a int in the shader.
  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.setInt = function (name, value) {
  64502. this._checkUniform(name);
  64503. this._ints[name] = value;
  64504. return this;
  64505. };
  64506. /**
  64507. * Set an array of floats in the shader.
  64508. * @param name Define the name of the uniform as defined in the shader
  64509. * @param value Define the value to give to the uniform
  64510. * @return the material itself allowing "fluent" like uniform updates
  64511. */
  64512. ShaderMaterial.prototype.setFloats = function (name, value) {
  64513. this._checkUniform(name);
  64514. this._floatsArrays[name] = value;
  64515. return this;
  64516. };
  64517. /**
  64518. * Set a vec3 in the shader from a Color3.
  64519. * @param name Define the name of the uniform as defined in the shader
  64520. * @param value Define the value to give to the uniform
  64521. * @return the material itself allowing "fluent" like uniform updates
  64522. */
  64523. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64524. this._checkUniform(name);
  64525. this._colors3[name] = value;
  64526. return this;
  64527. };
  64528. /**
  64529. * Set a vec3 array in the shader from a Color3 array.
  64530. * @param name Define the name of the uniform as defined in the shader
  64531. * @param value Define the value to give to the uniform
  64532. * @return the material itself allowing "fluent" like uniform updates
  64533. */
  64534. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64535. this._checkUniform(name);
  64536. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64537. color.toArray(arr, arr.length);
  64538. return arr;
  64539. }, []);
  64540. return this;
  64541. };
  64542. /**
  64543. * Set a vec4 in the shader from a Color4.
  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.setColor4 = function (name, value) {
  64549. this._checkUniform(name);
  64550. this._colors4[name] = value;
  64551. return this;
  64552. };
  64553. /**
  64554. * Set a vec2 in the shader from a Vector2.
  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.setVector2 = function (name, value) {
  64560. this._checkUniform(name);
  64561. this._vectors2[name] = value;
  64562. return this;
  64563. };
  64564. /**
  64565. * Set a vec3 in the shader from a Vector3.
  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.setVector3 = function (name, value) {
  64571. this._checkUniform(name);
  64572. this._vectors3[name] = value;
  64573. return this;
  64574. };
  64575. /**
  64576. * Set a vec4 in the shader from a Vector4.
  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.setVector4 = function (name, value) {
  64582. this._checkUniform(name);
  64583. this._vectors4[name] = value;
  64584. return this;
  64585. };
  64586. /**
  64587. * Set a mat4 in the shader from a Matrix.
  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.setMatrix = function (name, value) {
  64593. this._checkUniform(name);
  64594. this._matrices[name] = value;
  64595. return this;
  64596. };
  64597. /**
  64598. * Set a mat3 in the shader from a Float32Array.
  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.setMatrix3x3 = function (name, value) {
  64604. this._checkUniform(name);
  64605. this._matrices3x3[name] = value;
  64606. return this;
  64607. };
  64608. /**
  64609. * Set a mat2 in the shader from a Float32Array.
  64610. * @param name Define the name of the uniform as defined in the shader
  64611. * @param value Define the value to give to the uniform
  64612. * @return the material itself allowing "fluent" like uniform updates
  64613. */
  64614. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64615. this._checkUniform(name);
  64616. this._matrices2x2[name] = value;
  64617. return this;
  64618. };
  64619. /**
  64620. * Set a vec2 array in the shader from a number array.
  64621. * @param name Define the name of the uniform as defined in the shader
  64622. * @param value Define the value to give to the uniform
  64623. * @return the material itself allowing "fluent" like uniform updates
  64624. */
  64625. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64626. this._checkUniform(name);
  64627. this._vectors2Arrays[name] = value;
  64628. return this;
  64629. };
  64630. /**
  64631. * Set a vec3 array in the shader from a number array.
  64632. * @param name Define the name of the uniform as defined in the shader
  64633. * @param value Define the value to give to the uniform
  64634. * @return the material itself allowing "fluent" like uniform updates
  64635. */
  64636. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64637. this._checkUniform(name);
  64638. this._vectors3Arrays[name] = value;
  64639. return this;
  64640. };
  64641. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64642. if (!mesh) {
  64643. return true;
  64644. }
  64645. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64646. return false;
  64647. }
  64648. return false;
  64649. };
  64650. /**
  64651. * Checks if the material is ready to render the requested mesh
  64652. * @param mesh Define the mesh to render
  64653. * @param useInstances Define whether or not the material is used with instances
  64654. * @returns true if ready, otherwise false
  64655. */
  64656. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64657. var scene = this.getScene();
  64658. var engine = scene.getEngine();
  64659. if (!this.checkReadyOnEveryCall) {
  64660. if (this._renderId === scene.getRenderId()) {
  64661. if (this._checkCache(scene, mesh, useInstances)) {
  64662. return true;
  64663. }
  64664. }
  64665. }
  64666. // Instances
  64667. var defines = [];
  64668. var attribs = [];
  64669. var fallbacks = new BABYLON.EffectFallbacks();
  64670. for (var index = 0; index < this._options.defines.length; index++) {
  64671. defines.push(this._options.defines[index]);
  64672. }
  64673. for (var index = 0; index < this._options.attributes.length; index++) {
  64674. attribs.push(this._options.attributes[index]);
  64675. }
  64676. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64677. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64678. defines.push("#define VERTEXCOLOR");
  64679. }
  64680. if (useInstances) {
  64681. defines.push("#define INSTANCES");
  64682. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64683. }
  64684. // Bones
  64685. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64686. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64687. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64688. if (mesh.numBoneInfluencers > 4) {
  64689. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64690. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64691. }
  64692. var skeleton = mesh.skeleton;
  64693. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64694. fallbacks.addCPUSkinningFallback(0, mesh);
  64695. if (skeleton.isUsingTextureForMatrices) {
  64696. defines.push("#define BONETEXTURE");
  64697. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64698. this._options.uniforms.push("boneTextureWidth");
  64699. }
  64700. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64701. this._options.samplers.push("boneSampler");
  64702. }
  64703. }
  64704. else {
  64705. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64706. if (this._options.uniforms.indexOf("mBones") === -1) {
  64707. this._options.uniforms.push("mBones");
  64708. }
  64709. }
  64710. }
  64711. else {
  64712. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64713. }
  64714. // Textures
  64715. for (var name in this._textures) {
  64716. if (!this._textures[name].isReady()) {
  64717. return false;
  64718. }
  64719. }
  64720. // Alpha test
  64721. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64722. defines.push("#define ALPHATEST");
  64723. }
  64724. var previousEffect = this._effect;
  64725. var join = defines.join("\n");
  64726. this._effect = engine.createEffect(this._shaderPath, {
  64727. attributes: attribs,
  64728. uniformsNames: this._options.uniforms,
  64729. uniformBuffersNames: this._options.uniformBuffers,
  64730. samplers: this._options.samplers,
  64731. defines: join,
  64732. fallbacks: fallbacks,
  64733. onCompiled: this.onCompiled,
  64734. onError: this.onError
  64735. }, engine);
  64736. if (!this._effect.isReady()) {
  64737. return false;
  64738. }
  64739. if (previousEffect !== this._effect) {
  64740. scene.resetCachedMaterial();
  64741. }
  64742. this._renderId = scene.getRenderId();
  64743. return true;
  64744. };
  64745. /**
  64746. * Binds the world matrix to the material
  64747. * @param world defines the world transformation matrix
  64748. */
  64749. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64750. var scene = this.getScene();
  64751. if (!this._effect) {
  64752. return;
  64753. }
  64754. if (this._options.uniforms.indexOf("world") !== -1) {
  64755. this._effect.setMatrix("world", world);
  64756. }
  64757. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64758. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64759. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64760. }
  64761. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64762. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64763. }
  64764. };
  64765. /**
  64766. * Binds the material to the mesh
  64767. * @param world defines the world transformation matrix
  64768. * @param mesh defines the mesh to bind the material to
  64769. */
  64770. ShaderMaterial.prototype.bind = function (world, mesh) {
  64771. // Std values
  64772. this.bindOnlyWorldMatrix(world);
  64773. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64774. if (this._options.uniforms.indexOf("view") !== -1) {
  64775. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64776. }
  64777. if (this._options.uniforms.indexOf("projection") !== -1) {
  64778. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64779. }
  64780. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64781. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64782. }
  64783. // Bones
  64784. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64785. var name;
  64786. // Texture
  64787. for (name in this._textures) {
  64788. this._effect.setTexture(name, this._textures[name]);
  64789. }
  64790. // Texture arrays
  64791. for (name in this._textureArrays) {
  64792. this._effect.setTextureArray(name, this._textureArrays[name]);
  64793. }
  64794. // Int
  64795. for (name in this._ints) {
  64796. this._effect.setInt(name, this._ints[name]);
  64797. }
  64798. // Float
  64799. for (name in this._floats) {
  64800. this._effect.setFloat(name, this._floats[name]);
  64801. }
  64802. // Floats
  64803. for (name in this._floatsArrays) {
  64804. this._effect.setArray(name, this._floatsArrays[name]);
  64805. }
  64806. // Color3
  64807. for (name in this._colors3) {
  64808. this._effect.setColor3(name, this._colors3[name]);
  64809. }
  64810. for (name in this._colors3Arrays) {
  64811. this._effect.setArray3(name, this._colors3Arrays[name]);
  64812. }
  64813. // Color4
  64814. for (name in this._colors4) {
  64815. var color = this._colors4[name];
  64816. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64817. }
  64818. // Vector2
  64819. for (name in this._vectors2) {
  64820. this._effect.setVector2(name, this._vectors2[name]);
  64821. }
  64822. // Vector3
  64823. for (name in this._vectors3) {
  64824. this._effect.setVector3(name, this._vectors3[name]);
  64825. }
  64826. // Vector4
  64827. for (name in this._vectors4) {
  64828. this._effect.setVector4(name, this._vectors4[name]);
  64829. }
  64830. // Matrix
  64831. for (name in this._matrices) {
  64832. this._effect.setMatrix(name, this._matrices[name]);
  64833. }
  64834. // Matrix 3x3
  64835. for (name in this._matrices3x3) {
  64836. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64837. }
  64838. // Matrix 2x2
  64839. for (name in this._matrices2x2) {
  64840. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64841. }
  64842. // Vector2Array
  64843. for (name in this._vectors2Arrays) {
  64844. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64845. }
  64846. // Vector3Array
  64847. for (name in this._vectors3Arrays) {
  64848. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64849. }
  64850. }
  64851. this._afterBind(mesh);
  64852. };
  64853. /**
  64854. * Gets the active textures from the material
  64855. * @returns an array of textures
  64856. */
  64857. ShaderMaterial.prototype.getActiveTextures = function () {
  64858. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64859. for (var name in this._textures) {
  64860. activeTextures.push(this._textures[name]);
  64861. }
  64862. for (var name in this._textureArrays) {
  64863. var array = this._textureArrays[name];
  64864. for (var index = 0; index < array.length; index++) {
  64865. activeTextures.push(array[index]);
  64866. }
  64867. }
  64868. return activeTextures;
  64869. };
  64870. /**
  64871. * Specifies if the material uses a texture
  64872. * @param texture defines the texture to check against the material
  64873. * @returns a boolean specifying if the material uses the texture
  64874. */
  64875. ShaderMaterial.prototype.hasTexture = function (texture) {
  64876. if (_super.prototype.hasTexture.call(this, texture)) {
  64877. return true;
  64878. }
  64879. for (var name in this._textures) {
  64880. if (this._textures[name] === texture) {
  64881. return true;
  64882. }
  64883. }
  64884. for (var name in this._textureArrays) {
  64885. var array = this._textureArrays[name];
  64886. for (var index = 0; index < array.length; index++) {
  64887. if (array[index] === texture) {
  64888. return true;
  64889. }
  64890. }
  64891. }
  64892. return false;
  64893. };
  64894. /**
  64895. * Makes a duplicate of the material, and gives it a new name
  64896. * @param name defines the new name for the duplicated material
  64897. * @returns the cloned material
  64898. */
  64899. ShaderMaterial.prototype.clone = function (name) {
  64900. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64901. return newShaderMaterial;
  64902. };
  64903. /**
  64904. * Disposes the material
  64905. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64906. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64907. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64908. */
  64909. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64910. if (forceDisposeTextures) {
  64911. var name;
  64912. for (name in this._textures) {
  64913. this._textures[name].dispose();
  64914. }
  64915. for (name in this._textureArrays) {
  64916. var array = this._textureArrays[name];
  64917. for (var index = 0; index < array.length; index++) {
  64918. array[index].dispose();
  64919. }
  64920. }
  64921. }
  64922. this._textures = {};
  64923. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64924. };
  64925. /**
  64926. * Serializes this material in a JSON representation
  64927. * @returns the serialized material object
  64928. */
  64929. ShaderMaterial.prototype.serialize = function () {
  64930. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64931. serializationObject.customType = "BABYLON.ShaderMaterial";
  64932. serializationObject.options = this._options;
  64933. serializationObject.shaderPath = this._shaderPath;
  64934. var name;
  64935. // Texture
  64936. serializationObject.textures = {};
  64937. for (name in this._textures) {
  64938. serializationObject.textures[name] = this._textures[name].serialize();
  64939. }
  64940. // Texture arrays
  64941. serializationObject.textureArrays = {};
  64942. for (name in this._textureArrays) {
  64943. serializationObject.textureArrays[name] = [];
  64944. var array = this._textureArrays[name];
  64945. for (var index = 0; index < array.length; index++) {
  64946. serializationObject.textureArrays[name].push(array[index].serialize());
  64947. }
  64948. }
  64949. // Float
  64950. serializationObject.floats = {};
  64951. for (name in this._floats) {
  64952. serializationObject.floats[name] = this._floats[name];
  64953. }
  64954. // Float s
  64955. serializationObject.FloatArrays = {};
  64956. for (name in this._floatsArrays) {
  64957. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64958. }
  64959. // Color3
  64960. serializationObject.colors3 = {};
  64961. for (name in this._colors3) {
  64962. serializationObject.colors3[name] = this._colors3[name].asArray();
  64963. }
  64964. // Color3 array
  64965. serializationObject.colors3Arrays = {};
  64966. for (name in this._colors3Arrays) {
  64967. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64968. }
  64969. // Color4
  64970. serializationObject.colors4 = {};
  64971. for (name in this._colors4) {
  64972. serializationObject.colors4[name] = this._colors4[name].asArray();
  64973. }
  64974. // Vector2
  64975. serializationObject.vectors2 = {};
  64976. for (name in this._vectors2) {
  64977. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64978. }
  64979. // Vector3
  64980. serializationObject.vectors3 = {};
  64981. for (name in this._vectors3) {
  64982. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64983. }
  64984. // Vector4
  64985. serializationObject.vectors4 = {};
  64986. for (name in this._vectors4) {
  64987. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64988. }
  64989. // Matrix
  64990. serializationObject.matrices = {};
  64991. for (name in this._matrices) {
  64992. serializationObject.matrices[name] = this._matrices[name].asArray();
  64993. }
  64994. // Matrix 3x3
  64995. serializationObject.matrices3x3 = {};
  64996. for (name in this._matrices3x3) {
  64997. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64998. }
  64999. // Matrix 2x2
  65000. serializationObject.matrices2x2 = {};
  65001. for (name in this._matrices2x2) {
  65002. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  65003. }
  65004. // Vector2Array
  65005. serializationObject.vectors2Arrays = {};
  65006. for (name in this._vectors2Arrays) {
  65007. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  65008. }
  65009. // Vector3Array
  65010. serializationObject.vectors3Arrays = {};
  65011. for (name in this._vectors3Arrays) {
  65012. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  65013. }
  65014. return serializationObject;
  65015. };
  65016. /**
  65017. * Creates a shader material from parsed shader material data
  65018. * @param source defines the JSON represnetation of the material
  65019. * @param scene defines the hosting scene
  65020. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  65021. * @returns a new material
  65022. */
  65023. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  65024. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  65025. var name;
  65026. // Texture
  65027. for (name in source.textures) {
  65028. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  65029. }
  65030. // Texture arrays
  65031. for (name in source.textureArrays) {
  65032. var array = source.textureArrays[name];
  65033. var textureArray = new Array();
  65034. for (var index = 0; index < array.length; index++) {
  65035. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  65036. }
  65037. material.setTextureArray(name, textureArray);
  65038. }
  65039. // Float
  65040. for (name in source.floats) {
  65041. material.setFloat(name, source.floats[name]);
  65042. }
  65043. // Float s
  65044. for (name in source.floatsArrays) {
  65045. material.setFloats(name, source.floatsArrays[name]);
  65046. }
  65047. // Color3
  65048. for (name in source.colors3) {
  65049. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  65050. }
  65051. // Color3 arrays
  65052. for (name in source.colors3Arrays) {
  65053. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  65054. if (i % 3 === 0) {
  65055. arr.push([num]);
  65056. }
  65057. else {
  65058. arr[arr.length - 1].push(num);
  65059. }
  65060. return arr;
  65061. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  65062. material.setColor3Array(name, colors);
  65063. }
  65064. // Color4
  65065. for (name in source.colors4) {
  65066. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  65067. }
  65068. // Vector2
  65069. for (name in source.vectors2) {
  65070. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  65071. }
  65072. // Vector3
  65073. for (name in source.vectors3) {
  65074. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  65075. }
  65076. // Vector4
  65077. for (name in source.vectors4) {
  65078. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  65079. }
  65080. // Matrix
  65081. for (name in source.matrices) {
  65082. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  65083. }
  65084. // Matrix 3x3
  65085. for (name in source.matrices3x3) {
  65086. material.setMatrix3x3(name, source.matrices3x3[name]);
  65087. }
  65088. // Matrix 2x2
  65089. for (name in source.matrices2x2) {
  65090. material.setMatrix2x2(name, source.matrices2x2[name]);
  65091. }
  65092. // Vector2Array
  65093. for (name in source.vectors2Arrays) {
  65094. material.setArray2(name, source.vectors2Arrays[name]);
  65095. }
  65096. // Vector3Array
  65097. for (name in source.vectors3Arrays) {
  65098. material.setArray3(name, source.vectors3Arrays[name]);
  65099. }
  65100. return material;
  65101. };
  65102. return ShaderMaterial;
  65103. }(BABYLON.Material));
  65104. BABYLON.ShaderMaterial = ShaderMaterial;
  65105. })(BABYLON || (BABYLON = {}));
  65106. //# sourceMappingURL=babylon.shaderMaterial.js.map
  65107. var BABYLON;
  65108. (function (BABYLON) {
  65109. /**
  65110. * Mesh representing the gorund
  65111. */
  65112. var GroundMesh = /** @class */ (function (_super) {
  65113. __extends(GroundMesh, _super);
  65114. function GroundMesh(name, scene) {
  65115. var _this = _super.call(this, name, scene) || this;
  65116. /** If octree should be generated */
  65117. _this.generateOctree = false;
  65118. return _this;
  65119. }
  65120. /**
  65121. * "GroundMesh"
  65122. * @returns "GroundMesh"
  65123. */
  65124. GroundMesh.prototype.getClassName = function () {
  65125. return "GroundMesh";
  65126. };
  65127. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65128. /**
  65129. * The minimum of x and y subdivisions
  65130. */
  65131. get: function () {
  65132. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65133. },
  65134. enumerable: true,
  65135. configurable: true
  65136. });
  65137. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65138. /**
  65139. * X subdivisions
  65140. */
  65141. get: function () {
  65142. return this._subdivisionsX;
  65143. },
  65144. enumerable: true,
  65145. configurable: true
  65146. });
  65147. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65148. /**
  65149. * Y subdivisions
  65150. */
  65151. get: function () {
  65152. return this._subdivisionsY;
  65153. },
  65154. enumerable: true,
  65155. configurable: true
  65156. });
  65157. /**
  65158. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65159. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65160. * @param chunksCount the number of subdivisions for x and y
  65161. * @param octreeBlocksSize (Default: 32)
  65162. */
  65163. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65164. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65165. this._subdivisionsX = chunksCount;
  65166. this._subdivisionsY = chunksCount;
  65167. this.subdivide(chunksCount);
  65168. // Call the octree system optimization if it is defined.
  65169. var thisAsAny = this;
  65170. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65171. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65172. }
  65173. };
  65174. /**
  65175. * Returns a height (y) value in the Worl system :
  65176. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65177. * @param x x coordinate
  65178. * @param z z coordinate
  65179. * @returns the ground y position if (x, z) are outside the ground surface.
  65180. */
  65181. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65182. var world = this.getWorldMatrix();
  65183. var invMat = BABYLON.Tmp.Matrix[5];
  65184. world.invertToRef(invMat);
  65185. var tmpVect = BABYLON.Tmp.Vector3[8];
  65186. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65187. x = tmpVect.x;
  65188. z = tmpVect.z;
  65189. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65190. return this.position.y;
  65191. }
  65192. if (!this._heightQuads || this._heightQuads.length == 0) {
  65193. this._initHeightQuads();
  65194. this._computeHeightQuads();
  65195. }
  65196. var facet = this._getFacetAt(x, z);
  65197. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65198. // return y in the World system
  65199. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65200. return tmpVect.y;
  65201. };
  65202. /**
  65203. * Returns a normalized vector (Vector3) orthogonal to the ground
  65204. * at the ground coordinates (x, z) expressed in the World system.
  65205. * @param x x coordinate
  65206. * @param z z coordinate
  65207. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65208. */
  65209. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65210. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65211. this.getNormalAtCoordinatesToRef(x, z, normal);
  65212. return normal;
  65213. };
  65214. /**
  65215. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65216. * at the ground coordinates (x, z) expressed in the World system.
  65217. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65218. * @param x x coordinate
  65219. * @param z z coordinate
  65220. * @param ref vector to store the result
  65221. * @returns the GroundMesh.
  65222. */
  65223. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65224. var world = this.getWorldMatrix();
  65225. var tmpMat = BABYLON.Tmp.Matrix[5];
  65226. world.invertToRef(tmpMat);
  65227. var tmpVect = BABYLON.Tmp.Vector3[8];
  65228. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65229. x = tmpVect.x;
  65230. z = tmpVect.z;
  65231. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65232. return this;
  65233. }
  65234. if (!this._heightQuads || this._heightQuads.length == 0) {
  65235. this._initHeightQuads();
  65236. this._computeHeightQuads();
  65237. }
  65238. var facet = this._getFacetAt(x, z);
  65239. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65240. return this;
  65241. };
  65242. /**
  65243. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65244. * if the ground has been updated.
  65245. * This can be used in the render loop.
  65246. * @returns the GroundMesh.
  65247. */
  65248. GroundMesh.prototype.updateCoordinateHeights = function () {
  65249. if (!this._heightQuads || this._heightQuads.length == 0) {
  65250. this._initHeightQuads();
  65251. }
  65252. this._computeHeightQuads();
  65253. return this;
  65254. };
  65255. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65256. GroundMesh.prototype._getFacetAt = function (x, z) {
  65257. // retrieve col and row from x, z coordinates in the ground local system
  65258. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65259. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65260. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65261. var facet;
  65262. if (z < quad.slope.x * x + quad.slope.y) {
  65263. facet = quad.facet1;
  65264. }
  65265. else {
  65266. facet = quad.facet2;
  65267. }
  65268. return facet;
  65269. };
  65270. // Creates and populates the heightMap array with "facet" elements :
  65271. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65272. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65273. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65274. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65275. // Returns the GroundMesh.
  65276. GroundMesh.prototype._initHeightQuads = function () {
  65277. var subdivisionsX = this._subdivisionsX;
  65278. var subdivisionsY = this._subdivisionsY;
  65279. this._heightQuads = new Array();
  65280. for (var row = 0; row < subdivisionsY; row++) {
  65281. for (var col = 0; col < subdivisionsX; col++) {
  65282. 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) };
  65283. this._heightQuads[row * subdivisionsX + col] = quad;
  65284. }
  65285. }
  65286. return this;
  65287. };
  65288. // Compute each quad element values and update the the heightMap array :
  65289. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65290. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65291. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65292. // Returns the GroundMesh.
  65293. GroundMesh.prototype._computeHeightQuads = function () {
  65294. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65295. if (!positions) {
  65296. return this;
  65297. }
  65298. var v1 = BABYLON.Tmp.Vector3[3];
  65299. var v2 = BABYLON.Tmp.Vector3[2];
  65300. var v3 = BABYLON.Tmp.Vector3[1];
  65301. var v4 = BABYLON.Tmp.Vector3[0];
  65302. var v1v2 = BABYLON.Tmp.Vector3[4];
  65303. var v1v3 = BABYLON.Tmp.Vector3[5];
  65304. var v1v4 = BABYLON.Tmp.Vector3[6];
  65305. var norm1 = BABYLON.Tmp.Vector3[7];
  65306. var norm2 = BABYLON.Tmp.Vector3[8];
  65307. var i = 0;
  65308. var j = 0;
  65309. var k = 0;
  65310. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65311. var h = 0;
  65312. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65313. var d2 = 0;
  65314. var subdivisionsX = this._subdivisionsX;
  65315. var subdivisionsY = this._subdivisionsY;
  65316. for (var row = 0; row < subdivisionsY; row++) {
  65317. for (var col = 0; col < subdivisionsX; col++) {
  65318. i = col * 3;
  65319. j = row * (subdivisionsX + 1) * 3;
  65320. k = (row + 1) * (subdivisionsX + 1) * 3;
  65321. v1.x = positions[j + i];
  65322. v1.y = positions[j + i + 1];
  65323. v1.z = positions[j + i + 2];
  65324. v2.x = positions[j + i + 3];
  65325. v2.y = positions[j + i + 4];
  65326. v2.z = positions[j + i + 5];
  65327. v3.x = positions[k + i];
  65328. v3.y = positions[k + i + 1];
  65329. v3.z = positions[k + i + 2];
  65330. v4.x = positions[k + i + 3];
  65331. v4.y = positions[k + i + 4];
  65332. v4.z = positions[k + i + 5];
  65333. // 2D slope V1V4
  65334. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65335. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65336. // facet equations :
  65337. // we compute each facet normal vector
  65338. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65339. // we compute the value d by applying the equation to v1 which belongs to the plane
  65340. // then we store the facet equation in a Vector4
  65341. v2.subtractToRef(v1, v1v2);
  65342. v3.subtractToRef(v1, v1v3);
  65343. v4.subtractToRef(v1, v1v4);
  65344. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65345. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65346. norm1.normalize();
  65347. norm2.normalize();
  65348. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65349. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65350. var quad = this._heightQuads[row * subdivisionsX + col];
  65351. quad.slope.copyFromFloats(cd, h);
  65352. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65353. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65354. }
  65355. }
  65356. return this;
  65357. };
  65358. /**
  65359. * Serializes this ground mesh
  65360. * @param serializationObject object to write serialization to
  65361. */
  65362. GroundMesh.prototype.serialize = function (serializationObject) {
  65363. _super.prototype.serialize.call(this, serializationObject);
  65364. serializationObject.subdivisionsX = this._subdivisionsX;
  65365. serializationObject.subdivisionsY = this._subdivisionsY;
  65366. serializationObject.minX = this._minX;
  65367. serializationObject.maxX = this._maxX;
  65368. serializationObject.minZ = this._minZ;
  65369. serializationObject.maxZ = this._maxZ;
  65370. serializationObject.width = this._width;
  65371. serializationObject.height = this._height;
  65372. };
  65373. /**
  65374. * Parses a serialized ground mesh
  65375. * @param parsedMesh the serialized mesh
  65376. * @param scene the scene to create the ground mesh in
  65377. * @returns the created ground mesh
  65378. */
  65379. GroundMesh.Parse = function (parsedMesh, scene) {
  65380. var result = new GroundMesh(parsedMesh.name, scene);
  65381. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65382. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65383. result._minX = parsedMesh.minX;
  65384. result._maxX = parsedMesh.maxX;
  65385. result._minZ = parsedMesh.minZ;
  65386. result._maxZ = parsedMesh.maxZ;
  65387. result._width = parsedMesh.width;
  65388. result._height = parsedMesh.height;
  65389. return result;
  65390. };
  65391. return GroundMesh;
  65392. }(BABYLON.Mesh));
  65393. BABYLON.GroundMesh = GroundMesh;
  65394. })(BABYLON || (BABYLON = {}));
  65395. //# sourceMappingURL=babylon.groundMesh.js.map
  65396. var BABYLON;
  65397. (function (BABYLON) {
  65398. /**
  65399. * Creates an instance based on a source mesh.
  65400. */
  65401. var InstancedMesh = /** @class */ (function (_super) {
  65402. __extends(InstancedMesh, _super);
  65403. function InstancedMesh(name, source) {
  65404. var _this = _super.call(this, name, source.getScene()) || this;
  65405. /** @hidden */
  65406. _this._indexInSourceMeshInstanceArray = -1;
  65407. source.addInstance(_this);
  65408. _this._sourceMesh = source;
  65409. _this.position.copyFrom(source.position);
  65410. _this.rotation.copyFrom(source.rotation);
  65411. _this.scaling.copyFrom(source.scaling);
  65412. if (source.rotationQuaternion) {
  65413. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65414. }
  65415. _this.infiniteDistance = source.infiniteDistance;
  65416. _this.setPivotMatrix(source.getPivotMatrix());
  65417. _this.refreshBoundingInfo();
  65418. _this._syncSubMeshes();
  65419. return _this;
  65420. }
  65421. /**
  65422. * Returns the string "InstancedMesh".
  65423. */
  65424. InstancedMesh.prototype.getClassName = function () {
  65425. return "InstancedMesh";
  65426. };
  65427. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65428. // Methods
  65429. /**
  65430. * If the source mesh receives shadows
  65431. */
  65432. get: function () {
  65433. return this._sourceMesh.receiveShadows;
  65434. },
  65435. enumerable: true,
  65436. configurable: true
  65437. });
  65438. Object.defineProperty(InstancedMesh.prototype, "material", {
  65439. /**
  65440. * The material of the source mesh
  65441. */
  65442. get: function () {
  65443. return this._sourceMesh.material;
  65444. },
  65445. enumerable: true,
  65446. configurable: true
  65447. });
  65448. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65449. /**
  65450. * Visibility of the source mesh
  65451. */
  65452. get: function () {
  65453. return this._sourceMesh.visibility;
  65454. },
  65455. enumerable: true,
  65456. configurable: true
  65457. });
  65458. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65459. /**
  65460. * Skeleton of the source mesh
  65461. */
  65462. get: function () {
  65463. return this._sourceMesh.skeleton;
  65464. },
  65465. enumerable: true,
  65466. configurable: true
  65467. });
  65468. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65469. /**
  65470. * Rendering ground id of the source mesh
  65471. */
  65472. get: function () {
  65473. return this._sourceMesh.renderingGroupId;
  65474. },
  65475. set: function (value) {
  65476. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65477. return;
  65478. }
  65479. //no-op with warning
  65480. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65481. },
  65482. enumerable: true,
  65483. configurable: true
  65484. });
  65485. /**
  65486. * Returns the total number of vertices (integer).
  65487. */
  65488. InstancedMesh.prototype.getTotalVertices = function () {
  65489. return this._sourceMesh.getTotalVertices();
  65490. };
  65491. /**
  65492. * Returns a positive integer : the total number of indices in this mesh geometry.
  65493. * @returns the numner of indices or zero if the mesh has no geometry.
  65494. */
  65495. InstancedMesh.prototype.getTotalIndices = function () {
  65496. return this._sourceMesh.getTotalIndices();
  65497. };
  65498. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65499. /**
  65500. * The source mesh of the instance
  65501. */
  65502. get: function () {
  65503. return this._sourceMesh;
  65504. },
  65505. enumerable: true,
  65506. configurable: true
  65507. });
  65508. /**
  65509. * Is this node ready to be used/rendered
  65510. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65511. * @return {boolean} is it ready
  65512. */
  65513. InstancedMesh.prototype.isReady = function (completeCheck) {
  65514. if (completeCheck === void 0) { completeCheck = false; }
  65515. return this._sourceMesh.isReady(completeCheck, true);
  65516. };
  65517. /**
  65518. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65519. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65520. * @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.
  65521. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65522. */
  65523. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65524. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65525. };
  65526. /**
  65527. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65528. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65529. * The `data` are either a numeric array either a Float32Array.
  65530. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65531. * 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).
  65532. * Note that a new underlying VertexBuffer object is created each call.
  65533. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65534. *
  65535. * Possible `kind` values :
  65536. * - BABYLON.VertexBuffer.PositionKind
  65537. * - BABYLON.VertexBuffer.UVKind
  65538. * - BABYLON.VertexBuffer.UV2Kind
  65539. * - BABYLON.VertexBuffer.UV3Kind
  65540. * - BABYLON.VertexBuffer.UV4Kind
  65541. * - BABYLON.VertexBuffer.UV5Kind
  65542. * - BABYLON.VertexBuffer.UV6Kind
  65543. * - BABYLON.VertexBuffer.ColorKind
  65544. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65545. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65546. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65547. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65548. *
  65549. * Returns the Mesh.
  65550. */
  65551. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65552. if (this.sourceMesh) {
  65553. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65554. }
  65555. return this.sourceMesh;
  65556. };
  65557. /**
  65558. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65559. * If the mesh has no geometry, it is simply returned as it is.
  65560. * The `data` are either a numeric array either a Float32Array.
  65561. * No new underlying VertexBuffer object is created.
  65562. * 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.
  65563. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65564. *
  65565. * Possible `kind` values :
  65566. * - BABYLON.VertexBuffer.PositionKind
  65567. * - BABYLON.VertexBuffer.UVKind
  65568. * - BABYLON.VertexBuffer.UV2Kind
  65569. * - BABYLON.VertexBuffer.UV3Kind
  65570. * - BABYLON.VertexBuffer.UV4Kind
  65571. * - BABYLON.VertexBuffer.UV5Kind
  65572. * - BABYLON.VertexBuffer.UV6Kind
  65573. * - BABYLON.VertexBuffer.ColorKind
  65574. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65575. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65576. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65577. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65578. *
  65579. * Returns the Mesh.
  65580. */
  65581. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65582. if (this.sourceMesh) {
  65583. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65584. }
  65585. return this.sourceMesh;
  65586. };
  65587. /**
  65588. * Sets the mesh indices.
  65589. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65590. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65591. * This method creates a new index buffer each call.
  65592. * Returns the Mesh.
  65593. */
  65594. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65595. if (totalVertices === void 0) { totalVertices = null; }
  65596. if (this.sourceMesh) {
  65597. this.sourceMesh.setIndices(indices, totalVertices);
  65598. }
  65599. return this.sourceMesh;
  65600. };
  65601. /**
  65602. * Boolean : True if the mesh owns the requested kind of data.
  65603. */
  65604. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65605. return this._sourceMesh.isVerticesDataPresent(kind);
  65606. };
  65607. /**
  65608. * Returns an array of indices (IndicesArray).
  65609. */
  65610. InstancedMesh.prototype.getIndices = function () {
  65611. return this._sourceMesh.getIndices();
  65612. };
  65613. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65614. get: function () {
  65615. return this._sourceMesh._positions;
  65616. },
  65617. enumerable: true,
  65618. configurable: true
  65619. });
  65620. /**
  65621. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65622. * This means the mesh underlying bounding box and sphere are recomputed.
  65623. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65624. * @returns the current mesh
  65625. */
  65626. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65627. if (applySkeleton === void 0) { applySkeleton = false; }
  65628. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65629. return this;
  65630. }
  65631. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65632. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65633. return this;
  65634. };
  65635. /** @hidden */
  65636. InstancedMesh.prototype._preActivate = function () {
  65637. if (this._currentLOD) {
  65638. this._currentLOD._preActivate();
  65639. }
  65640. return this;
  65641. };
  65642. /** @hidden */
  65643. InstancedMesh.prototype._activate = function (renderId) {
  65644. if (this._currentLOD) {
  65645. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65646. }
  65647. return this;
  65648. };
  65649. /**
  65650. * Returns the current associated LOD AbstractMesh.
  65651. */
  65652. InstancedMesh.prototype.getLOD = function (camera) {
  65653. if (!camera) {
  65654. return this;
  65655. }
  65656. var boundingInfo = this.getBoundingInfo();
  65657. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65658. if (this._currentLOD === this.sourceMesh) {
  65659. return this;
  65660. }
  65661. return this._currentLOD;
  65662. };
  65663. /** @hidden */
  65664. InstancedMesh.prototype._syncSubMeshes = function () {
  65665. this.releaseSubMeshes();
  65666. if (this._sourceMesh.subMeshes) {
  65667. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65668. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65669. }
  65670. }
  65671. return this;
  65672. };
  65673. /** @hidden */
  65674. InstancedMesh.prototype._generatePointsArray = function () {
  65675. return this._sourceMesh._generatePointsArray();
  65676. };
  65677. /**
  65678. * Creates a new InstancedMesh from the current mesh.
  65679. * - name (string) : the cloned mesh name
  65680. * - newParent (optional Node) : the optional Node to parent the clone to.
  65681. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65682. *
  65683. * Returns the clone.
  65684. */
  65685. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65686. var result = this._sourceMesh.createInstance(name);
  65687. // Deep copy
  65688. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65689. // Bounding info
  65690. this.refreshBoundingInfo();
  65691. // Parent
  65692. if (newParent) {
  65693. result.parent = newParent;
  65694. }
  65695. if (!doNotCloneChildren) {
  65696. // Children
  65697. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65698. var mesh = this.getScene().meshes[index];
  65699. if (mesh.parent === this) {
  65700. mesh.clone(mesh.name, result);
  65701. }
  65702. }
  65703. }
  65704. result.computeWorldMatrix(true);
  65705. return result;
  65706. };
  65707. /**
  65708. * Disposes the InstancedMesh.
  65709. * Returns nothing.
  65710. */
  65711. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65712. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65713. // Remove from mesh
  65714. this._sourceMesh.removeInstance(this);
  65715. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65716. };
  65717. return InstancedMesh;
  65718. }(BABYLON.AbstractMesh));
  65719. BABYLON.InstancedMesh = InstancedMesh;
  65720. })(BABYLON || (BABYLON = {}));
  65721. //# sourceMappingURL=babylon.instancedMesh.js.map
  65722. var BABYLON;
  65723. (function (BABYLON) {
  65724. /**
  65725. * Line mesh
  65726. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65727. */
  65728. var LinesMesh = /** @class */ (function (_super) {
  65729. __extends(LinesMesh, _super);
  65730. /**
  65731. * Creates a new LinesMesh
  65732. * @param name defines the name
  65733. * @param scene defines the hosting scene
  65734. * @param parent defines the parent mesh if any
  65735. * @param source defines the optional source LinesMesh used to clone data from
  65736. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65737. * When false, achieved by calling a clone(), also passing False.
  65738. * This will make creation of children, recursive.
  65739. * @param useVertexColor defines if this LinesMesh supports vertex color
  65740. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65741. */
  65742. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65743. /**
  65744. * If vertex color should be applied to the mesh
  65745. */
  65746. useVertexColor,
  65747. /**
  65748. * If vertex alpha should be applied to the mesh
  65749. */
  65750. useVertexAlpha) {
  65751. if (scene === void 0) { scene = null; }
  65752. if (parent === void 0) { parent = null; }
  65753. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65754. _this.useVertexColor = useVertexColor;
  65755. _this.useVertexAlpha = useVertexAlpha;
  65756. /**
  65757. * Color of the line (Default: White)
  65758. */
  65759. _this.color = new BABYLON.Color3(1, 1, 1);
  65760. /**
  65761. * Alpha of the line (Default: 1)
  65762. */
  65763. _this.alpha = 1;
  65764. if (source) {
  65765. _this.color = source.color.clone();
  65766. _this.alpha = source.alpha;
  65767. _this.useVertexColor = source.useVertexColor;
  65768. _this.useVertexAlpha = source.useVertexAlpha;
  65769. }
  65770. _this.intersectionThreshold = 0.1;
  65771. var defines = [];
  65772. var options = {
  65773. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65774. uniforms: ["world", "viewProjection"],
  65775. needAlphaBlending: true,
  65776. defines: defines
  65777. };
  65778. if (useVertexAlpha === false) {
  65779. options.needAlphaBlending = false;
  65780. }
  65781. if (!useVertexColor) {
  65782. options.uniforms.push("color");
  65783. }
  65784. else {
  65785. options.defines.push("#define VERTEXCOLOR");
  65786. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65787. }
  65788. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65789. return _this;
  65790. }
  65791. /**
  65792. * Returns the string "LineMesh"
  65793. */
  65794. LinesMesh.prototype.getClassName = function () {
  65795. return "LinesMesh";
  65796. };
  65797. Object.defineProperty(LinesMesh.prototype, "material", {
  65798. /**
  65799. * @hidden
  65800. */
  65801. get: function () {
  65802. return this._colorShader;
  65803. },
  65804. /**
  65805. * @hidden
  65806. */
  65807. set: function (value) {
  65808. // Do nothing
  65809. },
  65810. enumerable: true,
  65811. configurable: true
  65812. });
  65813. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65814. /**
  65815. * @hidden
  65816. */
  65817. get: function () {
  65818. return false;
  65819. },
  65820. enumerable: true,
  65821. configurable: true
  65822. });
  65823. /** @hidden */
  65824. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65825. if (!this._geometry) {
  65826. return this;
  65827. }
  65828. // VBOs
  65829. this._geometry._bind(this._colorShader.getEffect());
  65830. // Color
  65831. if (!this.useVertexColor) {
  65832. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65833. }
  65834. return this;
  65835. };
  65836. /** @hidden */
  65837. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65838. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65839. return this;
  65840. }
  65841. var engine = this.getScene().getEngine();
  65842. // Draw order
  65843. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65844. return this;
  65845. };
  65846. /**
  65847. * Disposes of the line mesh
  65848. * @param doNotRecurse If children should be disposed
  65849. */
  65850. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65851. this._colorShader.dispose(false, false, true);
  65852. _super.prototype.dispose.call(this, doNotRecurse);
  65853. };
  65854. /**
  65855. * Returns a new LineMesh object cloned from the current one.
  65856. */
  65857. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65858. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65859. };
  65860. /**
  65861. * Creates a new InstancedLinesMesh object from the mesh model.
  65862. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65863. * @param name defines the name of the new instance
  65864. * @returns a new InstancedLinesMesh
  65865. */
  65866. LinesMesh.prototype.createInstance = function (name) {
  65867. return new InstancedLinesMesh(name, this);
  65868. };
  65869. return LinesMesh;
  65870. }(BABYLON.Mesh));
  65871. BABYLON.LinesMesh = LinesMesh;
  65872. /**
  65873. * Creates an instance based on a source LinesMesh
  65874. */
  65875. var InstancedLinesMesh = /** @class */ (function (_super) {
  65876. __extends(InstancedLinesMesh, _super);
  65877. function InstancedLinesMesh(name, source) {
  65878. var _this = _super.call(this, name, source) || this;
  65879. _this.intersectionThreshold = source.intersectionThreshold;
  65880. return _this;
  65881. }
  65882. /**
  65883. * Returns the string "InstancedLinesMesh".
  65884. */
  65885. InstancedLinesMesh.prototype.getClassName = function () {
  65886. return "InstancedLinesMesh";
  65887. };
  65888. return InstancedLinesMesh;
  65889. }(BABYLON.InstancedMesh));
  65890. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65891. })(BABYLON || (BABYLON = {}));
  65892. //# sourceMappingURL=babylon.linesMesh.js.map
  65893. var BABYLON;
  65894. (function (BABYLON) {
  65895. /**
  65896. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65897. * The underlying implementation relies on an associative array to ensure the best performances.
  65898. * The value can be anything including 'null' but except 'undefined'
  65899. */
  65900. var StringDictionary = /** @class */ (function () {
  65901. function StringDictionary() {
  65902. this._count = 0;
  65903. this._data = {};
  65904. }
  65905. /**
  65906. * This will clear this dictionary and copy the content from the 'source' one.
  65907. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65908. * @param source the dictionary to take the content from and copy to this dictionary
  65909. */
  65910. StringDictionary.prototype.copyFrom = function (source) {
  65911. var _this = this;
  65912. this.clear();
  65913. source.forEach(function (t, v) { return _this.add(t, v); });
  65914. };
  65915. /**
  65916. * Get a value based from its key
  65917. * @param key the given key to get the matching value from
  65918. * @return the value if found, otherwise undefined is returned
  65919. */
  65920. StringDictionary.prototype.get = function (key) {
  65921. var val = this._data[key];
  65922. if (val !== undefined) {
  65923. return val;
  65924. }
  65925. return undefined;
  65926. };
  65927. /**
  65928. * Get a value from its key or add it if it doesn't exist.
  65929. * This method will ensure you that a given key/data will be present in the dictionary.
  65930. * @param key the given key to get the matching value from
  65931. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65932. * The factory will only be invoked if there's no data for the given key.
  65933. * @return the value corresponding to the key.
  65934. */
  65935. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65936. var val = this.get(key);
  65937. if (val !== undefined) {
  65938. return val;
  65939. }
  65940. val = factory(key);
  65941. if (val) {
  65942. this.add(key, val);
  65943. }
  65944. return val;
  65945. };
  65946. /**
  65947. * Get a value from its key if present in the dictionary otherwise add it
  65948. * @param key the key to get the value from
  65949. * @param val if there's no such key/value pair in the dictionary add it with this value
  65950. * @return the value corresponding to the key
  65951. */
  65952. StringDictionary.prototype.getOrAdd = function (key, val) {
  65953. var curVal = this.get(key);
  65954. if (curVal !== undefined) {
  65955. return curVal;
  65956. }
  65957. this.add(key, val);
  65958. return val;
  65959. };
  65960. /**
  65961. * Check if there's a given key in the dictionary
  65962. * @param key the key to check for
  65963. * @return true if the key is present, false otherwise
  65964. */
  65965. StringDictionary.prototype.contains = function (key) {
  65966. return this._data[key] !== undefined;
  65967. };
  65968. /**
  65969. * Add a new key and its corresponding value
  65970. * @param key the key to add
  65971. * @param value the value corresponding to the key
  65972. * @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
  65973. */
  65974. StringDictionary.prototype.add = function (key, value) {
  65975. if (this._data[key] !== undefined) {
  65976. return false;
  65977. }
  65978. this._data[key] = value;
  65979. ++this._count;
  65980. return true;
  65981. };
  65982. /**
  65983. * Update a specific value associated to a key
  65984. * @param key defines the key to use
  65985. * @param value defines the value to store
  65986. * @returns true if the value was updated (or false if the key was not found)
  65987. */
  65988. StringDictionary.prototype.set = function (key, value) {
  65989. if (this._data[key] === undefined) {
  65990. return false;
  65991. }
  65992. this._data[key] = value;
  65993. return true;
  65994. };
  65995. /**
  65996. * Get the element of the given key and remove it from the dictionary
  65997. * @param key defines the key to search
  65998. * @returns the value associated with the key or null if not found
  65999. */
  66000. StringDictionary.prototype.getAndRemove = function (key) {
  66001. var val = this.get(key);
  66002. if (val !== undefined) {
  66003. delete this._data[key];
  66004. --this._count;
  66005. return val;
  66006. }
  66007. return null;
  66008. };
  66009. /**
  66010. * Remove a key/value from the dictionary.
  66011. * @param key the key to remove
  66012. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66013. */
  66014. StringDictionary.prototype.remove = function (key) {
  66015. if (this.contains(key)) {
  66016. delete this._data[key];
  66017. --this._count;
  66018. return true;
  66019. }
  66020. return false;
  66021. };
  66022. /**
  66023. * Clear the whole content of the dictionary
  66024. */
  66025. StringDictionary.prototype.clear = function () {
  66026. this._data = {};
  66027. this._count = 0;
  66028. };
  66029. Object.defineProperty(StringDictionary.prototype, "count", {
  66030. /**
  66031. * Gets the current count
  66032. */
  66033. get: function () {
  66034. return this._count;
  66035. },
  66036. enumerable: true,
  66037. configurable: true
  66038. });
  66039. /**
  66040. * Execute a callback on each key/val of the dictionary.
  66041. * Note that you can remove any element in this dictionary in the callback implementation
  66042. * @param callback the callback to execute on a given key/value pair
  66043. */
  66044. StringDictionary.prototype.forEach = function (callback) {
  66045. for (var cur in this._data) {
  66046. var val = this._data[cur];
  66047. callback(cur, val);
  66048. }
  66049. };
  66050. /**
  66051. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66052. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66053. * Note that you can remove any element in this dictionary in the callback implementation
  66054. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66055. * @returns the first item
  66056. */
  66057. StringDictionary.prototype.first = function (callback) {
  66058. for (var cur in this._data) {
  66059. var val = this._data[cur];
  66060. var res = callback(cur, val);
  66061. if (res) {
  66062. return res;
  66063. }
  66064. }
  66065. return null;
  66066. };
  66067. return StringDictionary;
  66068. }());
  66069. BABYLON.StringDictionary = StringDictionary;
  66070. })(BABYLON || (BABYLON = {}));
  66071. //# sourceMappingURL=babylon.stringDictionary.js.map
  66072. var BABYLON;
  66073. (function (BABYLON) {
  66074. var Debug;
  66075. (function (Debug) {
  66076. /**
  66077. * Class used to render a debug view of a given skeleton
  66078. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  66079. */
  66080. var SkeletonViewer = /** @class */ (function () {
  66081. /**
  66082. * Creates a new SkeletonViewer
  66083. * @param skeleton defines the skeleton to render
  66084. * @param mesh defines the mesh attached to the skeleton
  66085. * @param scene defines the hosting scene
  66086. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  66087. * @param renderingGroupId defines the rendering group id to use with the viewer
  66088. */
  66089. function SkeletonViewer(
  66090. /** defines the skeleton to render */
  66091. skeleton,
  66092. /** defines the mesh attached to the skeleton */
  66093. mesh, scene,
  66094. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  66095. autoUpdateBonesMatrices,
  66096. /** defines the rendering group id to use with the viewer */
  66097. renderingGroupId) {
  66098. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  66099. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  66100. this.skeleton = skeleton;
  66101. this.mesh = mesh;
  66102. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  66103. this.renderingGroupId = renderingGroupId;
  66104. /** Gets or sets the color used to render the skeleton */
  66105. this.color = BABYLON.Color3.White();
  66106. this._debugLines = new Array();
  66107. this._isEnabled = false;
  66108. this._scene = scene;
  66109. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66110. this._utilityLayer.pickUtilitySceneFirst = false;
  66111. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66112. this.update();
  66113. this._renderFunction = this.update.bind(this);
  66114. }
  66115. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66116. /**
  66117. * Returns the mesh used to render the bones
  66118. */
  66119. get: function () {
  66120. return this._debugMesh;
  66121. },
  66122. enumerable: true,
  66123. configurable: true
  66124. });
  66125. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66126. get: function () {
  66127. return this._isEnabled;
  66128. },
  66129. /** Gets or sets a boolean indicating if the viewer is enabled */
  66130. set: function (value) {
  66131. if (this._isEnabled === value) {
  66132. return;
  66133. }
  66134. this._isEnabled = value;
  66135. if (value) {
  66136. this._scene.registerBeforeRender(this._renderFunction);
  66137. }
  66138. else {
  66139. this._scene.unregisterBeforeRender(this._renderFunction);
  66140. }
  66141. },
  66142. enumerable: true,
  66143. configurable: true
  66144. });
  66145. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66146. if (x === void 0) { x = 0; }
  66147. if (y === void 0) { y = 0; }
  66148. if (z === void 0) { z = 0; }
  66149. var tmat = BABYLON.Tmp.Matrix[0];
  66150. var parentBone = bone.getParent();
  66151. tmat.copyFrom(bone.getLocalMatrix());
  66152. if (x !== 0 || y !== 0 || z !== 0) {
  66153. var tmat2 = BABYLON.Tmp.Matrix[1];
  66154. BABYLON.Matrix.IdentityToRef(tmat2);
  66155. tmat2.setTranslationFromFloats(x, y, z);
  66156. tmat2.multiplyToRef(tmat, tmat);
  66157. }
  66158. if (parentBone) {
  66159. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66160. }
  66161. tmat.multiplyToRef(meshMat, tmat);
  66162. position.x = tmat.m[12];
  66163. position.y = tmat.m[13];
  66164. position.z = tmat.m[14];
  66165. };
  66166. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66167. var len = bones.length;
  66168. var meshPos = this.mesh.position;
  66169. for (var i = 0; i < len; i++) {
  66170. var bone = bones[i];
  66171. var points = this._debugLines[i];
  66172. if (!points) {
  66173. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66174. this._debugLines[i] = points;
  66175. }
  66176. this._getBonePosition(points[0], bone, meshMat);
  66177. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66178. points[0].subtractInPlace(meshPos);
  66179. points[1].subtractInPlace(meshPos);
  66180. }
  66181. };
  66182. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66183. var len = bones.length;
  66184. var boneNum = 0;
  66185. var meshPos = this.mesh.position;
  66186. for (var i = len - 1; i >= 0; i--) {
  66187. var childBone = bones[i];
  66188. var parentBone = childBone.getParent();
  66189. if (!parentBone) {
  66190. continue;
  66191. }
  66192. var points = this._debugLines[boneNum];
  66193. if (!points) {
  66194. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66195. this._debugLines[boneNum] = points;
  66196. }
  66197. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66198. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66199. points[0].subtractInPlace(meshPos);
  66200. points[1].subtractInPlace(meshPos);
  66201. boneNum++;
  66202. }
  66203. };
  66204. /** Update the viewer to sync with current skeleton state */
  66205. SkeletonViewer.prototype.update = function () {
  66206. if (!this._utilityLayer) {
  66207. return;
  66208. }
  66209. if (this.autoUpdateBonesMatrices) {
  66210. this.skeleton.computeAbsoluteTransforms();
  66211. }
  66212. if (this.skeleton.bones[0].length === undefined) {
  66213. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66214. }
  66215. else {
  66216. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66217. }
  66218. var targetScene = this._utilityLayer.utilityLayerScene;
  66219. if (!this._debugMesh) {
  66220. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66221. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66222. }
  66223. else {
  66224. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66225. }
  66226. this._debugMesh.position.copyFrom(this.mesh.position);
  66227. this._debugMesh.color = this.color;
  66228. };
  66229. /** Release associated resources */
  66230. SkeletonViewer.prototype.dispose = function () {
  66231. this.isEnabled = false;
  66232. if (this._debugMesh) {
  66233. this.isEnabled = false;
  66234. this._debugMesh.dispose();
  66235. this._debugMesh = null;
  66236. }
  66237. if (this._utilityLayer) {
  66238. this._utilityLayer.dispose();
  66239. this._utilityLayer = null;
  66240. }
  66241. };
  66242. return SkeletonViewer;
  66243. }());
  66244. Debug.SkeletonViewer = SkeletonViewer;
  66245. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66246. })(BABYLON || (BABYLON = {}));
  66247. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66248. /**
  66249. * Module Debug contains the (visual) components to debug a scene correctly
  66250. */
  66251. var BABYLON;
  66252. (function (BABYLON) {
  66253. var Debug;
  66254. (function (Debug) {
  66255. /**
  66256. * The Axes viewer will show 3 axes in a specific point in space
  66257. */
  66258. var AxesViewer = /** @class */ (function () {
  66259. /**
  66260. * Creates a new AxesViewer
  66261. * @param scene defines the hosting scene
  66262. * @param scaleLines defines a number used to scale line length (1 by default)
  66263. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  66264. * @param xAxis defines the node hierarchy used to render the x-axis
  66265. * @param yAxis defines the node hierarchy used to render the y-axis
  66266. * @param zAxis defines the node hierarchy used to render the z-axis
  66267. */
  66268. function AxesViewer(scene, scaleLines, renderingGroupId, xAxis, yAxis, zAxis) {
  66269. if (scaleLines === void 0) { scaleLines = 1; }
  66270. if (renderingGroupId === void 0) { renderingGroupId = 2; }
  66271. this._scaleLinesFactor = 4;
  66272. this._instanced = false;
  66273. /**
  66274. * Gets or sets a number used to scale line length
  66275. */
  66276. this.scaleLines = 1;
  66277. this.scaleLines = scaleLines;
  66278. if (!xAxis) {
  66279. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66280. redColoredMaterial.disableLighting = true;
  66281. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66282. xAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66283. }
  66284. if (!yAxis) {
  66285. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66286. greenColoredMaterial.disableLighting = true;
  66287. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66288. yAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66289. }
  66290. if (!zAxis) {
  66291. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66292. blueColoredMaterial.disableLighting = true;
  66293. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66294. zAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66295. }
  66296. this._xAxis = xAxis;
  66297. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66298. this._yAxis = yAxis;
  66299. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66300. this._zAxis = zAxis;
  66301. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66302. if (renderingGroupId != null) {
  66303. AxesViewer._SetRenderingGroupId(this._xAxis, renderingGroupId);
  66304. AxesViewer._SetRenderingGroupId(this._yAxis, renderingGroupId);
  66305. AxesViewer._SetRenderingGroupId(this._zAxis, renderingGroupId);
  66306. }
  66307. this.scene = scene;
  66308. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66309. }
  66310. Object.defineProperty(AxesViewer.prototype, "xAxis", {
  66311. /** Gets the node hierarchy used to render x-axis */
  66312. get: function () {
  66313. return this._xAxis;
  66314. },
  66315. enumerable: true,
  66316. configurable: true
  66317. });
  66318. Object.defineProperty(AxesViewer.prototype, "yAxis", {
  66319. /** Gets the node hierarchy used to render y-axis */
  66320. get: function () {
  66321. return this._yAxis;
  66322. },
  66323. enumerable: true,
  66324. configurable: true
  66325. });
  66326. Object.defineProperty(AxesViewer.prototype, "zAxis", {
  66327. /** Gets the node hierarchy used to render z-axis */
  66328. get: function () {
  66329. return this._zAxis;
  66330. },
  66331. enumerable: true,
  66332. configurable: true
  66333. });
  66334. /**
  66335. * Force the viewer to update
  66336. * @param position defines the position of the viewer
  66337. * @param xaxis defines the x axis of the viewer
  66338. * @param yaxis defines the y axis of the viewer
  66339. * @param zaxis defines the z axis of the viewer
  66340. */
  66341. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66342. this._xAxis.position.copyFrom(position);
  66343. this._xAxis.setDirection(xaxis);
  66344. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66345. this._yAxis.position.copyFrom(position);
  66346. this._yAxis.setDirection(yaxis);
  66347. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66348. this._zAxis.position.copyFrom(position);
  66349. this._zAxis.setDirection(zaxis);
  66350. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66351. };
  66352. /**
  66353. * Creates an instance of this axes viewer.
  66354. * @returns a new axes viewer with instanced meshes
  66355. */
  66356. AxesViewer.prototype.createInstance = function () {
  66357. var xAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._xAxis);
  66358. var yAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._yAxis);
  66359. var zAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._zAxis);
  66360. var axesViewer = new AxesViewer(this.scene, this.scaleLines, null, xAxis, yAxis, zAxis);
  66361. axesViewer._instanced = true;
  66362. return axesViewer;
  66363. };
  66364. /** Releases resources */
  66365. AxesViewer.prototype.dispose = function () {
  66366. if (this._xAxis) {
  66367. this._xAxis.dispose(false, !this._instanced);
  66368. delete this._xAxis;
  66369. }
  66370. if (this._yAxis) {
  66371. this._yAxis.dispose(false, !this._instanced);
  66372. delete this._yAxis;
  66373. }
  66374. if (this._zAxis) {
  66375. this._zAxis.dispose(false, !this._instanced);
  66376. delete this._zAxis;
  66377. }
  66378. delete this.scene;
  66379. };
  66380. AxesViewer._SetRenderingGroupId = function (node, id) {
  66381. node.getChildMeshes().forEach(function (mesh) {
  66382. mesh.renderingGroupId = id;
  66383. });
  66384. };
  66385. return AxesViewer;
  66386. }());
  66387. Debug.AxesViewer = AxesViewer;
  66388. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66389. })(BABYLON || (BABYLON = {}));
  66390. //# sourceMappingURL=babylon.axesViewer.js.map
  66391. var BABYLON;
  66392. (function (BABYLON) {
  66393. var Debug;
  66394. (function (Debug) {
  66395. /**
  66396. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66397. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66398. */
  66399. var BoneAxesViewer = /** @class */ (function (_super) {
  66400. __extends(BoneAxesViewer, _super);
  66401. /**
  66402. * Creates a new BoneAxesViewer
  66403. * @param scene defines the hosting scene
  66404. * @param bone defines the target bone
  66405. * @param mesh defines the target mesh
  66406. * @param scaleLines defines a scaling factor for line length (1 by default)
  66407. */
  66408. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66409. if (scaleLines === void 0) { scaleLines = 1; }
  66410. var _this = _super.call(this, scene, scaleLines) || this;
  66411. /** Gets current position */
  66412. _this.pos = BABYLON.Vector3.Zero();
  66413. /** Gets direction of X axis */
  66414. _this.xaxis = BABYLON.Vector3.Zero();
  66415. /** Gets direction of Y axis */
  66416. _this.yaxis = BABYLON.Vector3.Zero();
  66417. /** Gets direction of Z axis */
  66418. _this.zaxis = BABYLON.Vector3.Zero();
  66419. _this.mesh = mesh;
  66420. _this.bone = bone;
  66421. return _this;
  66422. }
  66423. /**
  66424. * Force the viewer to update
  66425. */
  66426. BoneAxesViewer.prototype.update = function () {
  66427. if (!this.mesh || !this.bone) {
  66428. return;
  66429. }
  66430. var bone = this.bone;
  66431. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66432. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66433. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66434. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66435. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66436. };
  66437. /** Releases resources */
  66438. BoneAxesViewer.prototype.dispose = function () {
  66439. if (this.mesh) {
  66440. this.mesh = null;
  66441. this.bone = null;
  66442. _super.prototype.dispose.call(this);
  66443. }
  66444. };
  66445. return BoneAxesViewer;
  66446. }(Debug.AxesViewer));
  66447. Debug.BoneAxesViewer = BoneAxesViewer;
  66448. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66449. })(BABYLON || (BABYLON = {}));
  66450. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66451. var BABYLON;
  66452. (function (BABYLON) {
  66453. /**
  66454. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66455. * in order to better appreciate the issue one might have.
  66456. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66457. */
  66458. var RayHelper = /** @class */ (function () {
  66459. /**
  66460. * Instantiate a new ray helper.
  66461. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66462. * in order to better appreciate the issue one might have.
  66463. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66464. * @param ray Defines the ray we are currently tryin to visualize
  66465. */
  66466. function RayHelper(ray) {
  66467. this.ray = ray;
  66468. }
  66469. /**
  66470. * Helper function to create a colored helper in a scene in one line.
  66471. * @param ray Defines the ray we are currently tryin to visualize
  66472. * @param scene Defines the scene the ray is used in
  66473. * @param color Defines the color we want to see the ray in
  66474. * @returns The newly created ray helper.
  66475. */
  66476. RayHelper.CreateAndShow = function (ray, scene, color) {
  66477. var helper = new RayHelper(ray);
  66478. helper.show(scene, color);
  66479. return helper;
  66480. };
  66481. /**
  66482. * Shows the ray we are willing to debug.
  66483. * @param scene Defines the scene the ray needs to be rendered in
  66484. * @param color Defines the color the ray needs to be rendered in
  66485. */
  66486. RayHelper.prototype.show = function (scene, color) {
  66487. if (!this._renderFunction && this.ray) {
  66488. var ray = this.ray;
  66489. this._renderFunction = this._render.bind(this);
  66490. this._scene = scene;
  66491. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66492. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66493. if (this._renderFunction) {
  66494. this._scene.registerBeforeRender(this._renderFunction);
  66495. }
  66496. }
  66497. if (color && this._renderLine) {
  66498. this._renderLine.color.copyFrom(color);
  66499. }
  66500. };
  66501. /**
  66502. * Hides the ray we are debugging.
  66503. */
  66504. RayHelper.prototype.hide = function () {
  66505. if (this._renderFunction && this._scene) {
  66506. this._scene.unregisterBeforeRender(this._renderFunction);
  66507. this._scene = null;
  66508. this._renderFunction = null;
  66509. if (this._renderLine) {
  66510. this._renderLine.dispose();
  66511. this._renderLine = null;
  66512. }
  66513. this._renderPoints = [];
  66514. }
  66515. };
  66516. RayHelper.prototype._render = function () {
  66517. var ray = this.ray;
  66518. if (!ray) {
  66519. return;
  66520. }
  66521. var point = this._renderPoints[1];
  66522. var len = Math.min(ray.length, 1000000);
  66523. point.copyFrom(ray.direction);
  66524. point.scaleInPlace(len);
  66525. point.addInPlace(ray.origin);
  66526. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66527. };
  66528. /**
  66529. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66530. * @param mesh Defines the mesh we want the helper attached to
  66531. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66532. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66533. * @param length Defines the length of the ray
  66534. */
  66535. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66536. this._attachedToMesh = mesh;
  66537. var ray = this.ray;
  66538. if (!ray) {
  66539. return;
  66540. }
  66541. if (!ray.direction) {
  66542. ray.direction = BABYLON.Vector3.Zero();
  66543. }
  66544. if (!ray.origin) {
  66545. ray.origin = BABYLON.Vector3.Zero();
  66546. }
  66547. if (length) {
  66548. ray.length = length;
  66549. }
  66550. if (!meshSpaceOrigin) {
  66551. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66552. }
  66553. if (!meshSpaceDirection) {
  66554. // -1 so that this will work with Mesh.lookAt
  66555. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66556. }
  66557. if (!this._meshSpaceDirection) {
  66558. this._meshSpaceDirection = meshSpaceDirection.clone();
  66559. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66560. }
  66561. else {
  66562. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66563. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66564. }
  66565. if (!this._updateToMeshFunction) {
  66566. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66567. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66568. }
  66569. this._updateToMesh();
  66570. };
  66571. /**
  66572. * Detach the ray helper from the mesh it has previously been attached to.
  66573. */
  66574. RayHelper.prototype.detachFromMesh = function () {
  66575. if (this._attachedToMesh) {
  66576. if (this._updateToMeshFunction) {
  66577. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66578. }
  66579. this._attachedToMesh = null;
  66580. this._updateToMeshFunction = null;
  66581. }
  66582. };
  66583. RayHelper.prototype._updateToMesh = function () {
  66584. var ray = this.ray;
  66585. if (!this._attachedToMesh || !ray) {
  66586. return;
  66587. }
  66588. if (this._attachedToMesh._isDisposed) {
  66589. this.detachFromMesh();
  66590. return;
  66591. }
  66592. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66593. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66594. };
  66595. /**
  66596. * Dispose the helper and release its associated resources.
  66597. */
  66598. RayHelper.prototype.dispose = function () {
  66599. this.hide();
  66600. this.detachFromMesh();
  66601. this.ray = null;
  66602. };
  66603. return RayHelper;
  66604. }());
  66605. BABYLON.RayHelper = RayHelper;
  66606. })(BABYLON || (BABYLON = {}));
  66607. //# sourceMappingURL=babylon.rayHelper.js.map
  66608. var __assign = (this && this.__assign) || function () {
  66609. __assign = Object.assign || function(t) {
  66610. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66611. s = arguments[i];
  66612. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66613. t[p] = s[p];
  66614. }
  66615. return t;
  66616. };
  66617. return __assign.apply(this, arguments);
  66618. };
  66619. var BABYLON;
  66620. (function (BABYLON) {
  66621. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66622. get: function () {
  66623. if (!this._debugLayer) {
  66624. this._debugLayer = new DebugLayer(this);
  66625. }
  66626. return this._debugLayer;
  66627. },
  66628. enumerable: true,
  66629. configurable: true
  66630. });
  66631. /**
  66632. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66633. * what is happening in your scene
  66634. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66635. */
  66636. var DebugLayer = /** @class */ (function () {
  66637. /**
  66638. * Instantiates a new debug layer.
  66639. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66640. * what is happening in your scene
  66641. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66642. * @param scene Defines the scene to inspect
  66643. */
  66644. function DebugLayer(scene) {
  66645. var _this = this;
  66646. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66647. /**
  66648. * Observable triggered when a property is changed through the inspector.
  66649. */
  66650. this.onPropertyChangedObservable = new BABYLON.Observable();
  66651. this._scene = scene;
  66652. this._scene.onDisposeObservable.add(function () {
  66653. // Debug layer
  66654. if (_this._scene._debugLayer) {
  66655. _this._scene._debugLayer.hide();
  66656. }
  66657. });
  66658. }
  66659. /** Creates the inspector window. */
  66660. DebugLayer.prototype._createInspector = function (config) {
  66661. if (this.isVisible()) {
  66662. return;
  66663. }
  66664. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66665. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66666. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66667. };
  66668. /**
  66669. * Get if the inspector is visible or not.
  66670. * @returns true if visible otherwise, false
  66671. */
  66672. DebugLayer.prototype.isVisible = function () {
  66673. return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;
  66674. };
  66675. /**
  66676. * Hide the inspector and close its window.
  66677. */
  66678. DebugLayer.prototype.hide = function () {
  66679. this.BJSINSPECTOR.Inspector.Hide();
  66680. };
  66681. /**
  66682. * Launch the debugLayer.
  66683. * @param config Define the configuration of the inspector
  66684. */
  66685. DebugLayer.prototype.show = function (config) {
  66686. if (typeof this.BJSINSPECTOR == 'undefined') {
  66687. // Load inspector and add it to the DOM
  66688. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66689. }
  66690. else {
  66691. // Otherwise creates the inspector
  66692. this._createInspector(config);
  66693. }
  66694. };
  66695. /**
  66696. * Define the url to get the inspector script from.
  66697. * By default it uses the babylonjs CDN.
  66698. * @ignoreNaming
  66699. */
  66700. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66701. return DebugLayer;
  66702. }());
  66703. BABYLON.DebugLayer = DebugLayer;
  66704. })(BABYLON || (BABYLON = {}));
  66705. //# sourceMappingURL=babylon.debugLayer.js.map
  66706. var BABYLON;
  66707. (function (BABYLON) {
  66708. var Debug;
  66709. (function (Debug) {
  66710. /**
  66711. * Used to show the physics impostor around the specific mesh
  66712. */
  66713. var PhysicsViewer = /** @class */ (function () {
  66714. /**
  66715. * Creates a new PhysicsViewer
  66716. * @param scene defines the hosting scene
  66717. */
  66718. function PhysicsViewer(scene) {
  66719. /** @hidden */
  66720. this._impostors = [];
  66721. /** @hidden */
  66722. this._meshes = [];
  66723. /** @hidden */
  66724. this._numMeshes = 0;
  66725. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66726. var physicEngine = this._scene.getPhysicsEngine();
  66727. if (physicEngine) {
  66728. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66729. }
  66730. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66731. this._utilityLayer.pickUtilitySceneFirst = false;
  66732. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66733. }
  66734. /** @hidden */
  66735. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66736. var plugin = this._physicsEnginePlugin;
  66737. for (var i = 0; i < this._numMeshes; i++) {
  66738. var impostor = this._impostors[i];
  66739. if (!impostor) {
  66740. continue;
  66741. }
  66742. if (impostor.isDisposed) {
  66743. this.hideImpostor(this._impostors[i--]);
  66744. }
  66745. else {
  66746. var mesh = this._meshes[i];
  66747. if (mesh && plugin) {
  66748. plugin.syncMeshWithImpostor(mesh, impostor);
  66749. }
  66750. }
  66751. }
  66752. };
  66753. /**
  66754. * Renders a specified physic impostor
  66755. * @param impostor defines the impostor to render
  66756. * @returns the new debug mesh used to render the impostor
  66757. */
  66758. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66759. if (!this._scene) {
  66760. return null;
  66761. }
  66762. for (var i = 0; i < this._numMeshes; i++) {
  66763. if (this._impostors[i] == impostor) {
  66764. return null;
  66765. }
  66766. }
  66767. var debugMesh = this._getDebugMesh(impostor);
  66768. if (debugMesh) {
  66769. this._impostors[this._numMeshes] = impostor;
  66770. this._meshes[this._numMeshes] = debugMesh;
  66771. if (this._numMeshes === 0) {
  66772. this._renderFunction = this._updateDebugMeshes.bind(this);
  66773. this._scene.registerBeforeRender(this._renderFunction);
  66774. }
  66775. this._numMeshes++;
  66776. }
  66777. return debugMesh;
  66778. };
  66779. /**
  66780. * Hides a specified physic impostor
  66781. * @param impostor defines the impostor to hide
  66782. */
  66783. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66784. if (!impostor || !this._scene || !this._utilityLayer) {
  66785. return;
  66786. }
  66787. var removed = false;
  66788. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66789. for (var i = 0; i < this._numMeshes; i++) {
  66790. if (this._impostors[i] == impostor) {
  66791. var mesh = this._meshes[i];
  66792. if (!mesh) {
  66793. continue;
  66794. }
  66795. utilityLayerScene.removeMesh(mesh);
  66796. mesh.dispose();
  66797. this._numMeshes--;
  66798. if (this._numMeshes > 0) {
  66799. this._meshes[i] = this._meshes[this._numMeshes];
  66800. this._impostors[i] = this._impostors[this._numMeshes];
  66801. this._meshes[this._numMeshes] = null;
  66802. this._impostors[this._numMeshes] = null;
  66803. }
  66804. else {
  66805. this._meshes[0] = null;
  66806. this._impostors[0] = null;
  66807. }
  66808. removed = true;
  66809. break;
  66810. }
  66811. }
  66812. if (removed && this._numMeshes === 0) {
  66813. this._scene.unregisterBeforeRender(this._renderFunction);
  66814. }
  66815. };
  66816. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66817. if (!this._debugMaterial) {
  66818. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66819. this._debugMaterial.wireframe = true;
  66820. this._debugMaterial.emissiveColor = BABYLON.Color3.White();
  66821. this._debugMaterial.disableLighting = true;
  66822. }
  66823. return this._debugMaterial;
  66824. };
  66825. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66826. if (!this._debugBoxMesh) {
  66827. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66828. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66829. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66830. }
  66831. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66832. };
  66833. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66834. if (!this._debugSphereMesh) {
  66835. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66836. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66837. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66838. }
  66839. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66840. };
  66841. PhysicsViewer.prototype._getDebugMesh = function (impostor) {
  66842. if (!this._utilityLayer) {
  66843. return null;
  66844. }
  66845. var mesh = null;
  66846. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66847. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66848. mesh = this._getDebugBoxMesh(utilityLayerScene);
  66849. impostor.getBoxSizeToRef(mesh.scaling);
  66850. }
  66851. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66852. mesh = this._getDebugSphereMesh(utilityLayerScene);
  66853. var radius = impostor.getRadius();
  66854. mesh.scaling.x = radius * 2;
  66855. mesh.scaling.y = radius * 2;
  66856. mesh.scaling.z = radius * 2;
  66857. }
  66858. return mesh;
  66859. };
  66860. /** Releases all resources */
  66861. PhysicsViewer.prototype.dispose = function () {
  66862. for (var i = 0; i < this._numMeshes; i++) {
  66863. this.hideImpostor(this._impostors[i]);
  66864. }
  66865. if (this._debugBoxMesh) {
  66866. this._debugBoxMesh.dispose();
  66867. }
  66868. if (this._debugSphereMesh) {
  66869. this._debugSphereMesh.dispose();
  66870. }
  66871. if (this._debugMaterial) {
  66872. this._debugMaterial.dispose();
  66873. }
  66874. this._impostors.length = 0;
  66875. this._scene = null;
  66876. this._physicsEnginePlugin = null;
  66877. if (this._utilityLayer) {
  66878. this._utilityLayer.dispose();
  66879. this._utilityLayer = null;
  66880. }
  66881. };
  66882. return PhysicsViewer;
  66883. }());
  66884. Debug.PhysicsViewer = PhysicsViewer;
  66885. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66886. })(BABYLON || (BABYLON = {}));
  66887. //# sourceMappingURL=babylon.physicsViewer.js.map
  66888. var BABYLON;
  66889. (function (BABYLON) {
  66890. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66891. get: function () {
  66892. return this._forceShowBoundingBoxes || false;
  66893. },
  66894. set: function (value) {
  66895. this._forceShowBoundingBoxes = value;
  66896. // Lazyly creates a BB renderer if needed.
  66897. if (value) {
  66898. this.getBoundingBoxRenderer();
  66899. }
  66900. },
  66901. enumerable: true,
  66902. configurable: true
  66903. });
  66904. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66905. if (!this._boundingBoxRenderer) {
  66906. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66907. }
  66908. return this._boundingBoxRenderer;
  66909. };
  66910. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66911. get: function () {
  66912. return this._showBoundingBox || false;
  66913. },
  66914. set: function (value) {
  66915. this._showBoundingBox = value;
  66916. // Lazyly creates a BB renderer if needed.
  66917. if (value) {
  66918. this.getScene().getBoundingBoxRenderer();
  66919. }
  66920. },
  66921. enumerable: true,
  66922. configurable: true
  66923. });
  66924. /**
  66925. * Component responsible of rendering the bounding box of the meshes in a scene.
  66926. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66927. */
  66928. var BoundingBoxRenderer = /** @class */ (function () {
  66929. /**
  66930. * Instantiates a new bounding box renderer in a scene.
  66931. * @param scene the scene the renderer renders in
  66932. */
  66933. function BoundingBoxRenderer(scene) {
  66934. /**
  66935. * The component name helpfull to identify the component in the list of scene components.
  66936. */
  66937. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66938. /**
  66939. * Color of the bounding box lines placed in front of an object
  66940. */
  66941. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66942. /**
  66943. * Color of the bounding box lines placed behind an object
  66944. */
  66945. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66946. /**
  66947. * Defines if the renderer should show the back lines or not
  66948. */
  66949. this.showBackLines = true;
  66950. /**
  66951. * @hidden
  66952. */
  66953. this.renderList = new BABYLON.SmartArray(32);
  66954. this._vertexBuffers = {};
  66955. this.scene = scene;
  66956. scene._addComponent(this);
  66957. }
  66958. /**
  66959. * Registers the component in a given scene
  66960. */
  66961. BoundingBoxRenderer.prototype.register = function () {
  66962. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66963. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66964. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66965. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66966. };
  66967. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66968. if (mesh.showSubMeshesBoundingBox) {
  66969. var boundingInfo = subMesh.getBoundingInfo();
  66970. if (boundingInfo !== null && boundingInfo !== undefined) {
  66971. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66972. this.renderList.push(boundingInfo.boundingBox);
  66973. }
  66974. }
  66975. };
  66976. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66977. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66978. var boundingInfo = sourceMesh.getBoundingInfo();
  66979. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66980. this.renderList.push(boundingInfo.boundingBox);
  66981. }
  66982. };
  66983. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66984. if (this._colorShader) {
  66985. return;
  66986. }
  66987. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66988. attributes: [BABYLON.VertexBuffer.PositionKind],
  66989. uniforms: ["world", "viewProjection", "color"]
  66990. });
  66991. var engine = this.scene.getEngine();
  66992. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66993. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66994. this._createIndexBuffer();
  66995. };
  66996. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66997. var engine = this.scene.getEngine();
  66998. 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]);
  66999. };
  67000. /**
  67001. * Rebuilds the elements related to this component in case of
  67002. * context lost for instance.
  67003. */
  67004. BoundingBoxRenderer.prototype.rebuild = function () {
  67005. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67006. if (vb) {
  67007. vb._rebuild();
  67008. }
  67009. this._createIndexBuffer();
  67010. };
  67011. /**
  67012. * @hidden
  67013. */
  67014. BoundingBoxRenderer.prototype.reset = function () {
  67015. this.renderList.reset();
  67016. };
  67017. /**
  67018. * Render the bounding boxes of a specific rendering group
  67019. * @param renderingGroupId defines the rendering group to render
  67020. */
  67021. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  67022. if (this.renderList.length === 0) {
  67023. return;
  67024. }
  67025. this._prepareRessources();
  67026. if (!this._colorShader.isReady()) {
  67027. return;
  67028. }
  67029. var engine = this.scene.getEngine();
  67030. engine.setDepthWrite(false);
  67031. this._colorShader._preBind();
  67032. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  67033. var boundingBox = this.renderList.data[boundingBoxIndex];
  67034. if (boundingBox._tag !== renderingGroupId) {
  67035. continue;
  67036. }
  67037. var min = boundingBox.minimum;
  67038. var max = boundingBox.maximum;
  67039. var diff = max.subtract(min);
  67040. var median = min.add(diff.scale(0.5));
  67041. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67042. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67043. .multiply(boundingBox.getWorldMatrix());
  67044. // VBOs
  67045. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67046. if (this.showBackLines) {
  67047. // Back
  67048. engine.setDepthFunctionToGreaterOrEqual();
  67049. this.scene.resetCachedMaterial();
  67050. this._colorShader.setColor4("color", this.backColor.toColor4());
  67051. this._colorShader.bind(worldMatrix);
  67052. // Draw order
  67053. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67054. }
  67055. // Front
  67056. engine.setDepthFunctionToLess();
  67057. this.scene.resetCachedMaterial();
  67058. this._colorShader.setColor4("color", this.frontColor.toColor4());
  67059. this._colorShader.bind(worldMatrix);
  67060. // Draw order
  67061. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67062. }
  67063. this._colorShader.unbind();
  67064. engine.setDepthFunctionToLessOrEqual();
  67065. engine.setDepthWrite(true);
  67066. };
  67067. /**
  67068. * In case of occlusion queries, we can render the occlusion bounding box through this method
  67069. * @param mesh Define the mesh to render the occlusion bounding box for
  67070. */
  67071. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  67072. this._prepareRessources();
  67073. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  67074. return;
  67075. }
  67076. var engine = this.scene.getEngine();
  67077. engine.setDepthWrite(false);
  67078. engine.setColorWrite(false);
  67079. this._colorShader._preBind();
  67080. var boundingBox = mesh._boundingInfo.boundingBox;
  67081. var min = boundingBox.minimum;
  67082. var max = boundingBox.maximum;
  67083. var diff = max.subtract(min);
  67084. var median = min.add(diff.scale(0.5));
  67085. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67086. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67087. .multiply(boundingBox.getWorldMatrix());
  67088. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67089. engine.setDepthFunctionToLess();
  67090. this.scene.resetCachedMaterial();
  67091. this._colorShader.bind(worldMatrix);
  67092. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67093. this._colorShader.unbind();
  67094. engine.setDepthFunctionToLessOrEqual();
  67095. engine.setDepthWrite(true);
  67096. engine.setColorWrite(true);
  67097. };
  67098. /**
  67099. * Dispose and release the resources attached to this renderer.
  67100. */
  67101. BoundingBoxRenderer.prototype.dispose = function () {
  67102. if (!this._colorShader) {
  67103. return;
  67104. }
  67105. this.renderList.dispose();
  67106. this._colorShader.dispose();
  67107. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67108. if (buffer) {
  67109. buffer.dispose();
  67110. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  67111. }
  67112. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  67113. };
  67114. return BoundingBoxRenderer;
  67115. }());
  67116. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  67117. })(BABYLON || (BABYLON = {}));
  67118. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  67119. var BABYLON;
  67120. (function (BABYLON) {
  67121. BABYLON.Engine.prototype.createTransformFeedback = function () {
  67122. return this._gl.createTransformFeedback();
  67123. };
  67124. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  67125. this._gl.deleteTransformFeedback(value);
  67126. };
  67127. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  67128. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  67129. };
  67130. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  67131. if (usePoints === void 0) { usePoints = true; }
  67132. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  67133. };
  67134. BABYLON.Engine.prototype.endTransformFeedback = function () {
  67135. this._gl.endTransformFeedback();
  67136. };
  67137. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  67138. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  67139. };
  67140. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  67141. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  67142. };
  67143. })(BABYLON || (BABYLON = {}));
  67144. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  67145. var BABYLON;
  67146. (function (BABYLON) {
  67147. /**
  67148. * This represents a GPU particle system in Babylon
  67149. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67150. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67151. */
  67152. var GPUParticleSystem = /** @class */ (function (_super) {
  67153. __extends(GPUParticleSystem, _super);
  67154. /**
  67155. * Instantiates a GPU particle system.
  67156. * 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.
  67157. * @param name The name of the particle system
  67158. * @param options The options used to create the system
  67159. * @param scene The scene the particle system belongs to
  67160. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67161. */
  67162. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67163. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67164. var _this = _super.call(this, name) || this;
  67165. /**
  67166. * The layer mask we are rendering the particles through.
  67167. */
  67168. _this.layerMask = 0x0FFFFFFF;
  67169. _this._accumulatedCount = 0;
  67170. _this._targetIndex = 0;
  67171. _this._currentRenderId = -1;
  67172. _this._started = false;
  67173. _this._stopped = false;
  67174. _this._timeDelta = 0;
  67175. _this._actualFrame = 0;
  67176. _this._rawTextureWidth = 256;
  67177. /**
  67178. * An event triggered when the system is disposed.
  67179. */
  67180. _this.onDisposeObservable = new BABYLON.Observable();
  67181. /**
  67182. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67183. * to override the particles.
  67184. */
  67185. _this.forceDepthWrite = false;
  67186. _this._preWarmDone = false;
  67187. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67188. // Setup the default processing configuration to the scene.
  67189. _this._attachImageProcessingConfiguration(null);
  67190. _this._engine = _this._scene.getEngine();
  67191. if (!options.randomTextureSize) {
  67192. delete options.randomTextureSize;
  67193. }
  67194. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67195. var optionsAsNumber = options;
  67196. if (isFinite(optionsAsNumber)) {
  67197. fullOptions.capacity = optionsAsNumber;
  67198. }
  67199. _this._capacity = fullOptions.capacity;
  67200. _this._activeCount = fullOptions.capacity;
  67201. _this._currentActiveCount = 0;
  67202. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67203. _this._scene.particleSystems.push(_this);
  67204. _this._updateEffectOptions = {
  67205. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67206. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67207. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67208. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67209. uniformBuffersNames: [],
  67210. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67211. defines: "",
  67212. fallbacks: null,
  67213. onCompiled: null,
  67214. onError: null,
  67215. indexParameters: null,
  67216. maxSimultaneousLights: 0,
  67217. transformFeedbackVaryings: []
  67218. };
  67219. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67220. // Random data
  67221. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67222. var d = [];
  67223. for (var i = 0; i < maxTextureSize; ++i) {
  67224. d.push(Math.random());
  67225. d.push(Math.random());
  67226. d.push(Math.random());
  67227. d.push(Math.random());
  67228. }
  67229. _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);
  67230. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67231. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67232. d = [];
  67233. for (var i = 0; i < maxTextureSize; ++i) {
  67234. d.push(Math.random());
  67235. d.push(Math.random());
  67236. d.push(Math.random());
  67237. d.push(Math.random());
  67238. }
  67239. _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);
  67240. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67241. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67242. _this._randomTextureSize = maxTextureSize;
  67243. return _this;
  67244. }
  67245. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67246. /**
  67247. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67248. */
  67249. get: function () {
  67250. if (!BABYLON.Engine.LastCreatedEngine) {
  67251. return false;
  67252. }
  67253. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67254. },
  67255. enumerable: true,
  67256. configurable: true
  67257. });
  67258. /**
  67259. * Gets the maximum number of particles active at the same time.
  67260. * @returns The max number of active particles.
  67261. */
  67262. GPUParticleSystem.prototype.getCapacity = function () {
  67263. return this._capacity;
  67264. };
  67265. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67266. /**
  67267. * Gets or set the number of active particles
  67268. */
  67269. get: function () {
  67270. return this._activeCount;
  67271. },
  67272. set: function (value) {
  67273. this._activeCount = Math.min(value, this._capacity);
  67274. },
  67275. enumerable: true,
  67276. configurable: true
  67277. });
  67278. /**
  67279. * Is this system ready to be used/rendered
  67280. * @return true if the system is ready
  67281. */
  67282. GPUParticleSystem.prototype.isReady = function () {
  67283. if (!this._updateEffect) {
  67284. this._recreateUpdateEffect();
  67285. this._recreateRenderEffect();
  67286. return false;
  67287. }
  67288. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67289. return false;
  67290. }
  67291. return true;
  67292. };
  67293. /**
  67294. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67295. * @returns True if it has been started, otherwise false.
  67296. */
  67297. GPUParticleSystem.prototype.isStarted = function () {
  67298. return this._started;
  67299. };
  67300. /**
  67301. * Starts the particle system and begins to emit
  67302. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67303. */
  67304. GPUParticleSystem.prototype.start = function (delay) {
  67305. var _this = this;
  67306. if (delay === void 0) { delay = this.startDelay; }
  67307. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67308. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67309. }
  67310. if (delay) {
  67311. setTimeout(function () {
  67312. _this.start(0);
  67313. }, delay);
  67314. return;
  67315. }
  67316. this._started = true;
  67317. this._stopped = false;
  67318. this._preWarmDone = false;
  67319. // Animations
  67320. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67321. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67322. }
  67323. };
  67324. /**
  67325. * Stops the particle system.
  67326. */
  67327. GPUParticleSystem.prototype.stop = function () {
  67328. this._stopped = true;
  67329. };
  67330. /**
  67331. * Remove all active particles
  67332. */
  67333. GPUParticleSystem.prototype.reset = function () {
  67334. this._releaseBuffers();
  67335. this._releaseVAOs();
  67336. this._currentActiveCount = 0;
  67337. this._targetIndex = 0;
  67338. };
  67339. /**
  67340. * Returns the string "GPUParticleSystem"
  67341. * @returns a string containing the class name
  67342. */
  67343. GPUParticleSystem.prototype.getClassName = function () {
  67344. return "GPUParticleSystem";
  67345. };
  67346. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67347. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67348. this._releaseBuffers();
  67349. return this;
  67350. };
  67351. /**
  67352. * Adds a new color gradient
  67353. * @param gradient defines the gradient to use (between 0 and 1)
  67354. * @param color1 defines the color to affect to the specified gradient
  67355. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67356. * @returns the current particle system
  67357. */
  67358. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67359. if (!this._colorGradients) {
  67360. this._colorGradients = [];
  67361. }
  67362. var colorGradient = new BABYLON.ColorGradient();
  67363. colorGradient.gradient = gradient;
  67364. colorGradient.color1 = color1;
  67365. this._colorGradients.push(colorGradient);
  67366. this._colorGradients.sort(function (a, b) {
  67367. if (a.gradient < b.gradient) {
  67368. return -1;
  67369. }
  67370. else if (a.gradient > b.gradient) {
  67371. return 1;
  67372. }
  67373. return 0;
  67374. });
  67375. if (this._colorGradientsTexture) {
  67376. this._colorGradientsTexture.dispose();
  67377. this._colorGradientsTexture = null;
  67378. }
  67379. this._releaseBuffers();
  67380. return this;
  67381. };
  67382. /**
  67383. * Remove a specific color gradient
  67384. * @param gradient defines the gradient to remove
  67385. * @returns the current particle system
  67386. */
  67387. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67388. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67389. this._colorGradientsTexture = null;
  67390. return this;
  67391. };
  67392. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67393. var valueGradient = new BABYLON.FactorGradient();
  67394. valueGradient.gradient = gradient;
  67395. valueGradient.factor1 = factor;
  67396. factorGradients.push(valueGradient);
  67397. factorGradients.sort(function (a, b) {
  67398. if (a.gradient < b.gradient) {
  67399. return -1;
  67400. }
  67401. else if (a.gradient > b.gradient) {
  67402. return 1;
  67403. }
  67404. return 0;
  67405. });
  67406. this._releaseBuffers();
  67407. };
  67408. /**
  67409. * Adds a new size gradient
  67410. * @param gradient defines the gradient to use (between 0 and 1)
  67411. * @param factor defines the size factor to affect to the specified gradient
  67412. * @returns the current particle system
  67413. */
  67414. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67415. if (!this._sizeGradients) {
  67416. this._sizeGradients = [];
  67417. }
  67418. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67419. if (this._sizeGradientsTexture) {
  67420. this._sizeGradientsTexture.dispose();
  67421. this._sizeGradientsTexture = null;
  67422. }
  67423. this._releaseBuffers();
  67424. return this;
  67425. };
  67426. /**
  67427. * Remove a specific size gradient
  67428. * @param gradient defines the gradient to remove
  67429. * @returns the current particle system
  67430. */
  67431. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67432. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67433. this._sizeGradientsTexture = null;
  67434. return this;
  67435. };
  67436. /**
  67437. * Adds a new angular speed gradient
  67438. * @param gradient defines the gradient to use (between 0 and 1)
  67439. * @param factor defines the angular speed to affect to the specified gradient
  67440. * @returns the current particle system
  67441. */
  67442. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67443. if (!this._angularSpeedGradients) {
  67444. this._angularSpeedGradients = [];
  67445. }
  67446. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67447. if (this._angularSpeedGradientsTexture) {
  67448. this._angularSpeedGradientsTexture.dispose();
  67449. this._angularSpeedGradientsTexture = null;
  67450. }
  67451. this._releaseBuffers();
  67452. return this;
  67453. };
  67454. /**
  67455. * Remove a specific angular speed gradient
  67456. * @param gradient defines the gradient to remove
  67457. * @returns the current particle system
  67458. */
  67459. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67460. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67461. this._angularSpeedGradientsTexture = null;
  67462. return this;
  67463. };
  67464. /**
  67465. * Adds a new velocity gradient
  67466. * @param gradient defines the gradient to use (between 0 and 1)
  67467. * @param factor defines the velocity to affect to the specified gradient
  67468. * @returns the current particle system
  67469. */
  67470. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67471. if (!this._velocityGradients) {
  67472. this._velocityGradients = [];
  67473. }
  67474. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67475. if (this._velocityGradientsTexture) {
  67476. this._velocityGradientsTexture.dispose();
  67477. this._velocityGradientsTexture = null;
  67478. }
  67479. this._releaseBuffers();
  67480. return this;
  67481. };
  67482. /**
  67483. * Remove a specific velocity gradient
  67484. * @param gradient defines the gradient to remove
  67485. * @returns the current particle system
  67486. */
  67487. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67488. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67489. this._velocityGradientsTexture = null;
  67490. return this;
  67491. };
  67492. /**
  67493. * Adds a new limit velocity gradient
  67494. * @param gradient defines the gradient to use (between 0 and 1)
  67495. * @param factor defines the limit velocity value to affect to the specified gradient
  67496. * @returns the current particle system
  67497. */
  67498. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67499. if (!this._limitVelocityGradients) {
  67500. this._limitVelocityGradients = [];
  67501. }
  67502. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67503. if (this._limitVelocityGradientsTexture) {
  67504. this._limitVelocityGradientsTexture.dispose();
  67505. this._limitVelocityGradientsTexture = null;
  67506. }
  67507. this._releaseBuffers();
  67508. return this;
  67509. };
  67510. /**
  67511. * Remove a specific limit velocity gradient
  67512. * @param gradient defines the gradient to remove
  67513. * @returns the current particle system
  67514. */
  67515. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67516. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67517. this._limitVelocityGradientsTexture = null;
  67518. return this;
  67519. };
  67520. /**
  67521. * Adds a new drag gradient
  67522. * @param gradient defines the gradient to use (between 0 and 1)
  67523. * @param factor defines the drag value to affect to the specified gradient
  67524. * @returns the current particle system
  67525. */
  67526. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67527. if (!this._dragGradients) {
  67528. this._dragGradients = [];
  67529. }
  67530. this._addFactorGradient(this._dragGradients, gradient, factor);
  67531. if (this._dragGradientsTexture) {
  67532. this._dragGradientsTexture.dispose();
  67533. this._dragGradientsTexture = null;
  67534. }
  67535. this._releaseBuffers();
  67536. return this;
  67537. };
  67538. /**
  67539. * Remove a specific drag gradient
  67540. * @param gradient defines the gradient to remove
  67541. * @returns the current particle system
  67542. */
  67543. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67544. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67545. this._dragGradientsTexture = null;
  67546. return this;
  67547. };
  67548. /**
  67549. * Not supported by GPUParticleSystem
  67550. * @param gradient defines the gradient to use (between 0 and 1)
  67551. * @param factor defines the emit rate value to affect to the specified gradient
  67552. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67553. * @returns the current particle system
  67554. */
  67555. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67556. // Do nothing as emit rate is not supported by GPUParticleSystem
  67557. return this;
  67558. };
  67559. /**
  67560. * Not supported by GPUParticleSystem
  67561. * @param gradient defines the gradient to remove
  67562. * @returns the current particle system
  67563. */
  67564. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67565. // Do nothing as emit rate is not supported by GPUParticleSystem
  67566. return this;
  67567. };
  67568. /**
  67569. * Not supported by GPUParticleSystem
  67570. * @param gradient defines the gradient to use (between 0 and 1)
  67571. * @param factor defines the start size value to affect to the specified gradient
  67572. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67573. * @returns the current particle system
  67574. */
  67575. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67576. // Do nothing as start size is not supported by GPUParticleSystem
  67577. return this;
  67578. };
  67579. /**
  67580. * Not supported by GPUParticleSystem
  67581. * @param gradient defines the gradient to remove
  67582. * @returns the current particle system
  67583. */
  67584. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67585. // Do nothing as start size is not supported by GPUParticleSystem
  67586. return this;
  67587. };
  67588. /**
  67589. * Not supported by GPUParticleSystem
  67590. * @param gradient defines the gradient to use (between 0 and 1)
  67591. * @param min defines the color remap minimal range
  67592. * @param max defines the color remap maximal range
  67593. * @returns the current particle system
  67594. */
  67595. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67596. // Do nothing as start size is not supported by GPUParticleSystem
  67597. return this;
  67598. };
  67599. /**
  67600. * Not supported by GPUParticleSystem
  67601. * @param gradient defines the gradient to remove
  67602. * @returns the current particle system
  67603. */
  67604. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67605. // Do nothing as start size is not supported by GPUParticleSystem
  67606. return this;
  67607. };
  67608. /**
  67609. * Not supported by GPUParticleSystem
  67610. * @param gradient defines the gradient to use (between 0 and 1)
  67611. * @param min defines the alpha remap minimal range
  67612. * @param max defines the alpha remap maximal range
  67613. * @returns the current particle system
  67614. */
  67615. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67616. // Do nothing as start size is not supported by GPUParticleSystem
  67617. return this;
  67618. };
  67619. /**
  67620. * Not supported by GPUParticleSystem
  67621. * @param gradient defines the gradient to remove
  67622. * @returns the current particle system
  67623. */
  67624. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67625. // Do nothing as start size is not supported by GPUParticleSystem
  67626. return this;
  67627. };
  67628. /**
  67629. * Not supported by GPUParticleSystem
  67630. * @param gradient defines the gradient to use (between 0 and 1)
  67631. * @param color defines the color to affect to the specified gradient
  67632. * @returns the current particle system
  67633. */
  67634. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67635. //Not supported by GPUParticleSystem
  67636. return this;
  67637. };
  67638. /**
  67639. * Not supported by GPUParticleSystem
  67640. * @param gradient defines the gradient to remove
  67641. * @returns the current particle system
  67642. */
  67643. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67644. //Not supported by GPUParticleSystem
  67645. return this;
  67646. };
  67647. /**
  67648. * Not supported by GPUParticleSystem
  67649. * @returns the list of ramp gradients
  67650. */
  67651. GPUParticleSystem.prototype.getRampGradients = function () {
  67652. return null;
  67653. };
  67654. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67655. /**
  67656. * Not supported by GPUParticleSystem
  67657. * Gets or sets a boolean indicating that ramp gradients must be used
  67658. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67659. */
  67660. get: function () {
  67661. //Not supported by GPUParticleSystem
  67662. return false;
  67663. },
  67664. set: function (value) {
  67665. //Not supported by GPUParticleSystem
  67666. },
  67667. enumerable: true,
  67668. configurable: true
  67669. });
  67670. /**
  67671. * Not supported by GPUParticleSystem
  67672. * @param gradient defines the gradient to use (between 0 and 1)
  67673. * @param factor defines the life time factor to affect to the specified gradient
  67674. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67675. * @returns the current particle system
  67676. */
  67677. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67678. //Not supported by GPUParticleSystem
  67679. return this;
  67680. };
  67681. /**
  67682. * Not supported by GPUParticleSystem
  67683. * @param gradient defines the gradient to remove
  67684. * @returns the current particle system
  67685. */
  67686. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67687. //Not supported by GPUParticleSystem
  67688. return this;
  67689. };
  67690. GPUParticleSystem.prototype._reset = function () {
  67691. this._releaseBuffers();
  67692. };
  67693. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67694. var updateVertexBuffers = {};
  67695. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67696. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67697. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67698. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67699. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67700. var offset = 12;
  67701. if (!this._colorGradientsTexture) {
  67702. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67703. offset += 4;
  67704. }
  67705. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67706. offset += 3;
  67707. if (!this._isBillboardBased) {
  67708. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67709. offset += 3;
  67710. }
  67711. if (this._angularSpeedGradientsTexture) {
  67712. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67713. offset += 1;
  67714. }
  67715. else {
  67716. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67717. offset += 2;
  67718. }
  67719. if (this._isAnimationSheetEnabled) {
  67720. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67721. offset += 1;
  67722. if (this.spriteRandomStartCell) {
  67723. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67724. offset += 1;
  67725. }
  67726. }
  67727. if (this.noiseTexture) {
  67728. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67729. offset += 3;
  67730. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67731. offset += 3;
  67732. }
  67733. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67734. this._engine.bindArrayBuffer(null);
  67735. return vao;
  67736. };
  67737. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67738. var renderVertexBuffers = {};
  67739. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67740. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67741. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67742. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67743. var offset = 12;
  67744. if (!this._colorGradientsTexture) {
  67745. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67746. offset += 4;
  67747. }
  67748. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67749. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67750. }
  67751. offset += 3; // Direction
  67752. if (!this._isBillboardBased) {
  67753. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67754. offset += 3;
  67755. }
  67756. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67757. if (this._angularSpeedGradientsTexture) {
  67758. offset++;
  67759. }
  67760. else {
  67761. offset += 2;
  67762. }
  67763. if (this._isAnimationSheetEnabled) {
  67764. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67765. offset += 1;
  67766. if (this.spriteRandomStartCell) {
  67767. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67768. offset += 1;
  67769. }
  67770. }
  67771. if (this.noiseTexture) {
  67772. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67773. offset += 3;
  67774. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67775. offset += 3;
  67776. }
  67777. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67778. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67779. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67780. this._engine.bindArrayBuffer(null);
  67781. return vao;
  67782. };
  67783. GPUParticleSystem.prototype._initialize = function (force) {
  67784. if (force === void 0) { force = false; }
  67785. if (this._buffer0 && !force) {
  67786. return;
  67787. }
  67788. var engine = this._scene.getEngine();
  67789. var data = new Array();
  67790. this._attributesStrideSize = 21;
  67791. this._targetIndex = 0;
  67792. if (!this.isBillboardBased) {
  67793. this._attributesStrideSize += 3;
  67794. }
  67795. if (this._colorGradientsTexture) {
  67796. this._attributesStrideSize -= 4;
  67797. }
  67798. if (this._angularSpeedGradientsTexture) {
  67799. this._attributesStrideSize -= 1;
  67800. }
  67801. if (this._isAnimationSheetEnabled) {
  67802. this._attributesStrideSize += 1;
  67803. if (this.spriteRandomStartCell) {
  67804. this._attributesStrideSize += 1;
  67805. }
  67806. }
  67807. if (this.noiseTexture) {
  67808. this._attributesStrideSize += 6;
  67809. }
  67810. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67811. // position
  67812. data.push(0.0);
  67813. data.push(0.0);
  67814. data.push(0.0);
  67815. // Age and life
  67816. data.push(0.0); // create the particle as a dead one to create a new one at start
  67817. data.push(0.0);
  67818. // Seed
  67819. data.push(Math.random());
  67820. data.push(Math.random());
  67821. data.push(Math.random());
  67822. data.push(Math.random());
  67823. // Size
  67824. data.push(0.0);
  67825. data.push(0.0);
  67826. data.push(0.0);
  67827. if (!this._colorGradientsTexture) {
  67828. // color
  67829. data.push(0.0);
  67830. data.push(0.0);
  67831. data.push(0.0);
  67832. data.push(0.0);
  67833. }
  67834. // direction
  67835. data.push(0.0);
  67836. data.push(0.0);
  67837. data.push(0.0);
  67838. if (!this.isBillboardBased) {
  67839. // initialDirection
  67840. data.push(0.0);
  67841. data.push(0.0);
  67842. data.push(0.0);
  67843. }
  67844. // angle
  67845. data.push(0.0);
  67846. if (!this._angularSpeedGradientsTexture) {
  67847. data.push(0.0);
  67848. }
  67849. if (this._isAnimationSheetEnabled) {
  67850. data.push(0.0);
  67851. if (this.spriteRandomStartCell) {
  67852. data.push(0.0);
  67853. }
  67854. }
  67855. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67856. data.push(Math.random());
  67857. data.push(Math.random());
  67858. data.push(Math.random());
  67859. data.push(Math.random());
  67860. data.push(Math.random());
  67861. data.push(Math.random());
  67862. }
  67863. }
  67864. // Sprite data
  67865. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67866. -0.5, 0.5, 0, 1,
  67867. -0.5, -0.5, 0, 0,
  67868. 0.5, -0.5, 1, 0]);
  67869. // Buffers
  67870. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67871. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67872. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67873. // Update VAO
  67874. this._updateVAO = [];
  67875. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67876. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67877. // Render VAO
  67878. this._renderVAO = [];
  67879. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67880. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67881. // Links
  67882. this._sourceBuffer = this._buffer0;
  67883. this._targetBuffer = this._buffer1;
  67884. };
  67885. /** @hidden */
  67886. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67887. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67888. if (this._isBillboardBased) {
  67889. defines += "\n#define BILLBOARD";
  67890. }
  67891. if (this._colorGradientsTexture) {
  67892. defines += "\n#define COLORGRADIENTS";
  67893. }
  67894. if (this._sizeGradientsTexture) {
  67895. defines += "\n#define SIZEGRADIENTS";
  67896. }
  67897. if (this._angularSpeedGradientsTexture) {
  67898. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67899. }
  67900. if (this._velocityGradientsTexture) {
  67901. defines += "\n#define VELOCITYGRADIENTS";
  67902. }
  67903. if (this._limitVelocityGradientsTexture) {
  67904. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67905. }
  67906. if (this._dragGradientsTexture) {
  67907. defines += "\n#define DRAGGRADIENTS";
  67908. }
  67909. if (this.isAnimationSheetEnabled) {
  67910. defines += "\n#define ANIMATESHEET";
  67911. if (this.spriteRandomStartCell) {
  67912. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67913. }
  67914. }
  67915. if (this.noiseTexture) {
  67916. defines += "\n#define NOISE";
  67917. }
  67918. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67919. return;
  67920. }
  67921. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67922. if (!this._colorGradientsTexture) {
  67923. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67924. }
  67925. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67926. if (!this._isBillboardBased) {
  67927. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67928. }
  67929. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67930. if (this.isAnimationSheetEnabled) {
  67931. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67932. if (this.spriteRandomStartCell) {
  67933. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67934. }
  67935. }
  67936. if (this.noiseTexture) {
  67937. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67938. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67939. }
  67940. this._updateEffectOptions.defines = defines;
  67941. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67942. };
  67943. /** @hidden */
  67944. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67945. var defines = "";
  67946. if (this._scene.clipPlane) {
  67947. defines = "\n#define CLIPPLANE";
  67948. }
  67949. if (this._scene.clipPlane2) {
  67950. defines = "\n#define CLIPPLANE2";
  67951. }
  67952. if (this._scene.clipPlane3) {
  67953. defines = "\n#define CLIPPLANE3";
  67954. }
  67955. if (this._scene.clipPlane4) {
  67956. defines = "\n#define CLIPPLANE4";
  67957. }
  67958. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67959. defines = "\n#define BLENDMULTIPLYMODE";
  67960. }
  67961. if (this._isBillboardBased) {
  67962. defines += "\n#define BILLBOARD";
  67963. switch (this.billboardMode) {
  67964. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67965. defines += "\n#define BILLBOARDY";
  67966. break;
  67967. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67968. defines += "\n#define BILLBOARDSTRETCHED";
  67969. break;
  67970. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67971. default:
  67972. break;
  67973. }
  67974. }
  67975. if (this._colorGradientsTexture) {
  67976. defines += "\n#define COLORGRADIENTS";
  67977. }
  67978. if (this.isAnimationSheetEnabled) {
  67979. defines += "\n#define ANIMATESHEET";
  67980. }
  67981. if (this._imageProcessingConfiguration) {
  67982. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67983. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67984. }
  67985. if (this._renderEffect && this._renderEffect.defines === defines) {
  67986. return;
  67987. }
  67988. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67989. var samplers = ["textureSampler", "colorGradientSampler"];
  67990. if (BABYLON.ImageProcessingConfiguration) {
  67991. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67992. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67993. }
  67994. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67995. };
  67996. /**
  67997. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67998. * @param preWarm defines if we are in the pre-warmimg phase
  67999. */
  68000. GPUParticleSystem.prototype.animate = function (preWarm) {
  68001. if (preWarm === void 0) { preWarm = false; }
  68002. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  68003. this._actualFrame += this._timeDelta;
  68004. if (!this._stopped) {
  68005. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  68006. this.stop();
  68007. }
  68008. }
  68009. };
  68010. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  68011. var texture = this[textureName];
  68012. if (!factorGradients || !factorGradients.length || texture) {
  68013. return;
  68014. }
  68015. var data = new Float32Array(this._rawTextureWidth);
  68016. for (var x = 0; x < this._rawTextureWidth; x++) {
  68017. var ratio = x / this._rawTextureWidth;
  68018. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  68019. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  68020. });
  68021. }
  68022. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68023. };
  68024. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  68025. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  68026. };
  68027. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  68028. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  68029. };
  68030. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  68031. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  68032. };
  68033. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  68034. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  68035. };
  68036. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  68037. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  68038. };
  68039. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  68040. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  68041. return;
  68042. }
  68043. var data = new Uint8Array(this._rawTextureWidth * 4);
  68044. var tmpColor = BABYLON.Tmp.Color4[0];
  68045. for (var x = 0; x < this._rawTextureWidth; x++) {
  68046. var ratio = x / this._rawTextureWidth;
  68047. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  68048. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  68049. data[x * 4] = tmpColor.r * 255;
  68050. data[x * 4 + 1] = tmpColor.g * 255;
  68051. data[x * 4 + 2] = tmpColor.b * 255;
  68052. data[x * 4 + 3] = tmpColor.a * 255;
  68053. });
  68054. }
  68055. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68056. };
  68057. /**
  68058. * Renders the particle system in its current state
  68059. * @param preWarm defines if the system should only update the particles but not render them
  68060. * @returns the current number of particles
  68061. */
  68062. GPUParticleSystem.prototype.render = function (preWarm) {
  68063. if (preWarm === void 0) { preWarm = false; }
  68064. if (!this._started) {
  68065. return 0;
  68066. }
  68067. this._createColorGradientTexture();
  68068. this._createSizeGradientTexture();
  68069. this._createAngularSpeedGradientTexture();
  68070. this._createVelocityGradientTexture();
  68071. this._createLimitVelocityGradientTexture();
  68072. this._createDragGradientTexture();
  68073. this._recreateUpdateEffect();
  68074. this._recreateRenderEffect();
  68075. if (!this.isReady()) {
  68076. return 0;
  68077. }
  68078. if (!preWarm) {
  68079. if (!this._preWarmDone && this.preWarmCycles) {
  68080. for (var index = 0; index < this.preWarmCycles; index++) {
  68081. this.animate(true);
  68082. this.render(true);
  68083. }
  68084. this._preWarmDone = true;
  68085. }
  68086. if (this._currentRenderId === this._scene.getFrameId()) {
  68087. return 0;
  68088. }
  68089. this._currentRenderId = this._scene.getFrameId();
  68090. }
  68091. // Get everything ready to render
  68092. this._initialize();
  68093. this._accumulatedCount += this.emitRate * this._timeDelta;
  68094. if (this._accumulatedCount > 1) {
  68095. var intPart = this._accumulatedCount | 0;
  68096. this._accumulatedCount -= intPart;
  68097. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  68098. }
  68099. if (!this._currentActiveCount) {
  68100. return 0;
  68101. }
  68102. // Enable update effect
  68103. this._engine.enableEffect(this._updateEffect);
  68104. this._engine.setState(false);
  68105. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  68106. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  68107. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  68108. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  68109. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  68110. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  68111. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  68112. if (!this._colorGradientsTexture) {
  68113. this._updateEffect.setDirectColor4("color1", this.color1);
  68114. this._updateEffect.setDirectColor4("color2", this.color2);
  68115. }
  68116. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  68117. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  68118. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  68119. this._updateEffect.setVector3("gravity", this.gravity);
  68120. if (this._sizeGradientsTexture) {
  68121. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  68122. }
  68123. if (this._angularSpeedGradientsTexture) {
  68124. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  68125. }
  68126. if (this._velocityGradientsTexture) {
  68127. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  68128. }
  68129. if (this._limitVelocityGradientsTexture) {
  68130. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  68131. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  68132. }
  68133. if (this._dragGradientsTexture) {
  68134. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  68135. }
  68136. if (this.particleEmitterType) {
  68137. this.particleEmitterType.applyToShader(this._updateEffect);
  68138. }
  68139. if (this._isAnimationSheetEnabled) {
  68140. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  68141. }
  68142. if (this.noiseTexture) {
  68143. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  68144. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  68145. }
  68146. var emitterWM;
  68147. if (this.emitter.position) {
  68148. var emitterMesh = this.emitter;
  68149. emitterWM = emitterMesh.getWorldMatrix();
  68150. }
  68151. else {
  68152. var emitterPosition = this.emitter;
  68153. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68154. }
  68155. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68156. // Bind source VAO
  68157. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68158. // Update
  68159. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68160. this._engine.setRasterizerState(false);
  68161. this._engine.beginTransformFeedback(true);
  68162. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68163. this._engine.endTransformFeedback();
  68164. this._engine.setRasterizerState(true);
  68165. this._engine.bindTransformFeedbackBuffer(null);
  68166. if (!preWarm) {
  68167. // Enable render effect
  68168. this._engine.enableEffect(this._renderEffect);
  68169. var viewMatrix = this._scene.getViewMatrix();
  68170. this._renderEffect.setMatrix("view", viewMatrix);
  68171. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68172. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68173. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68174. if (this._colorGradientsTexture) {
  68175. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68176. }
  68177. else {
  68178. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68179. }
  68180. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68181. var baseSize = this.particleTexture.getBaseSize();
  68182. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68183. }
  68184. if (this._isBillboardBased) {
  68185. var camera = this._scene.activeCamera;
  68186. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68187. }
  68188. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68189. var invView = viewMatrix.clone();
  68190. invView.invert();
  68191. this._renderEffect.setMatrix("invView", invView);
  68192. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68193. }
  68194. // image processing
  68195. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68196. this._imageProcessingConfiguration.bind(this._renderEffect);
  68197. }
  68198. // Draw order
  68199. switch (this.blendMode) {
  68200. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68201. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68202. break;
  68203. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68204. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68205. break;
  68206. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68207. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68208. break;
  68209. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68210. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68211. break;
  68212. }
  68213. if (this.forceDepthWrite) {
  68214. this._engine.setDepthWrite(true);
  68215. }
  68216. // Bind source VAO
  68217. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68218. // Render
  68219. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68220. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68221. }
  68222. // Switch VAOs
  68223. this._targetIndex++;
  68224. if (this._targetIndex === 2) {
  68225. this._targetIndex = 0;
  68226. }
  68227. // Switch buffers
  68228. var tmpBuffer = this._sourceBuffer;
  68229. this._sourceBuffer = this._targetBuffer;
  68230. this._targetBuffer = tmpBuffer;
  68231. return this._currentActiveCount;
  68232. };
  68233. /**
  68234. * Rebuilds the particle system
  68235. */
  68236. GPUParticleSystem.prototype.rebuild = function () {
  68237. this._initialize(true);
  68238. };
  68239. GPUParticleSystem.prototype._releaseBuffers = function () {
  68240. if (this._buffer0) {
  68241. this._buffer0.dispose();
  68242. this._buffer0 = null;
  68243. }
  68244. if (this._buffer1) {
  68245. this._buffer1.dispose();
  68246. this._buffer1 = null;
  68247. }
  68248. if (this._spriteBuffer) {
  68249. this._spriteBuffer.dispose();
  68250. this._spriteBuffer = null;
  68251. }
  68252. };
  68253. GPUParticleSystem.prototype._releaseVAOs = function () {
  68254. if (!this._updateVAO) {
  68255. return;
  68256. }
  68257. for (var index = 0; index < this._updateVAO.length; index++) {
  68258. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68259. }
  68260. this._updateVAO = [];
  68261. for (var index = 0; index < this._renderVAO.length; index++) {
  68262. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68263. }
  68264. this._renderVAO = [];
  68265. };
  68266. /**
  68267. * Disposes the particle system and free the associated resources
  68268. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68269. */
  68270. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68271. if (disposeTexture === void 0) { disposeTexture = true; }
  68272. var index = this._scene.particleSystems.indexOf(this);
  68273. if (index > -1) {
  68274. this._scene.particleSystems.splice(index, 1);
  68275. }
  68276. this._releaseBuffers();
  68277. this._releaseVAOs();
  68278. if (this._colorGradientsTexture) {
  68279. this._colorGradientsTexture.dispose();
  68280. this._colorGradientsTexture = null;
  68281. }
  68282. if (this._sizeGradientsTexture) {
  68283. this._sizeGradientsTexture.dispose();
  68284. this._sizeGradientsTexture = null;
  68285. }
  68286. if (this._angularSpeedGradientsTexture) {
  68287. this._angularSpeedGradientsTexture.dispose();
  68288. this._angularSpeedGradientsTexture = null;
  68289. }
  68290. if (this._velocityGradientsTexture) {
  68291. this._velocityGradientsTexture.dispose();
  68292. this._velocityGradientsTexture = null;
  68293. }
  68294. if (this._limitVelocityGradientsTexture) {
  68295. this._limitVelocityGradientsTexture.dispose();
  68296. this._limitVelocityGradientsTexture = null;
  68297. }
  68298. if (this._dragGradientsTexture) {
  68299. this._dragGradientsTexture.dispose();
  68300. this._dragGradientsTexture = null;
  68301. }
  68302. if (this._randomTexture) {
  68303. this._randomTexture.dispose();
  68304. this._randomTexture = null;
  68305. }
  68306. if (this._randomTexture2) {
  68307. this._randomTexture2.dispose();
  68308. this._randomTexture2 = null;
  68309. }
  68310. if (disposeTexture && this.particleTexture) {
  68311. this.particleTexture.dispose();
  68312. this.particleTexture = null;
  68313. }
  68314. if (disposeTexture && this.noiseTexture) {
  68315. this.noiseTexture.dispose();
  68316. this.noiseTexture = null;
  68317. }
  68318. // Callback
  68319. this.onDisposeObservable.notifyObservers(this);
  68320. this.onDisposeObservable.clear();
  68321. };
  68322. /**
  68323. * Clones the particle system.
  68324. * @param name The name of the cloned object
  68325. * @param newEmitter The new emitter to use
  68326. * @returns the cloned particle system
  68327. */
  68328. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68329. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68330. BABYLON.Tools.DeepCopy(this, result);
  68331. if (newEmitter === undefined) {
  68332. newEmitter = this.emitter;
  68333. }
  68334. result.emitter = newEmitter;
  68335. if (this.particleTexture) {
  68336. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68337. }
  68338. return result;
  68339. };
  68340. /**
  68341. * Serializes the particle system to a JSON object.
  68342. * @returns the JSON object
  68343. */
  68344. GPUParticleSystem.prototype.serialize = function () {
  68345. var serializationObject = {};
  68346. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68347. serializationObject.activeParticleCount = this.activeParticleCount;
  68348. return serializationObject;
  68349. };
  68350. /**
  68351. * Parses a JSON object to create a GPU particle system.
  68352. * @param parsedParticleSystem The JSON object to parse
  68353. * @param scene The scene to create the particle system in
  68354. * @param rootUrl The root url to use to load external dependencies like texture
  68355. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68356. * @returns the parsed GPU particle system
  68357. */
  68358. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68359. if (doNotStart === void 0) { doNotStart = false; }
  68360. var name = parsedParticleSystem.name;
  68361. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68362. if (parsedParticleSystem.activeParticleCount) {
  68363. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68364. }
  68365. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68366. // Auto start
  68367. if (parsedParticleSystem.preventAutoStart) {
  68368. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68369. }
  68370. if (!doNotStart && !particleSystem.preventAutoStart) {
  68371. particleSystem.start();
  68372. }
  68373. return particleSystem;
  68374. };
  68375. return GPUParticleSystem;
  68376. }(BABYLON.BaseParticleSystem));
  68377. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68378. })(BABYLON || (BABYLON = {}));
  68379. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68380. var BABYLON;
  68381. (function (BABYLON) {
  68382. /**
  68383. * Represents one particle of a solid particle system.
  68384. */
  68385. var SolidParticle = /** @class */ (function () {
  68386. /**
  68387. * Creates a Solid Particle object.
  68388. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68389. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68390. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68391. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68392. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68393. * @param shapeId (integer) is the model shape identifier in the SPS.
  68394. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68395. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68396. */
  68397. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68398. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68399. /**
  68400. * particle global index
  68401. */
  68402. this.idx = 0;
  68403. /**
  68404. * The color of the particle
  68405. */
  68406. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68407. /**
  68408. * The world space position of the particle.
  68409. */
  68410. this.position = BABYLON.Vector3.Zero();
  68411. /**
  68412. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68413. */
  68414. this.rotation = BABYLON.Vector3.Zero();
  68415. /**
  68416. * The scaling of the particle.
  68417. */
  68418. this.scaling = BABYLON.Vector3.One();
  68419. /**
  68420. * The uvs of the particle.
  68421. */
  68422. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68423. /**
  68424. * The current speed of the particle.
  68425. */
  68426. this.velocity = BABYLON.Vector3.Zero();
  68427. /**
  68428. * The pivot point in the particle local space.
  68429. */
  68430. this.pivot = BABYLON.Vector3.Zero();
  68431. /**
  68432. * Must the particle be translated from its pivot point in its local space ?
  68433. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68434. * Default : false
  68435. */
  68436. this.translateFromPivot = false;
  68437. /**
  68438. * Is the particle active or not ?
  68439. */
  68440. this.alive = true;
  68441. /**
  68442. * Is the particle visible or not ?
  68443. */
  68444. this.isVisible = true;
  68445. /**
  68446. * Index of this particle in the global "positions" array (Internal use)
  68447. * @hidden
  68448. */
  68449. this._pos = 0;
  68450. /**
  68451. * @hidden Index of this particle in the global "indices" array (Internal use)
  68452. */
  68453. this._ind = 0;
  68454. /**
  68455. * ModelShape id of this particle
  68456. */
  68457. this.shapeId = 0;
  68458. /**
  68459. * Index of the particle in its shape id (Internal use)
  68460. */
  68461. this.idxInShape = 0;
  68462. /**
  68463. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68464. */
  68465. this._stillInvisible = false;
  68466. /**
  68467. * @hidden Last computed particle rotation matrix
  68468. */
  68469. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68470. /**
  68471. * Parent particle Id, if any.
  68472. * Default null.
  68473. */
  68474. this.parentId = null;
  68475. /**
  68476. * @hidden Internal global position in the SPS.
  68477. */
  68478. this._globalPosition = BABYLON.Vector3.Zero();
  68479. this.idx = particleIndex;
  68480. this._pos = positionIndex;
  68481. this._ind = indiceIndex;
  68482. this._model = model;
  68483. this.shapeId = shapeId;
  68484. this.idxInShape = idxInShape;
  68485. this._sps = sps;
  68486. if (modelBoundingInfo) {
  68487. this._modelBoundingInfo = modelBoundingInfo;
  68488. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68489. }
  68490. }
  68491. Object.defineProperty(SolidParticle.prototype, "scale", {
  68492. /**
  68493. * Legacy support, changed scale to scaling
  68494. */
  68495. get: function () {
  68496. return this.scaling;
  68497. },
  68498. /**
  68499. * Legacy support, changed scale to scaling
  68500. */
  68501. set: function (scale) {
  68502. this.scaling = scale;
  68503. },
  68504. enumerable: true,
  68505. configurable: true
  68506. });
  68507. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68508. /**
  68509. * Legacy support, changed quaternion to rotationQuaternion
  68510. */
  68511. get: function () {
  68512. return this.rotationQuaternion;
  68513. },
  68514. /**
  68515. * Legacy support, changed quaternion to rotationQuaternion
  68516. */
  68517. set: function (q) {
  68518. this.rotationQuaternion = q;
  68519. },
  68520. enumerable: true,
  68521. configurable: true
  68522. });
  68523. /**
  68524. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68525. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68526. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68527. * @returns true if it intersects
  68528. */
  68529. SolidParticle.prototype.intersectsMesh = function (target) {
  68530. if (!this._boundingInfo || !target._boundingInfo) {
  68531. return false;
  68532. }
  68533. if (this._sps._bSphereOnly) {
  68534. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68535. }
  68536. return this._boundingInfo.intersects(target._boundingInfo, false);
  68537. };
  68538. /**
  68539. * get the rotation matrix of the particle
  68540. * @hidden
  68541. */
  68542. SolidParticle.prototype.getRotationMatrix = function (m) {
  68543. var quaternion;
  68544. if (this.rotationQuaternion) {
  68545. quaternion = this.rotationQuaternion;
  68546. }
  68547. else {
  68548. quaternion = BABYLON.Tmp.Quaternion[0];
  68549. var rotation = this.rotation;
  68550. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68551. }
  68552. quaternion.toRotationMatrix(m);
  68553. };
  68554. return SolidParticle;
  68555. }());
  68556. BABYLON.SolidParticle = SolidParticle;
  68557. /**
  68558. * Represents the shape of the model used by one particle of a solid particle system.
  68559. * SPS internal tool, don't use it manually.
  68560. */
  68561. var ModelShape = /** @class */ (function () {
  68562. /**
  68563. * 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.
  68564. * SPS internal tool, don't use it manually.
  68565. * @hidden
  68566. */
  68567. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68568. /**
  68569. * length of the shape in the model indices array (internal use)
  68570. * @hidden
  68571. */
  68572. this._indicesLength = 0;
  68573. this.shapeID = id;
  68574. this._shape = shape;
  68575. this._indicesLength = indicesLength;
  68576. this._shapeUV = shapeUV;
  68577. this._positionFunction = posFunction;
  68578. this._vertexFunction = vtxFunction;
  68579. }
  68580. return ModelShape;
  68581. }());
  68582. BABYLON.ModelShape = ModelShape;
  68583. /**
  68584. * Represents a Depth Sorted Particle in the solid particle system.
  68585. */
  68586. var DepthSortedParticle = /** @class */ (function () {
  68587. function DepthSortedParticle() {
  68588. /**
  68589. * Index of the particle in the "indices" array
  68590. */
  68591. this.ind = 0;
  68592. /**
  68593. * Length of the particle shape in the "indices" array
  68594. */
  68595. this.indicesLength = 0;
  68596. /**
  68597. * Squared distance from the particle to the camera
  68598. */
  68599. this.sqDistance = 0.0;
  68600. }
  68601. return DepthSortedParticle;
  68602. }());
  68603. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68604. })(BABYLON || (BABYLON = {}));
  68605. //# sourceMappingURL=babylon.solidParticle.js.map
  68606. var BABYLON;
  68607. (function (BABYLON) {
  68608. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68609. /**
  68610. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68611. *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.
  68612. * The SPS is also a particle system. It provides some methods to manage the particles.
  68613. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68614. *
  68615. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68616. */
  68617. var SolidParticleSystem = /** @class */ (function () {
  68618. /**
  68619. * Creates a SPS (Solid Particle System) object.
  68620. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68621. * @param scene (Scene) is the scene in which the SPS is added.
  68622. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68623. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68624. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68625. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68626. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68627. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68628. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68629. */
  68630. function SolidParticleSystem(name, scene, options) {
  68631. /**
  68632. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68633. * Example : var p = SPS.particles[i];
  68634. */
  68635. this.particles = new Array();
  68636. /**
  68637. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68638. */
  68639. this.nbParticles = 0;
  68640. /**
  68641. * If the particles must ever face the camera (default false). Useful for planar particles.
  68642. */
  68643. this.billboard = false;
  68644. /**
  68645. * Recompute normals when adding a shape
  68646. */
  68647. this.recomputeNormals = true;
  68648. /**
  68649. * This a counter ofr your own usage. It's not set by any SPS functions.
  68650. */
  68651. this.counter = 0;
  68652. /**
  68653. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68654. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68655. */
  68656. this.vars = {};
  68657. /**
  68658. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68659. * @hidden
  68660. */
  68661. this._bSphereOnly = false;
  68662. /**
  68663. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68664. * @hidden
  68665. */
  68666. this._bSphereRadiusFactor = 1.0;
  68667. this._positions = new Array();
  68668. this._indices = new Array();
  68669. this._normals = new Array();
  68670. this._colors = new Array();
  68671. this._uvs = new Array();
  68672. this._index = 0; // indices index
  68673. this._updatable = true;
  68674. this._pickable = false;
  68675. this._isVisibilityBoxLocked = false;
  68676. this._alwaysVisible = false;
  68677. this._depthSort = false;
  68678. this._shapeCounter = 0;
  68679. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68680. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68681. this._computeParticleColor = true;
  68682. this._computeParticleTexture = true;
  68683. this._computeParticleRotation = true;
  68684. this._computeParticleVertex = false;
  68685. this._computeBoundingBox = false;
  68686. this._depthSortParticles = true;
  68687. this._mustUnrotateFixedNormals = false;
  68688. this._particlesIntersect = false;
  68689. this._needs32Bits = false;
  68690. this.name = name;
  68691. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68692. this._camera = scene.activeCamera;
  68693. this._pickable = options ? options.isPickable : false;
  68694. this._depthSort = options ? options.enableDepthSort : false;
  68695. this._particlesIntersect = options ? options.particleIntersection : false;
  68696. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68697. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68698. if (options && options.updatable !== undefined) {
  68699. this._updatable = options.updatable;
  68700. }
  68701. else {
  68702. this._updatable = true;
  68703. }
  68704. if (this._pickable) {
  68705. this.pickedParticles = [];
  68706. }
  68707. if (this._depthSort) {
  68708. this.depthSortedParticles = [];
  68709. }
  68710. }
  68711. /**
  68712. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68713. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68714. * @returns the created mesh
  68715. */
  68716. SolidParticleSystem.prototype.buildMesh = function () {
  68717. if (this.nbParticles === 0) {
  68718. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68719. this.addShape(triangle, 1);
  68720. triangle.dispose();
  68721. }
  68722. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68723. this._positions32 = new Float32Array(this._positions);
  68724. this._uvs32 = new Float32Array(this._uvs);
  68725. this._colors32 = new Float32Array(this._colors);
  68726. if (this.recomputeNormals) {
  68727. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68728. }
  68729. this._normals32 = new Float32Array(this._normals);
  68730. this._fixedNormal32 = new Float32Array(this._normals);
  68731. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68732. this._unrotateFixedNormals();
  68733. }
  68734. var vertexData = new BABYLON.VertexData();
  68735. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68736. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68737. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68738. if (this._uvs32.length > 0) {
  68739. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68740. }
  68741. if (this._colors32.length > 0) {
  68742. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68743. }
  68744. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68745. vertexData.applyToMesh(mesh, this._updatable);
  68746. this.mesh = mesh;
  68747. this.mesh.isPickable = this._pickable;
  68748. // free memory
  68749. if (!this._depthSort) {
  68750. this._indices = null;
  68751. }
  68752. this._positions = null;
  68753. this._normals = null;
  68754. this._uvs = null;
  68755. this._colors = null;
  68756. if (!this._updatable) {
  68757. this.particles.length = 0;
  68758. }
  68759. return mesh;
  68760. };
  68761. /**
  68762. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68763. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68764. * Thus the particles generated from `digest()` have their property `position` set yet.
  68765. * @param mesh ( Mesh ) is the mesh to be digested
  68766. * @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
  68767. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68768. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68769. * @returns the current SPS
  68770. */
  68771. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68772. var size = (options && options.facetNb) || 1;
  68773. var number = (options && options.number) || 0;
  68774. var delta = (options && options.delta) || 0;
  68775. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68776. var meshInd = mesh.getIndices();
  68777. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68778. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68779. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68780. var f = 0; // facet counter
  68781. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68782. // compute size from number
  68783. if (number) {
  68784. number = (number > totalFacets) ? totalFacets : number;
  68785. size = Math.round(totalFacets / number);
  68786. delta = 0;
  68787. }
  68788. else {
  68789. size = (size > totalFacets) ? totalFacets : size;
  68790. }
  68791. var facetPos = []; // submesh positions
  68792. var facetInd = []; // submesh indices
  68793. var facetUV = []; // submesh UV
  68794. var facetCol = []; // submesh colors
  68795. var barycenter = BABYLON.Vector3.Zero();
  68796. var sizeO = size;
  68797. while (f < totalFacets) {
  68798. size = sizeO + Math.floor((1 + delta) * Math.random());
  68799. if (f > totalFacets - size) {
  68800. size = totalFacets - f;
  68801. }
  68802. // reset temp arrays
  68803. facetPos.length = 0;
  68804. facetInd.length = 0;
  68805. facetUV.length = 0;
  68806. facetCol.length = 0;
  68807. // iterate over "size" facets
  68808. var fi = 0;
  68809. for (var j = f * 3; j < (f + size) * 3; j++) {
  68810. facetInd.push(fi);
  68811. var i = meshInd[j];
  68812. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68813. if (meshUV) {
  68814. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68815. }
  68816. if (meshCol) {
  68817. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68818. }
  68819. fi++;
  68820. }
  68821. // create a model shape for each single particle
  68822. var idx = this.nbParticles;
  68823. var shape = this._posToShape(facetPos);
  68824. var shapeUV = this._uvsToShapeUV(facetUV);
  68825. // compute the barycenter of the shape
  68826. var v;
  68827. for (v = 0; v < shape.length; v++) {
  68828. barycenter.addInPlace(shape[v]);
  68829. }
  68830. barycenter.scaleInPlace(1 / shape.length);
  68831. // shift the shape from its barycenter to the origin
  68832. for (v = 0; v < shape.length; v++) {
  68833. shape[v].subtractInPlace(barycenter);
  68834. }
  68835. var bInfo;
  68836. if (this._particlesIntersect) {
  68837. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68838. }
  68839. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68840. // add the particle in the SPS
  68841. var currentPos = this._positions.length;
  68842. var currentInd = this._indices.length;
  68843. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68844. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68845. // initialize the particle position
  68846. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68847. this._index += shape.length;
  68848. idx++;
  68849. this.nbParticles++;
  68850. this._shapeCounter++;
  68851. f += size;
  68852. }
  68853. return this;
  68854. };
  68855. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68856. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68857. var index = 0;
  68858. var idx = 0;
  68859. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68860. var quaternion = BABYLON.Tmp.Quaternion[0];
  68861. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68862. for (var p = 0; p < this.particles.length; p++) {
  68863. var particle = this.particles[p];
  68864. var shape = particle._model._shape;
  68865. // computing the inverse of the rotation matrix from the quaternion
  68866. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68867. if (particle.rotationQuaternion) {
  68868. particle.rotationQuaternion.conjugateToRef(quaternion);
  68869. }
  68870. else {
  68871. var rotation = particle.rotation;
  68872. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68873. quaternion.conjugateInPlace();
  68874. }
  68875. quaternion.toRotationMatrix(invertedRotMatrix);
  68876. for (var pt = 0; pt < shape.length; pt++) {
  68877. idx = index + pt * 3;
  68878. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68879. tmpNormal.toArray(this._fixedNormal32, idx);
  68880. }
  68881. index = idx + 3;
  68882. }
  68883. };
  68884. //reset copy
  68885. SolidParticleSystem.prototype._resetCopy = function () {
  68886. var copy = this._copy;
  68887. copy.position.setAll(0);
  68888. copy.rotation.setAll(0);
  68889. copy.rotationQuaternion = null;
  68890. copy.scaling.setAll(1);
  68891. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68892. copy.color = null;
  68893. copy.translateFromPivot = false;
  68894. };
  68895. // _meshBuilder : inserts the shape model in the global SPS mesh
  68896. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68897. var i;
  68898. var u = 0;
  68899. var c = 0;
  68900. var n = 0;
  68901. this._resetCopy();
  68902. var copy = this._copy;
  68903. if (options && options.positionFunction) { // call to custom positionFunction
  68904. options.positionFunction(copy, idx, idxInShape);
  68905. this._mustUnrotateFixedNormals = true;
  68906. }
  68907. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68908. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68909. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68910. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68911. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68912. copy.getRotationMatrix(rotMatrix);
  68913. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68914. if (copy.translateFromPivot) {
  68915. pivotBackTranslation.setAll(0.0);
  68916. }
  68917. else {
  68918. pivotBackTranslation.copyFrom(scaledPivot);
  68919. }
  68920. for (i = 0; i < shape.length; i++) {
  68921. tmpVertex.copyFrom(shape[i]);
  68922. if (options && options.vertexFunction) {
  68923. options.vertexFunction(copy, tmpVertex, i);
  68924. }
  68925. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68926. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68927. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68928. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68929. if (meshUV) {
  68930. var copyUvs = copy.uvs;
  68931. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68932. u += 2;
  68933. }
  68934. if (copy.color) {
  68935. this._color = copy.color;
  68936. }
  68937. else {
  68938. var color = this._color;
  68939. if (meshCol && meshCol[c] !== undefined) {
  68940. color.r = meshCol[c];
  68941. color.g = meshCol[c + 1];
  68942. color.b = meshCol[c + 2];
  68943. color.a = meshCol[c + 3];
  68944. }
  68945. else {
  68946. color.r = 1.0;
  68947. color.g = 1.0;
  68948. color.b = 1.0;
  68949. color.a = 1.0;
  68950. }
  68951. }
  68952. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68953. c += 4;
  68954. if (!this.recomputeNormals && meshNor) {
  68955. tmpVertex.x = meshNor[n];
  68956. tmpVertex.y = meshNor[n + 1];
  68957. tmpVertex.z = meshNor[n + 2];
  68958. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68959. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68960. n += 3;
  68961. }
  68962. }
  68963. for (i = 0; i < meshInd.length; i++) {
  68964. var current_ind = p + meshInd[i];
  68965. indices.push(current_ind);
  68966. if (current_ind > 65535) {
  68967. this._needs32Bits = true;
  68968. }
  68969. }
  68970. if (this._pickable) {
  68971. var nbfaces = meshInd.length / 3;
  68972. for (i = 0; i < nbfaces; i++) {
  68973. this.pickedParticles.push({ idx: idx, faceId: i });
  68974. }
  68975. }
  68976. if (this._depthSort) {
  68977. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68978. }
  68979. return copy;
  68980. };
  68981. // returns a shape array from positions array
  68982. SolidParticleSystem.prototype._posToShape = function (positions) {
  68983. var shape = [];
  68984. for (var i = 0; i < positions.length; i += 3) {
  68985. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68986. }
  68987. return shape;
  68988. };
  68989. // returns a shapeUV array from a Vector4 uvs
  68990. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68991. var shapeUV = [];
  68992. if (uvs) {
  68993. for (var i = 0; i < uvs.length; i++) {
  68994. shapeUV.push(uvs[i]);
  68995. }
  68996. }
  68997. return shapeUV;
  68998. };
  68999. // adds a new particle object in the particles array
  69000. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  69001. if (bInfo === void 0) { bInfo = null; }
  69002. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  69003. this.particles.push(sp);
  69004. return sp;
  69005. };
  69006. /**
  69007. * Adds some particles to the SPS from the model shape. Returns the shape id.
  69008. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  69009. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  69010. * @param nb (positive integer) the number of particles to be created from this model
  69011. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  69012. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  69013. * @returns the number of shapes in the system
  69014. */
  69015. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  69016. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69017. var meshInd = mesh.getIndices();
  69018. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69019. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69020. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69021. var bbInfo;
  69022. if (this._particlesIntersect) {
  69023. bbInfo = mesh.getBoundingInfo();
  69024. }
  69025. var shape = this._posToShape(meshPos);
  69026. var shapeUV = this._uvsToShapeUV(meshUV);
  69027. var posfunc = options ? options.positionFunction : null;
  69028. var vtxfunc = options ? options.vertexFunction : null;
  69029. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  69030. // particles
  69031. var sp;
  69032. var currentCopy;
  69033. var idx = this.nbParticles;
  69034. for (var i = 0; i < nb; i++) {
  69035. var currentPos = this._positions.length;
  69036. var currentInd = this._indices.length;
  69037. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  69038. if (this._updatable) {
  69039. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  69040. sp.position.copyFrom(currentCopy.position);
  69041. sp.rotation.copyFrom(currentCopy.rotation);
  69042. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  69043. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  69044. }
  69045. if (currentCopy.color && sp.color) {
  69046. sp.color.copyFrom(currentCopy.color);
  69047. }
  69048. sp.scaling.copyFrom(currentCopy.scaling);
  69049. sp.uvs.copyFrom(currentCopy.uvs);
  69050. }
  69051. this._index += shape.length;
  69052. idx++;
  69053. }
  69054. this.nbParticles += nb;
  69055. this._shapeCounter++;
  69056. return this._shapeCounter - 1;
  69057. };
  69058. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  69059. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  69060. this._resetCopy();
  69061. var copy = this._copy;
  69062. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  69063. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  69064. }
  69065. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69066. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69067. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69068. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69069. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69070. copy.getRotationMatrix(rotMatrix);
  69071. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  69072. if (copy.translateFromPivot) {
  69073. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  69074. }
  69075. else {
  69076. pivotBackTranslation.copyFrom(scaledPivot);
  69077. }
  69078. var shape = particle._model._shape;
  69079. for (var pt = 0; pt < shape.length; pt++) {
  69080. tmpVertex.copyFrom(shape[pt]);
  69081. if (particle._model._vertexFunction) {
  69082. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  69083. }
  69084. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69085. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69086. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  69087. }
  69088. particle.position.setAll(0.0);
  69089. particle.rotation.setAll(0.0);
  69090. particle.rotationQuaternion = null;
  69091. particle.scaling.setAll(1.0);
  69092. particle.uvs.setAll(0.0);
  69093. particle.pivot.setAll(0.0);
  69094. particle.translateFromPivot = false;
  69095. particle.parentId = null;
  69096. };
  69097. /**
  69098. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  69099. * @returns the SPS.
  69100. */
  69101. SolidParticleSystem.prototype.rebuildMesh = function () {
  69102. for (var p = 0; p < this.particles.length; p++) {
  69103. this._rebuildParticle(this.particles[p]);
  69104. }
  69105. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  69106. return this;
  69107. };
  69108. /**
  69109. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  69110. * This method calls `updateParticle()` for each particle of the SPS.
  69111. * For an animated SPS, it is usually called within the render loop.
  69112. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  69113. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  69114. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  69115. * @returns the SPS.
  69116. */
  69117. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  69118. if (start === void 0) { start = 0; }
  69119. if (end === void 0) { end = this.nbParticles - 1; }
  69120. if (update === void 0) { update = true; }
  69121. if (!this._updatable) {
  69122. return this;
  69123. }
  69124. // custom beforeUpdate
  69125. this.beforeUpdateParticles(start, end, update);
  69126. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69127. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  69128. var mesh = this.mesh;
  69129. var colors32 = this._colors32;
  69130. var positions32 = this._positions32;
  69131. var normals32 = this._normals32;
  69132. var uvs32 = this._uvs32;
  69133. var indices32 = this._indices32;
  69134. var indices = this._indices;
  69135. var fixedNormal32 = this._fixedNormal32;
  69136. var tempVectors = BABYLON.Tmp.Vector3;
  69137. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  69138. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  69139. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  69140. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  69141. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  69142. var camInvertedPosition = tempVectors[10].setAll(0);
  69143. // cases when the World Matrix is to be computed first
  69144. if (this.billboard || this._depthSort) {
  69145. this.mesh.computeWorldMatrix(true);
  69146. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  69147. }
  69148. // if the particles will always face the camera
  69149. if (this.billboard) {
  69150. // compute the camera position and un-rotate it by the current mesh rotation
  69151. var tmpVertex = tempVectors[0];
  69152. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69153. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69154. camAxisZ.normalize();
  69155. // same for camera up vector extracted from the cam view matrix
  69156. var view = this._camera.getViewMatrix(true);
  69157. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69158. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69159. camAxisY.normalize();
  69160. camAxisX.normalize();
  69161. }
  69162. // if depthSort, compute the camera global position in the mesh local system
  69163. if (this._depthSort) {
  69164. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69165. }
  69166. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69167. var idx = 0; // current position index in the global array positions32
  69168. var index = 0; // position start index in the global array positions32 of the current particle
  69169. var colidx = 0; // current color index in the global array colors32
  69170. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69171. var uvidx = 0; // current uv index in the global array uvs32
  69172. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69173. var pt = 0; // current index in the particle model shape
  69174. if (this.mesh.isFacetDataEnabled) {
  69175. this._computeBoundingBox = true;
  69176. }
  69177. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69178. if (this._computeBoundingBox) {
  69179. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69180. var boundingInfo = this.mesh._boundingInfo;
  69181. if (boundingInfo) {
  69182. minimum.copyFrom(boundingInfo.minimum);
  69183. maximum.copyFrom(boundingInfo.maximum);
  69184. }
  69185. }
  69186. }
  69187. // particle loop
  69188. index = this.particles[start]._pos;
  69189. var vpos = (index / 3) | 0;
  69190. colorIndex = vpos * 4;
  69191. uvIndex = vpos * 2;
  69192. for (var p = start; p <= end; p++) {
  69193. var particle = this.particles[p];
  69194. // call to custom user function to update the particle properties
  69195. this.updateParticle(particle);
  69196. var shape = particle._model._shape;
  69197. var shapeUV = particle._model._shapeUV;
  69198. var particleRotationMatrix = particle._rotationMatrix;
  69199. var particlePosition = particle.position;
  69200. var particleRotation = particle.rotation;
  69201. var particleScaling = particle.scaling;
  69202. var particleGlobalPosition = particle._globalPosition;
  69203. // camera-particle distance for depth sorting
  69204. if (this._depthSort && this._depthSortParticles) {
  69205. var dsp = this.depthSortedParticles[p];
  69206. dsp.ind = particle._ind;
  69207. dsp.indicesLength = particle._model._indicesLength;
  69208. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69209. }
  69210. // skip the computations for inactive or already invisible particles
  69211. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69212. // increment indexes for the next particle
  69213. pt = shape.length;
  69214. index += pt * 3;
  69215. colorIndex += pt * 4;
  69216. uvIndex += pt * 2;
  69217. continue;
  69218. }
  69219. if (particle.isVisible) {
  69220. particle._stillInvisible = false; // un-mark permanent invisibility
  69221. var scaledPivot = tempVectors[12];
  69222. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69223. // particle rotation matrix
  69224. if (this.billboard) {
  69225. particleRotation.x = 0.0;
  69226. particleRotation.y = 0.0;
  69227. }
  69228. if (this._computeParticleRotation || this.billboard) {
  69229. particle.getRotationMatrix(rotMatrix);
  69230. }
  69231. var particleHasParent = (particle.parentId !== null);
  69232. if (particleHasParent) {
  69233. var parent_1 = this.particles[particle.parentId];
  69234. var parentRotationMatrix = parent_1._rotationMatrix;
  69235. var parentGlobalPosition = parent_1._globalPosition;
  69236. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69237. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69238. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69239. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69240. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69241. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69242. if (this._computeParticleRotation || this.billboard) {
  69243. var rotMatrixValues = rotMatrix.m;
  69244. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69245. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69246. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69247. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69248. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69249. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69250. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69251. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69252. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69253. }
  69254. }
  69255. else {
  69256. particleGlobalPosition.x = particlePosition.x;
  69257. particleGlobalPosition.y = particlePosition.y;
  69258. particleGlobalPosition.z = particlePosition.z;
  69259. if (this._computeParticleRotation || this.billboard) {
  69260. var rotMatrixValues = rotMatrix.m;
  69261. particleRotationMatrix[0] = rotMatrixValues[0];
  69262. particleRotationMatrix[1] = rotMatrixValues[1];
  69263. particleRotationMatrix[2] = rotMatrixValues[2];
  69264. particleRotationMatrix[3] = rotMatrixValues[4];
  69265. particleRotationMatrix[4] = rotMatrixValues[5];
  69266. particleRotationMatrix[5] = rotMatrixValues[6];
  69267. particleRotationMatrix[6] = rotMatrixValues[8];
  69268. particleRotationMatrix[7] = rotMatrixValues[9];
  69269. particleRotationMatrix[8] = rotMatrixValues[10];
  69270. }
  69271. }
  69272. var pivotBackTranslation = tempVectors[11];
  69273. if (particle.translateFromPivot) {
  69274. pivotBackTranslation.setAll(0.0);
  69275. }
  69276. else {
  69277. pivotBackTranslation.copyFrom(scaledPivot);
  69278. }
  69279. // particle vertex loop
  69280. for (pt = 0; pt < shape.length; pt++) {
  69281. idx = index + pt * 3;
  69282. colidx = colorIndex + pt * 4;
  69283. uvidx = uvIndex + pt * 2;
  69284. var tmpVertex = tempVectors[0];
  69285. tmpVertex.copyFrom(shape[pt]);
  69286. if (this._computeParticleVertex) {
  69287. this.updateParticleVertex(particle, tmpVertex, pt);
  69288. }
  69289. // positions
  69290. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69291. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69292. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69293. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69294. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69295. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69296. rotatedX += pivotBackTranslation.x;
  69297. rotatedY += pivotBackTranslation.y;
  69298. rotatedZ += pivotBackTranslation.z;
  69299. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69300. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69301. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69302. if (this._computeBoundingBox) {
  69303. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69304. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69305. }
  69306. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69307. if (!this._computeParticleVertex) {
  69308. var normalx = fixedNormal32[idx];
  69309. var normaly = fixedNormal32[idx + 1];
  69310. var normalz = fixedNormal32[idx + 2];
  69311. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69312. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69313. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69314. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69315. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69316. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69317. }
  69318. if (this._computeParticleColor && particle.color) {
  69319. var color = particle.color;
  69320. var colors32_1 = this._colors32;
  69321. colors32_1[colidx] = color.r;
  69322. colors32_1[colidx + 1] = color.g;
  69323. colors32_1[colidx + 2] = color.b;
  69324. colors32_1[colidx + 3] = color.a;
  69325. }
  69326. if (this._computeParticleTexture) {
  69327. var uvs = particle.uvs;
  69328. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69329. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69330. }
  69331. }
  69332. }
  69333. // particle just set invisible : scaled to zero and positioned at the origin
  69334. else {
  69335. particle._stillInvisible = true; // mark the particle as invisible
  69336. for (pt = 0; pt < shape.length; pt++) {
  69337. idx = index + pt * 3;
  69338. colidx = colorIndex + pt * 4;
  69339. uvidx = uvIndex + pt * 2;
  69340. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69341. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69342. if (this._computeParticleColor && particle.color) {
  69343. var color = particle.color;
  69344. colors32[colidx] = color.r;
  69345. colors32[colidx + 1] = color.g;
  69346. colors32[colidx + 2] = color.b;
  69347. colors32[colidx + 3] = color.a;
  69348. }
  69349. if (this._computeParticleTexture) {
  69350. var uvs = particle.uvs;
  69351. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69352. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69353. }
  69354. }
  69355. }
  69356. // if the particle intersections must be computed : update the bbInfo
  69357. if (this._particlesIntersect) {
  69358. var bInfo = particle._boundingInfo;
  69359. var bBox = bInfo.boundingBox;
  69360. var bSphere = bInfo.boundingSphere;
  69361. var modelBoundingInfo = particle._modelBoundingInfo;
  69362. if (!this._bSphereOnly) {
  69363. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69364. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69365. var tempMin = tempVectors[1];
  69366. var tempMax = tempVectors[2];
  69367. tempMin.setAll(Number.MAX_VALUE);
  69368. tempMax.setAll(-Number.MAX_VALUE);
  69369. for (var b = 0; b < 8; b++) {
  69370. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69371. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69372. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69373. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69374. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69375. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69376. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69377. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69378. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69379. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69380. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69381. }
  69382. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69383. }
  69384. // place and scale the particle bouding sphere in the SPS local system, then update it
  69385. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69386. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69387. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);
  69388. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69389. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69390. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69391. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69392. }
  69393. // increment indexes for the next particle
  69394. index = idx + 3;
  69395. colorIndex = colidx + 4;
  69396. uvIndex = uvidx + 2;
  69397. }
  69398. // if the VBO must be updated
  69399. if (update) {
  69400. if (this._computeParticleColor) {
  69401. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69402. }
  69403. if (this._computeParticleTexture) {
  69404. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69405. }
  69406. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69407. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69408. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69409. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69410. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69411. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69412. for (var i = 0; i < normals32.length; i++) {
  69413. fixedNormal32[i] = normals32[i];
  69414. }
  69415. }
  69416. if (!mesh.areNormalsFrozen) {
  69417. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69418. }
  69419. }
  69420. if (this._depthSort && this._depthSortParticles) {
  69421. var depthSortedParticles = this.depthSortedParticles;
  69422. depthSortedParticles.sort(depthSortFunction);
  69423. var dspl = depthSortedParticles.length;
  69424. var sid = 0;
  69425. for (var sorted = 0; sorted < dspl; sorted++) {
  69426. var lind = depthSortedParticles[sorted].indicesLength;
  69427. var sind = depthSortedParticles[sorted].ind;
  69428. for (var i = 0; i < lind; i++) {
  69429. indices32[sid] = indices[sind + i];
  69430. sid++;
  69431. }
  69432. }
  69433. mesh.updateIndices(indices32);
  69434. }
  69435. }
  69436. if (this._computeBoundingBox) {
  69437. if (mesh._boundingInfo) {
  69438. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69439. }
  69440. else {
  69441. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69442. }
  69443. }
  69444. this.afterUpdateParticles(start, end, update);
  69445. return this;
  69446. };
  69447. /**
  69448. * Disposes the SPS.
  69449. */
  69450. SolidParticleSystem.prototype.dispose = function () {
  69451. this.mesh.dispose();
  69452. this.vars = null;
  69453. // drop references to internal big arrays for the GC
  69454. this._positions = null;
  69455. this._indices = null;
  69456. this._normals = null;
  69457. this._uvs = null;
  69458. this._colors = null;
  69459. this._indices32 = null;
  69460. this._positions32 = null;
  69461. this._normals32 = null;
  69462. this._fixedNormal32 = null;
  69463. this._uvs32 = null;
  69464. this._colors32 = null;
  69465. this.pickedParticles = null;
  69466. };
  69467. /**
  69468. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69469. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69470. * @returns the SPS.
  69471. */
  69472. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69473. if (!this._isVisibilityBoxLocked) {
  69474. this.mesh.refreshBoundingInfo();
  69475. }
  69476. return this;
  69477. };
  69478. /**
  69479. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69480. * @param size the size (float) of the visibility box
  69481. * note : this doesn't lock the SPS mesh bounding box.
  69482. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69483. */
  69484. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69485. var vis = size / 2;
  69486. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69487. };
  69488. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69489. /**
  69490. * Gets whether the SPS as always visible or not
  69491. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69492. */
  69493. get: function () {
  69494. return this._alwaysVisible;
  69495. },
  69496. /**
  69497. * Sets the SPS as always visible or not
  69498. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69499. */
  69500. set: function (val) {
  69501. this._alwaysVisible = val;
  69502. this.mesh.alwaysSelectAsActiveMesh = val;
  69503. },
  69504. enumerable: true,
  69505. configurable: true
  69506. });
  69507. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69508. /**
  69509. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69510. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69511. */
  69512. get: function () {
  69513. return this._isVisibilityBoxLocked;
  69514. },
  69515. /**
  69516. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69517. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69518. */
  69519. set: function (val) {
  69520. this._isVisibilityBoxLocked = val;
  69521. var boundingInfo = this.mesh.getBoundingInfo();
  69522. boundingInfo.isLocked = val;
  69523. },
  69524. enumerable: true,
  69525. configurable: true
  69526. });
  69527. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69528. /**
  69529. * Gets if `setParticles()` computes the particle rotations or not.
  69530. * Default value : true. The SPS is faster when it's set to false.
  69531. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69532. */
  69533. get: function () {
  69534. return this._computeParticleRotation;
  69535. },
  69536. /**
  69537. * Tells to `setParticles()` to compute the particle rotations or not.
  69538. * Default value : true. The SPS is faster when it's set to false.
  69539. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69540. */
  69541. set: function (val) {
  69542. this._computeParticleRotation = val;
  69543. },
  69544. enumerable: true,
  69545. configurable: true
  69546. });
  69547. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69548. /**
  69549. * Gets if `setParticles()` computes the particle colors or not.
  69550. * Default value : true. The SPS is faster when it's set to false.
  69551. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69552. */
  69553. get: function () {
  69554. return this._computeParticleColor;
  69555. },
  69556. /**
  69557. * Tells to `setParticles()` to compute the particle colors or not.
  69558. * Default value : true. The SPS is faster when it's set to false.
  69559. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69560. */
  69561. set: function (val) {
  69562. this._computeParticleColor = val;
  69563. },
  69564. enumerable: true,
  69565. configurable: true
  69566. });
  69567. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69568. /**
  69569. * Gets if `setParticles()` computes the particle textures or not.
  69570. * Default value : true. The SPS is faster when it's set to false.
  69571. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69572. */
  69573. get: function () {
  69574. return this._computeParticleTexture;
  69575. },
  69576. set: function (val) {
  69577. this._computeParticleTexture = val;
  69578. },
  69579. enumerable: true,
  69580. configurable: true
  69581. });
  69582. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69583. /**
  69584. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69585. * Default value : false. The SPS is faster when it's set to false.
  69586. * Note : the particle custom vertex positions aren't stored values.
  69587. */
  69588. get: function () {
  69589. return this._computeParticleVertex;
  69590. },
  69591. /**
  69592. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69593. * Default value : false. The SPS is faster when it's set to false.
  69594. * Note : the particle custom vertex positions aren't stored values.
  69595. */
  69596. set: function (val) {
  69597. this._computeParticleVertex = val;
  69598. },
  69599. enumerable: true,
  69600. configurable: true
  69601. });
  69602. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69603. /**
  69604. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69605. */
  69606. get: function () {
  69607. return this._computeBoundingBox;
  69608. },
  69609. /**
  69610. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69611. */
  69612. set: function (val) {
  69613. this._computeBoundingBox = val;
  69614. },
  69615. enumerable: true,
  69616. configurable: true
  69617. });
  69618. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69619. /**
  69620. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69621. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69622. * Default : `true`
  69623. */
  69624. get: function () {
  69625. return this._depthSortParticles;
  69626. },
  69627. /**
  69628. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69629. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69630. * Default : `true`
  69631. */
  69632. set: function (val) {
  69633. this._depthSortParticles = val;
  69634. },
  69635. enumerable: true,
  69636. configurable: true
  69637. });
  69638. // =======================================================================
  69639. // Particle behavior logic
  69640. // these following methods may be overwritten by the user to fit his needs
  69641. /**
  69642. * This function does nothing. It may be overwritten to set all the particle first values.
  69643. * The SPS doesn't call this function, you may have to call it by your own.
  69644. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69645. */
  69646. SolidParticleSystem.prototype.initParticles = function () {
  69647. };
  69648. /**
  69649. * This function does nothing. It may be overwritten to recycle a particle.
  69650. * The SPS doesn't call this function, you may have to call it by your own.
  69651. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69652. * @param particle The particle to recycle
  69653. * @returns the recycled particle
  69654. */
  69655. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69656. return particle;
  69657. };
  69658. /**
  69659. * Updates a particle : this function should be overwritten by the user.
  69660. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69661. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69662. * @example : just set a particle position or velocity and recycle conditions
  69663. * @param particle The particle to update
  69664. * @returns the updated particle
  69665. */
  69666. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69667. return particle;
  69668. };
  69669. /**
  69670. * Updates a vertex of a particle : it can be overwritten by the user.
  69671. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69672. * @param particle the current particle
  69673. * @param vertex the current index of the current particle
  69674. * @param pt the index of the current vertex in the particle shape
  69675. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69676. * @example : just set a vertex particle position
  69677. * @returns the updated vertex
  69678. */
  69679. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69680. return vertex;
  69681. };
  69682. /**
  69683. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69684. * This does nothing and may be overwritten by the user.
  69685. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69686. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69687. * @param update the boolean update value actually passed to setParticles()
  69688. */
  69689. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69690. };
  69691. /**
  69692. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69693. * This will be passed three parameters.
  69694. * This does nothing and may be overwritten by the user.
  69695. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69696. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69697. * @param update the boolean update value actually passed to setParticles()
  69698. */
  69699. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69700. };
  69701. return SolidParticleSystem;
  69702. }());
  69703. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69704. })(BABYLON || (BABYLON = {}));
  69705. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69706. var BABYLON;
  69707. (function (BABYLON) {
  69708. /**
  69709. * Class containing static functions to help procedurally build meshes
  69710. */
  69711. var MeshBuilder = /** @class */ (function () {
  69712. function MeshBuilder() {
  69713. }
  69714. MeshBuilder.updateSideOrientation = function (orientation) {
  69715. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69716. return BABYLON.Mesh.DOUBLESIDE;
  69717. }
  69718. if (orientation === undefined || orientation === null) {
  69719. return BABYLON.Mesh.FRONTSIDE;
  69720. }
  69721. return orientation;
  69722. };
  69723. /**
  69724. * Creates a box mesh
  69725. * * The parameter `size` sets the size (float) of each box side (default 1)
  69726. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69727. * * 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)
  69728. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69729. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69730. * * 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
  69731. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69732. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69733. * @param name defines the name of the mesh
  69734. * @param options defines the options used to create the mesh
  69735. * @param scene defines the hosting scene
  69736. * @returns the box mesh
  69737. */
  69738. MeshBuilder.CreateBox = function (name, options, scene) {
  69739. if (scene === void 0) { scene = null; }
  69740. var box = new BABYLON.Mesh(name, scene);
  69741. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69742. box._originalBuilderSideOrientation = options.sideOrientation;
  69743. var vertexData = BABYLON.VertexData.CreateBox(options);
  69744. vertexData.applyToMesh(box, options.updatable);
  69745. return box;
  69746. };
  69747. /**
  69748. * Creates a sphere mesh
  69749. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69750. * * 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`)
  69751. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69752. * * 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
  69753. * * 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)
  69754. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69755. * * 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
  69756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69757. * @param name defines the name of the mesh
  69758. * @param options defines the options used to create the mesh
  69759. * @param scene defines the hosting scene
  69760. * @returns the sphere mesh
  69761. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69762. */
  69763. MeshBuilder.CreateSphere = function (name, options, scene) {
  69764. var sphere = new BABYLON.Mesh(name, scene);
  69765. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69766. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69767. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69768. vertexData.applyToMesh(sphere, options.updatable);
  69769. return sphere;
  69770. };
  69771. /**
  69772. * Creates a plane polygonal mesh. By default, this is a disc
  69773. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69774. * * 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
  69775. * * 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
  69776. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69777. * * 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
  69778. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69779. * @param name defines the name of the mesh
  69780. * @param options defines the options used to create the mesh
  69781. * @param scene defines the hosting scene
  69782. * @returns the plane polygonal mesh
  69783. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69784. */
  69785. MeshBuilder.CreateDisc = function (name, options, scene) {
  69786. if (scene === void 0) { scene = null; }
  69787. var disc = new BABYLON.Mesh(name, scene);
  69788. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69789. disc._originalBuilderSideOrientation = options.sideOrientation;
  69790. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69791. vertexData.applyToMesh(disc, options.updatable);
  69792. return disc;
  69793. };
  69794. /**
  69795. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69796. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69797. * * 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`)
  69798. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69799. * * 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
  69800. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69801. * * 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
  69802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69803. * @param name defines the name of the mesh
  69804. * @param options defines the options used to create the mesh
  69805. * @param scene defines the hosting scene
  69806. * @returns the icosahedron mesh
  69807. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69808. */
  69809. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69810. var sphere = new BABYLON.Mesh(name, scene);
  69811. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69812. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69813. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69814. vertexData.applyToMesh(sphere, options.updatable);
  69815. return sphere;
  69816. };
  69817. /**
  69818. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69819. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69820. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69821. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69822. * * 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
  69823. * * 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
  69824. * * 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
  69825. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69826. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69827. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69828. * * 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
  69829. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69830. * * 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
  69831. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69832. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69833. * @param name defines the name of the mesh
  69834. * @param options defines the options used to create the mesh
  69835. * @param scene defines the hosting scene
  69836. * @returns the ribbon mesh
  69837. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69838. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69839. */
  69840. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69841. if (scene === void 0) { scene = null; }
  69842. var pathArray = options.pathArray;
  69843. var closeArray = options.closeArray;
  69844. var closePath = options.closePath;
  69845. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69846. var instance = options.instance;
  69847. var updatable = options.updatable;
  69848. if (instance) { // existing ribbon instance update
  69849. // positionFunction : ribbon case
  69850. // only pathArray and sideOrientation parameters are taken into account for positions update
  69851. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69852. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69853. var positionFunction = function (positions) {
  69854. var minlg = pathArray[0].length;
  69855. var mesh = instance;
  69856. var i = 0;
  69857. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69858. for (var si = 1; si <= ns; ++si) {
  69859. for (var p = 0; p < pathArray.length; ++p) {
  69860. var path = pathArray[p];
  69861. var l = path.length;
  69862. minlg = (minlg < l) ? minlg : l;
  69863. for (var j = 0; j < minlg; ++j) {
  69864. var pathPoint = path[j];
  69865. positions[i] = pathPoint.x;
  69866. positions[i + 1] = pathPoint.y;
  69867. positions[i + 2] = pathPoint.z;
  69868. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69869. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69870. i += 3;
  69871. }
  69872. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69873. var pathPoint = path[0];
  69874. positions[i] = pathPoint.x;
  69875. positions[i + 1] = pathPoint.y;
  69876. positions[i + 2] = pathPoint.z;
  69877. i += 3;
  69878. }
  69879. }
  69880. }
  69881. };
  69882. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69883. positionFunction(positions);
  69884. if (instance._boundingInfo) {
  69885. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69886. }
  69887. else {
  69888. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69889. }
  69890. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69891. if (options.colors) {
  69892. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69893. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69894. var color = options.colors[c];
  69895. colors[colorIndex] = color.r;
  69896. colors[colorIndex + 1] = color.g;
  69897. colors[colorIndex + 2] = color.b;
  69898. colors[colorIndex + 3] = color.a;
  69899. }
  69900. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69901. }
  69902. if (options.uvs) {
  69903. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69904. for (var i = 0; i < options.uvs.length; i++) {
  69905. uvs[i * 2] = options.uvs[i].x;
  69906. uvs[i * 2 + 1] = options.uvs[i].y;
  69907. }
  69908. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69909. }
  69910. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69911. var indices = instance.getIndices();
  69912. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69913. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69914. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69915. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69916. var indexFirst = 0;
  69917. var indexLast = 0;
  69918. for (var p = 0; p < pathArray.length; p++) {
  69919. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69920. if (p + 1 < pathArray.length) {
  69921. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69922. }
  69923. else {
  69924. indexLast = normals.length - 3;
  69925. }
  69926. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69927. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69928. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69929. normals[indexLast] = normals[indexFirst];
  69930. normals[indexLast + 1] = normals[indexFirst + 1];
  69931. normals[indexLast + 2] = normals[indexFirst + 2];
  69932. }
  69933. }
  69934. if (!(instance.areNormalsFrozen)) {
  69935. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69936. }
  69937. }
  69938. return instance;
  69939. }
  69940. else { // new ribbon creation
  69941. var ribbon = new BABYLON.Mesh(name, scene);
  69942. ribbon._originalBuilderSideOrientation = sideOrientation;
  69943. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69944. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69945. if (closePath) {
  69946. ribbon._creationDataStorage.idx = vertexData._idx;
  69947. }
  69948. ribbon._creationDataStorage.closePath = closePath;
  69949. ribbon._creationDataStorage.closeArray = closeArray;
  69950. vertexData.applyToMesh(ribbon, updatable);
  69951. return ribbon;
  69952. }
  69953. };
  69954. /**
  69955. * Creates a cylinder or a cone mesh
  69956. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69957. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69958. * * 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.
  69959. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69960. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69961. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69962. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69963. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69964. * * 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).
  69965. * * 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
  69966. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69967. * * 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
  69968. * * 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.
  69969. * * If `enclose` is false, a ring surface is one element.
  69970. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69971. * * 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
  69972. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69973. * * 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
  69974. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69975. * @param name defines the name of the mesh
  69976. * @param options defines the options used to create the mesh
  69977. * @param scene defines the hosting scene
  69978. * @returns the cylinder mesh
  69979. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69980. */
  69981. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69982. var cylinder = new BABYLON.Mesh(name, scene);
  69983. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69984. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69985. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69986. vertexData.applyToMesh(cylinder, options.updatable);
  69987. return cylinder;
  69988. };
  69989. /**
  69990. * Creates a torus mesh
  69991. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69992. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69993. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69994. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69995. * * 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
  69996. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69997. * @param name defines the name of the mesh
  69998. * @param options defines the options used to create the mesh
  69999. * @param scene defines the hosting scene
  70000. * @returns the torus mesh
  70001. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  70002. */
  70003. MeshBuilder.CreateTorus = function (name, options, scene) {
  70004. var torus = new BABYLON.Mesh(name, scene);
  70005. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70006. torus._originalBuilderSideOrientation = options.sideOrientation;
  70007. var vertexData = BABYLON.VertexData.CreateTorus(options);
  70008. vertexData.applyToMesh(torus, options.updatable);
  70009. return torus;
  70010. };
  70011. /**
  70012. * Creates a torus knot mesh
  70013. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  70014. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  70015. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  70016. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  70017. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70018. * * 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
  70019. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70020. * @param name defines the name of the mesh
  70021. * @param options defines the options used to create the mesh
  70022. * @param scene defines the hosting scene
  70023. * @returns the torus knot mesh
  70024. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  70025. */
  70026. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  70027. var torusKnot = new BABYLON.Mesh(name, scene);
  70028. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70029. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  70030. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  70031. vertexData.applyToMesh(torusKnot, options.updatable);
  70032. return torusKnot;
  70033. };
  70034. /**
  70035. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  70036. * * 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
  70037. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  70038. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  70039. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  70040. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  70041. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  70042. * * 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
  70043. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  70044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70045. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  70046. * @param name defines the name of the new line system
  70047. * @param options defines the options used to create the line system
  70048. * @param scene defines the hosting scene
  70049. * @returns a new line system mesh
  70050. */
  70051. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  70052. var instance = options.instance;
  70053. var lines = options.lines;
  70054. var colors = options.colors;
  70055. if (instance) { // lines update
  70056. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70057. var vertexColor;
  70058. var lineColors;
  70059. if (colors) {
  70060. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  70061. }
  70062. var i = 0;
  70063. var c = 0;
  70064. for (var l = 0; l < lines.length; l++) {
  70065. var points = lines[l];
  70066. for (var p = 0; p < points.length; p++) {
  70067. positions[i] = points[p].x;
  70068. positions[i + 1] = points[p].y;
  70069. positions[i + 2] = points[p].z;
  70070. if (colors && vertexColor) {
  70071. lineColors = colors[l];
  70072. vertexColor[c] = lineColors[p].r;
  70073. vertexColor[c + 1] = lineColors[p].g;
  70074. vertexColor[c + 2] = lineColors[p].b;
  70075. vertexColor[c + 3] = lineColors[p].a;
  70076. c += 4;
  70077. }
  70078. i += 3;
  70079. }
  70080. }
  70081. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  70082. if (colors && vertexColor) {
  70083. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  70084. }
  70085. return instance;
  70086. }
  70087. // line system creation
  70088. var useVertexColor = (colors) ? true : false;
  70089. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  70090. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  70091. vertexData.applyToMesh(lineSystem, options.updatable);
  70092. return lineSystem;
  70093. };
  70094. /**
  70095. * Creates a line mesh
  70096. * 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
  70097. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70098. * * The parameter `points` is an array successive Vector3
  70099. * * 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
  70100. * * The optional parameter `colors` is an array of successive Color4, one per line point
  70101. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  70102. * * When updating an instance, remember that only point positions can change, not the number of points
  70103. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70104. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  70105. * @param name defines the name of the new line system
  70106. * @param options defines the options used to create the line system
  70107. * @param scene defines the hosting scene
  70108. * @returns a new line mesh
  70109. */
  70110. MeshBuilder.CreateLines = function (name, options, scene) {
  70111. if (scene === void 0) { scene = null; }
  70112. var colors = (options.colors) ? [options.colors] : null;
  70113. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  70114. return lines;
  70115. };
  70116. /**
  70117. * Creates a dashed line mesh
  70118. * * 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
  70119. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70120. * * The parameter `points` is an array successive Vector3
  70121. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  70122. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  70123. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  70124. * * 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
  70125. * * When updating an instance, remember that only point positions can change, not the number of points
  70126. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70127. * @param name defines the name of the mesh
  70128. * @param options defines the options used to create the mesh
  70129. * @param scene defines the hosting scene
  70130. * @returns the dashed line mesh
  70131. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  70132. */
  70133. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  70134. if (scene === void 0) { scene = null; }
  70135. var points = options.points;
  70136. var instance = options.instance;
  70137. var gapSize = options.gapSize || 1;
  70138. var dashSize = options.dashSize || 3;
  70139. if (instance) { // dashed lines update
  70140. var positionFunction = function (positions) {
  70141. var curvect = BABYLON.Vector3.Zero();
  70142. var nbSeg = positions.length / 6;
  70143. var lg = 0;
  70144. var nb = 0;
  70145. var shft = 0;
  70146. var dashshft = 0;
  70147. var curshft = 0;
  70148. var p = 0;
  70149. var i = 0;
  70150. var j = 0;
  70151. for (i = 0; i < points.length - 1; i++) {
  70152. points[i + 1].subtractToRef(points[i], curvect);
  70153. lg += curvect.length();
  70154. }
  70155. shft = lg / nbSeg;
  70156. var dashSize = instance._creationDataStorage.dashSize;
  70157. var gapSize = instance._creationDataStorage.gapSize;
  70158. dashshft = dashSize * shft / (dashSize + gapSize);
  70159. for (i = 0; i < points.length - 1; i++) {
  70160. points[i + 1].subtractToRef(points[i], curvect);
  70161. nb = Math.floor(curvect.length() / shft);
  70162. curvect.normalize();
  70163. j = 0;
  70164. while (j < nb && p < positions.length) {
  70165. curshft = shft * j;
  70166. positions[p] = points[i].x + curshft * curvect.x;
  70167. positions[p + 1] = points[i].y + curshft * curvect.y;
  70168. positions[p + 2] = points[i].z + curshft * curvect.z;
  70169. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70170. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70171. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70172. p += 6;
  70173. j++;
  70174. }
  70175. }
  70176. while (p < positions.length) {
  70177. positions[p] = points[i].x;
  70178. positions[p + 1] = points[i].y;
  70179. positions[p + 2] = points[i].z;
  70180. p += 3;
  70181. }
  70182. };
  70183. instance.updateMeshPositions(positionFunction, false);
  70184. return instance;
  70185. }
  70186. // dashed lines creation
  70187. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70188. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70189. vertexData.applyToMesh(dashedLines, options.updatable);
  70190. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70191. dashedLines._creationDataStorage.dashSize = dashSize;
  70192. dashedLines._creationDataStorage.gapSize = gapSize;
  70193. return dashedLines;
  70194. };
  70195. /**
  70196. * 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.
  70197. * * 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.
  70198. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70199. * * 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.
  70200. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70201. * * 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
  70202. * * 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
  70203. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70204. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70205. * * 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
  70206. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70207. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70208. * @param name defines the name of the mesh
  70209. * @param options defines the options used to create the mesh
  70210. * @param scene defines the hosting scene
  70211. * @returns the extruded shape mesh
  70212. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70213. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70214. */
  70215. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70216. if (scene === void 0) { scene = null; }
  70217. var path = options.path;
  70218. var shape = options.shape;
  70219. var scale = options.scale || 1;
  70220. var rotation = options.rotation || 0;
  70221. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70222. var updatable = options.updatable;
  70223. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70224. var instance = options.instance || null;
  70225. var invertUV = options.invertUV || false;
  70226. 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);
  70227. };
  70228. /**
  70229. * Creates an custom extruded shape mesh.
  70230. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70231. * * 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.
  70232. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70233. * * 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
  70234. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70235. * * 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
  70236. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70237. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70238. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70239. * * 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
  70240. * * 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
  70241. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70242. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70243. * * 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
  70244. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70246. * @param name defines the name of the mesh
  70247. * @param options defines the options used to create the mesh
  70248. * @param scene defines the hosting scene
  70249. * @returns the custom extruded shape mesh
  70250. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70251. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70252. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70253. */
  70254. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70255. var path = options.path;
  70256. var shape = options.shape;
  70257. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70258. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70259. var ribbonCloseArray = options.ribbonCloseArray || false;
  70260. var ribbonClosePath = options.ribbonClosePath || false;
  70261. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70262. var updatable = options.updatable;
  70263. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70264. var instance = options.instance;
  70265. var invertUV = options.invertUV || false;
  70266. 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);
  70267. };
  70268. /**
  70269. * Creates lathe mesh.
  70270. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70271. * * 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
  70272. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70273. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70274. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70275. * * 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
  70276. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70277. * * 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
  70278. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70279. * * 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
  70280. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70281. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70282. * @param name defines the name of the mesh
  70283. * @param options defines the options used to create the mesh
  70284. * @param scene defines the hosting scene
  70285. * @returns the lathe mesh
  70286. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70287. */
  70288. MeshBuilder.CreateLathe = function (name, options, scene) {
  70289. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70290. var closed = (options.closed === undefined) ? true : options.closed;
  70291. var shape = options.shape;
  70292. var radius = options.radius || 1;
  70293. var tessellation = options.tessellation || 64;
  70294. var clip = options.clip || 0;
  70295. var updatable = options.updatable;
  70296. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70297. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70298. var pi2 = Math.PI * 2;
  70299. var paths = new Array();
  70300. var invertUV = options.invertUV || false;
  70301. var i = 0;
  70302. var p = 0;
  70303. var step = pi2 / tessellation * arc;
  70304. var rotated;
  70305. var path = new Array();
  70306. for (i = 0; i <= tessellation - clip; i++) {
  70307. var path = [];
  70308. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70309. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70310. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70311. }
  70312. for (p = 0; p < shape.length; p++) {
  70313. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70314. path.push(rotated);
  70315. }
  70316. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70317. 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));
  70318. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70319. }
  70320. paths.push(path);
  70321. }
  70322. // lathe ribbon
  70323. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70324. return lathe;
  70325. };
  70326. /**
  70327. * Creates a plane mesh
  70328. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70329. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70330. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70331. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70332. * * 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
  70333. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70334. * @param name defines the name of the mesh
  70335. * @param options defines the options used to create the mesh
  70336. * @param scene defines the hosting scene
  70337. * @returns the plane mesh
  70338. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70339. */
  70340. MeshBuilder.CreatePlane = function (name, options, scene) {
  70341. var plane = new BABYLON.Mesh(name, scene);
  70342. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70343. plane._originalBuilderSideOrientation = options.sideOrientation;
  70344. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70345. vertexData.applyToMesh(plane, options.updatable);
  70346. if (options.sourcePlane) {
  70347. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70348. plane.setDirection(options.sourcePlane.normal.scale(-1));
  70349. }
  70350. return plane;
  70351. };
  70352. /**
  70353. * Creates a ground mesh
  70354. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70355. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70356. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70357. * @param name defines the name of the mesh
  70358. * @param options defines the options used to create the mesh
  70359. * @param scene defines the hosting scene
  70360. * @returns the ground mesh
  70361. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70362. */
  70363. MeshBuilder.CreateGround = function (name, options, scene) {
  70364. var ground = new BABYLON.GroundMesh(name, scene);
  70365. ground._setReady(false);
  70366. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70367. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70368. ground._width = options.width || 1;
  70369. ground._height = options.height || 1;
  70370. ground._maxX = ground._width / 2;
  70371. ground._maxZ = ground._height / 2;
  70372. ground._minX = -ground._maxX;
  70373. ground._minZ = -ground._maxZ;
  70374. var vertexData = BABYLON.VertexData.CreateGround(options);
  70375. vertexData.applyToMesh(ground, options.updatable);
  70376. ground._setReady(true);
  70377. return ground;
  70378. };
  70379. /**
  70380. * Creates a tiled ground mesh
  70381. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70382. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70383. * * 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
  70384. * * 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
  70385. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70386. * @param name defines the name of the mesh
  70387. * @param options defines the options used to create the mesh
  70388. * @param scene defines the hosting scene
  70389. * @returns the tiled ground mesh
  70390. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70391. */
  70392. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70393. var tiledGround = new BABYLON.Mesh(name, scene);
  70394. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70395. vertexData.applyToMesh(tiledGround, options.updatable);
  70396. return tiledGround;
  70397. };
  70398. /**
  70399. * Creates a ground mesh from a height map
  70400. * * The parameter `url` sets the URL of the height map image resource.
  70401. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70402. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70403. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70404. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70405. * * 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.
  70406. * * 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).
  70407. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70408. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70409. * @param name defines the name of the mesh
  70410. * @param url defines the url to the height map
  70411. * @param options defines the options used to create the mesh
  70412. * @param scene defines the hosting scene
  70413. * @returns the ground mesh
  70414. * @see https://doc.babylonjs.com/babylon101/height_map
  70415. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70416. */
  70417. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70418. var width = options.width || 10.0;
  70419. var height = options.height || 10.0;
  70420. var subdivisions = options.subdivisions || 1 | 0;
  70421. var minHeight = options.minHeight || 0.0;
  70422. var maxHeight = options.maxHeight || 1.0;
  70423. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70424. var alphaFilter = options.alphaFilter || 0.0;
  70425. var updatable = options.updatable;
  70426. var onReady = options.onReady;
  70427. var ground = new BABYLON.GroundMesh(name, scene);
  70428. ground._subdivisionsX = subdivisions;
  70429. ground._subdivisionsY = subdivisions;
  70430. ground._width = width;
  70431. ground._height = height;
  70432. ground._maxX = ground._width / 2.0;
  70433. ground._maxZ = ground._height / 2.0;
  70434. ground._minX = -ground._maxX;
  70435. ground._minZ = -ground._maxZ;
  70436. ground._setReady(false);
  70437. var onload = function (img) {
  70438. // Getting height map data
  70439. var canvas = document.createElement("canvas");
  70440. var context = canvas.getContext("2d");
  70441. if (!context) {
  70442. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70443. }
  70444. if (scene.isDisposed) {
  70445. return;
  70446. }
  70447. var bufferWidth = img.width;
  70448. var bufferHeight = img.height;
  70449. canvas.width = bufferWidth;
  70450. canvas.height = bufferHeight;
  70451. context.drawImage(img, 0, 0);
  70452. // Create VertexData from map data
  70453. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70454. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70455. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70456. width: width, height: height,
  70457. subdivisions: subdivisions,
  70458. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70459. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70460. alphaFilter: alphaFilter
  70461. });
  70462. vertexData.applyToMesh(ground, updatable);
  70463. //execute ready callback, if set
  70464. if (onReady) {
  70465. onReady(ground);
  70466. }
  70467. ground._setReady(true);
  70468. };
  70469. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70470. return ground;
  70471. };
  70472. /**
  70473. * Creates a polygon mesh
  70474. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70475. * * 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
  70476. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70477. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70478. * * 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)
  70479. * * Remember you can only change the shape positions, not their number when updating a polygon
  70480. * @param name defines the name of the mesh
  70481. * @param options defines the options used to create the mesh
  70482. * @param scene defines the hosting scene
  70483. * @returns the polygon mesh
  70484. */
  70485. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70486. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70487. var shape = options.shape;
  70488. var holes = options.holes || [];
  70489. var depth = options.depth || 0;
  70490. var contours = [];
  70491. var hole = [];
  70492. for (var i = 0; i < shape.length; i++) {
  70493. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70494. }
  70495. var epsilon = 0.00000001;
  70496. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70497. contours.pop();
  70498. }
  70499. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70500. for (var hNb = 0; hNb < holes.length; hNb++) {
  70501. hole = [];
  70502. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70503. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70504. }
  70505. polygonTriangulation.addHole(hole);
  70506. }
  70507. var polygon = polygonTriangulation.build(options.updatable, depth);
  70508. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70509. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70510. vertexData.applyToMesh(polygon, options.updatable);
  70511. return polygon;
  70512. };
  70513. /**
  70514. * Creates an extruded polygon mesh, with depth in the Y direction.
  70515. * * 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)
  70516. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70517. * @param name defines the name of the mesh
  70518. * @param options defines the options used to create the mesh
  70519. * @param scene defines the hosting scene
  70520. * @returns the polygon mesh
  70521. */
  70522. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70523. return MeshBuilder.CreatePolygon(name, options, scene);
  70524. };
  70525. /**
  70526. * Creates a tube mesh.
  70527. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70528. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70529. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70530. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70531. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70532. * * 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)
  70533. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70534. * * 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
  70535. * * 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
  70536. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70537. * * 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
  70538. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70539. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70540. * @param name defines the name of the mesh
  70541. * @param options defines the options used to create the mesh
  70542. * @param scene defines the hosting scene
  70543. * @returns the tube mesh
  70544. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70545. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70546. */
  70547. MeshBuilder.CreateTube = function (name, options, scene) {
  70548. var path = options.path;
  70549. var instance = options.instance;
  70550. var radius = 1.0;
  70551. if (options.radius !== undefined) {
  70552. radius = options.radius;
  70553. }
  70554. else if (instance) {
  70555. radius = instance._creationDataStorage.radius;
  70556. }
  70557. var tessellation = options.tessellation || 64 | 0;
  70558. var radiusFunction = options.radiusFunction || null;
  70559. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70560. var invertUV = options.invertUV || false;
  70561. var updatable = options.updatable;
  70562. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70563. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70564. // tube geometry
  70565. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70566. var tangents = path3D.getTangents();
  70567. var normals = path3D.getNormals();
  70568. var distances = path3D.getDistances();
  70569. var pi2 = Math.PI * 2;
  70570. var step = pi2 / tessellation * arc;
  70571. var returnRadius = function () { return radius; };
  70572. var radiusFunctionFinal = radiusFunction || returnRadius;
  70573. var circlePath;
  70574. var rad;
  70575. var normal;
  70576. var rotated;
  70577. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70578. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70579. for (var i = 0; i < path.length; i++) {
  70580. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70581. circlePath = Array(); // current circle array
  70582. normal = normals[i]; // current normal
  70583. for (var t = 0; t < tessellation; t++) {
  70584. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70585. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70586. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70587. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70588. circlePath[t] = rotated;
  70589. }
  70590. circlePaths[index] = circlePath;
  70591. index++;
  70592. }
  70593. // cap
  70594. var capPath = function (nbPoints, pathIndex) {
  70595. var pointCap = Array();
  70596. for (var i = 0; i < nbPoints; i++) {
  70597. pointCap.push(path[pathIndex]);
  70598. }
  70599. return pointCap;
  70600. };
  70601. switch (cap) {
  70602. case BABYLON.Mesh.NO_CAP:
  70603. break;
  70604. case BABYLON.Mesh.CAP_START:
  70605. circlePaths[0] = capPath(tessellation, 0);
  70606. circlePaths[1] = circlePaths[2].slice(0);
  70607. break;
  70608. case BABYLON.Mesh.CAP_END:
  70609. circlePaths[index] = circlePaths[index - 1].slice(0);
  70610. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70611. break;
  70612. case BABYLON.Mesh.CAP_ALL:
  70613. circlePaths[0] = capPath(tessellation, 0);
  70614. circlePaths[1] = circlePaths[2].slice(0);
  70615. circlePaths[index] = circlePaths[index - 1].slice(0);
  70616. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70617. break;
  70618. default:
  70619. break;
  70620. }
  70621. return circlePaths;
  70622. };
  70623. var path3D;
  70624. var pathArray;
  70625. if (instance) { // tube update
  70626. var storage = instance._creationDataStorage;
  70627. var arc = options.arc || storage.arc;
  70628. path3D = storage.path3D.update(path);
  70629. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70630. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70631. // Update mode, no need to recreate the storage.
  70632. storage.path3D = path3D;
  70633. storage.pathArray = pathArray;
  70634. storage.arc = arc;
  70635. storage.radius = radius;
  70636. return instance;
  70637. }
  70638. // tube creation
  70639. path3D = new BABYLON.Path3D(path);
  70640. var newPathArray = new Array();
  70641. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70642. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70643. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70644. tube._creationDataStorage.pathArray = pathArray;
  70645. tube._creationDataStorage.path3D = path3D;
  70646. tube._creationDataStorage.tessellation = tessellation;
  70647. tube._creationDataStorage.cap = cap;
  70648. tube._creationDataStorage.arc = options.arc;
  70649. tube._creationDataStorage.radius = radius;
  70650. return tube;
  70651. };
  70652. /**
  70653. * Creates a polyhedron mesh
  70654. * * 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
  70655. * * The parameter `size` (positive float, default 1) sets the polygon size
  70656. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70657. * * 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`
  70658. * * 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
  70659. * * 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)`)
  70660. * * 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
  70661. * * 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
  70662. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70663. * * 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
  70664. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70665. * @param name defines the name of the mesh
  70666. * @param options defines the options used to create the mesh
  70667. * @param scene defines the hosting scene
  70668. * @returns the polyhedron mesh
  70669. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70670. */
  70671. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70672. var polyhedron = new BABYLON.Mesh(name, scene);
  70673. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70674. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70675. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70676. vertexData.applyToMesh(polyhedron, options.updatable);
  70677. return polyhedron;
  70678. };
  70679. /**
  70680. * Creates a decal mesh.
  70681. * 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
  70682. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70683. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70684. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70685. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70686. * @param name defines the name of the mesh
  70687. * @param sourceMesh defines the mesh where the decal must be applied
  70688. * @param options defines the options used to create the mesh
  70689. * @param scene defines the hosting scene
  70690. * @returns the decal mesh
  70691. * @see https://doc.babylonjs.com/how_to/decals
  70692. */
  70693. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70694. var indices = sourceMesh.getIndices();
  70695. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70696. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70697. var position = options.position || BABYLON.Vector3.Zero();
  70698. var normal = options.normal || BABYLON.Vector3.Up();
  70699. var size = options.size || BABYLON.Vector3.One();
  70700. var angle = options.angle || 0;
  70701. // Getting correct rotation
  70702. if (!normal) {
  70703. var target = new BABYLON.Vector3(0, 0, 1);
  70704. var camera = sourceMesh.getScene().activeCamera;
  70705. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70706. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70707. }
  70708. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70709. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70710. var pitch = Math.atan2(normal.y, len);
  70711. // Matrix
  70712. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70713. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70714. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70715. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70716. var vertexData = new BABYLON.VertexData();
  70717. vertexData.indices = [];
  70718. vertexData.positions = [];
  70719. vertexData.normals = [];
  70720. vertexData.uvs = [];
  70721. var currentVertexDataIndex = 0;
  70722. var extractDecalVector3 = function (indexId) {
  70723. var result = new BABYLON.PositionNormalVertex();
  70724. if (!indices || !positions || !normals) {
  70725. return result;
  70726. }
  70727. var vertexId = indices[indexId];
  70728. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70729. // Send vector to decal local world
  70730. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70731. // Get normal
  70732. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70733. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70734. return result;
  70735. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70736. var clip = function (vertices, axis) {
  70737. if (vertices.length === 0) {
  70738. return vertices;
  70739. }
  70740. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70741. var clipVertices = function (v0, v1) {
  70742. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70743. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70744. };
  70745. var result = new Array();
  70746. for (var index = 0; index < vertices.length; index += 3) {
  70747. var v1Out;
  70748. var v2Out;
  70749. var v3Out;
  70750. var total = 0;
  70751. var nV1 = null;
  70752. var nV2 = null;
  70753. var nV3 = null;
  70754. var nV4 = null;
  70755. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70756. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70757. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70758. v1Out = d1 > 0;
  70759. v2Out = d2 > 0;
  70760. v3Out = d3 > 0;
  70761. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70762. switch (total) {
  70763. case 0:
  70764. result.push(vertices[index]);
  70765. result.push(vertices[index + 1]);
  70766. result.push(vertices[index + 2]);
  70767. break;
  70768. case 1:
  70769. if (v1Out) {
  70770. nV1 = vertices[index + 1];
  70771. nV2 = vertices[index + 2];
  70772. nV3 = clipVertices(vertices[index], nV1);
  70773. nV4 = clipVertices(vertices[index], nV2);
  70774. }
  70775. if (v2Out) {
  70776. nV1 = vertices[index];
  70777. nV2 = vertices[index + 2];
  70778. nV3 = clipVertices(vertices[index + 1], nV1);
  70779. nV4 = clipVertices(vertices[index + 1], nV2);
  70780. result.push(nV3);
  70781. result.push(nV2.clone());
  70782. result.push(nV1.clone());
  70783. result.push(nV2.clone());
  70784. result.push(nV3.clone());
  70785. result.push(nV4);
  70786. break;
  70787. }
  70788. if (v3Out) {
  70789. nV1 = vertices[index];
  70790. nV2 = vertices[index + 1];
  70791. nV3 = clipVertices(vertices[index + 2], nV1);
  70792. nV4 = clipVertices(vertices[index + 2], nV2);
  70793. }
  70794. if (nV1 && nV2 && nV3 && nV4) {
  70795. result.push(nV1.clone());
  70796. result.push(nV2.clone());
  70797. result.push(nV3);
  70798. result.push(nV4);
  70799. result.push(nV3.clone());
  70800. result.push(nV2.clone());
  70801. }
  70802. break;
  70803. case 2:
  70804. if (!v1Out) {
  70805. nV1 = vertices[index].clone();
  70806. nV2 = clipVertices(nV1, vertices[index + 1]);
  70807. nV3 = clipVertices(nV1, vertices[index + 2]);
  70808. result.push(nV1);
  70809. result.push(nV2);
  70810. result.push(nV3);
  70811. }
  70812. if (!v2Out) {
  70813. nV1 = vertices[index + 1].clone();
  70814. nV2 = clipVertices(nV1, vertices[index + 2]);
  70815. nV3 = clipVertices(nV1, vertices[index]);
  70816. result.push(nV1);
  70817. result.push(nV2);
  70818. result.push(nV3);
  70819. }
  70820. if (!v3Out) {
  70821. nV1 = vertices[index + 2].clone();
  70822. nV2 = clipVertices(nV1, vertices[index]);
  70823. nV3 = clipVertices(nV1, vertices[index + 1]);
  70824. result.push(nV1);
  70825. result.push(nV2);
  70826. result.push(nV3);
  70827. }
  70828. break;
  70829. case 3:
  70830. break;
  70831. }
  70832. }
  70833. return result;
  70834. };
  70835. for (var index = 0; index < indices.length; index += 3) {
  70836. var faceVertices = new Array();
  70837. faceVertices.push(extractDecalVector3(index));
  70838. faceVertices.push(extractDecalVector3(index + 1));
  70839. faceVertices.push(extractDecalVector3(index + 2));
  70840. // Clip
  70841. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70842. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70843. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70844. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70845. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70846. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70847. if (faceVertices.length === 0) {
  70848. continue;
  70849. }
  70850. // Add UVs and get back to world
  70851. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70852. var vertex = faceVertices[vIndex];
  70853. //TODO check for Int32Array | Uint32Array | Uint16Array
  70854. vertexData.indices.push(currentVertexDataIndex);
  70855. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70856. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70857. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70858. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70859. currentVertexDataIndex++;
  70860. }
  70861. }
  70862. // Return mesh
  70863. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70864. vertexData.applyToMesh(decal);
  70865. decal.position = position.clone();
  70866. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70867. return decal;
  70868. };
  70869. // Privates
  70870. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70871. // extrusion geometry
  70872. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70873. var tangents = path3D.getTangents();
  70874. var normals = path3D.getNormals();
  70875. var binormals = path3D.getBinormals();
  70876. var distances = path3D.getDistances();
  70877. var angle = 0;
  70878. var returnScale = function () { return scale !== null ? scale : 1; };
  70879. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70880. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70881. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70882. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70883. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70884. for (var i = 0; i < curve.length; i++) {
  70885. var shapePath = new Array();
  70886. var angleStep = rotate(i, distances[i]);
  70887. var scaleRatio = scl(i, distances[i]);
  70888. for (var p = 0; p < shape.length; p++) {
  70889. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70890. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70891. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70892. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70893. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70894. shapePath[p] = rotated;
  70895. }
  70896. shapePaths[index] = shapePath;
  70897. angle += angleStep;
  70898. index++;
  70899. }
  70900. // cap
  70901. var capPath = function (shapePath) {
  70902. var pointCap = Array();
  70903. var barycenter = BABYLON.Vector3.Zero();
  70904. var i;
  70905. for (i = 0; i < shapePath.length; i++) {
  70906. barycenter.addInPlace(shapePath[i]);
  70907. }
  70908. barycenter.scaleInPlace(1.0 / shapePath.length);
  70909. for (i = 0; i < shapePath.length; i++) {
  70910. pointCap.push(barycenter);
  70911. }
  70912. return pointCap;
  70913. };
  70914. switch (cap) {
  70915. case BABYLON.Mesh.NO_CAP:
  70916. break;
  70917. case BABYLON.Mesh.CAP_START:
  70918. shapePaths[0] = capPath(shapePaths[2]);
  70919. shapePaths[1] = shapePaths[2];
  70920. break;
  70921. case BABYLON.Mesh.CAP_END:
  70922. shapePaths[index] = shapePaths[index - 1];
  70923. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70924. break;
  70925. case BABYLON.Mesh.CAP_ALL:
  70926. shapePaths[0] = capPath(shapePaths[2]);
  70927. shapePaths[1] = shapePaths[2];
  70928. shapePaths[index] = shapePaths[index - 1];
  70929. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70930. break;
  70931. default:
  70932. break;
  70933. }
  70934. return shapePaths;
  70935. };
  70936. var path3D;
  70937. var pathArray;
  70938. if (instance) { // instance update
  70939. var storage = instance._creationDataStorage;
  70940. path3D = storage.path3D.update(curve);
  70941. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70942. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70943. return instance;
  70944. }
  70945. // extruded shape creation
  70946. path3D = new BABYLON.Path3D(curve);
  70947. var newShapePaths = new Array();
  70948. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70949. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70950. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70951. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70952. extrudedGeneric._creationDataStorage.path3D = path3D;
  70953. extrudedGeneric._creationDataStorage.cap = cap;
  70954. return extrudedGeneric;
  70955. };
  70956. return MeshBuilder;
  70957. }());
  70958. BABYLON.MeshBuilder = MeshBuilder;
  70959. })(BABYLON || (BABYLON = {}));
  70960. //# sourceMappingURL=babylon.meshBuilder.js.map
  70961. var BABYLON;
  70962. (function (BABYLON) {
  70963. /**
  70964. * Draco compression (https://google.github.io/draco/)
  70965. *
  70966. * This class wraps the Draco module.
  70967. *
  70968. * **Encoder**
  70969. *
  70970. * The encoder is not currently implemented.
  70971. *
  70972. * **Decoder**
  70973. *
  70974. * 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.
  70975. *
  70976. * To update the configuration, use the following code:
  70977. * ```javascript
  70978. * BABYLON.DracoCompression.Configuration = {
  70979. * decoder: {
  70980. * wasmUrl: "<url to the WebAssembly library>",
  70981. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70982. * fallbackUrl: "<url to the fallback JavaScript library>",
  70983. * }
  70984. * };
  70985. * ```
  70986. *
  70987. * 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.
  70988. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70989. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70990. *
  70991. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70992. * ```javascript
  70993. * var dracoCompression = new BABYLON.DracoCompression();
  70994. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70995. * [BABYLON.VertexBuffer.PositionKind]: 0
  70996. * });
  70997. * ```
  70998. *
  70999. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  71000. */
  71001. var DracoCompression = /** @class */ (function () {
  71002. /**
  71003. * Constructor
  71004. */
  71005. function DracoCompression() {
  71006. }
  71007. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  71008. /**
  71009. * Returns true if the decoder is available.
  71010. */
  71011. get: function () {
  71012. if (typeof DracoDecoderModule !== "undefined") {
  71013. return true;
  71014. }
  71015. var decoder = DracoCompression.Configuration.decoder;
  71016. if (decoder) {
  71017. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71018. return true;
  71019. }
  71020. if (decoder.fallbackUrl) {
  71021. return true;
  71022. }
  71023. }
  71024. return false;
  71025. },
  71026. enumerable: true,
  71027. configurable: true
  71028. });
  71029. /**
  71030. * Stop all async operations and release resources.
  71031. */
  71032. DracoCompression.prototype.dispose = function () {
  71033. };
  71034. /**
  71035. * Decode Draco compressed mesh data to vertex data.
  71036. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  71037. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  71038. * @returns A promise that resolves with the decoded vertex data
  71039. */
  71040. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  71041. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  71042. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  71043. var module = wrappedModule.module;
  71044. var vertexData = new BABYLON.VertexData();
  71045. var buffer = new module.DecoderBuffer();
  71046. buffer.Init(dataView, dataView.byteLength);
  71047. var decoder = new module.Decoder();
  71048. var geometry;
  71049. var status;
  71050. try {
  71051. var type = decoder.GetEncodedGeometryType(buffer);
  71052. switch (type) {
  71053. case module.TRIANGULAR_MESH:
  71054. geometry = new module.Mesh();
  71055. status = decoder.DecodeBufferToMesh(buffer, geometry);
  71056. break;
  71057. case module.POINT_CLOUD:
  71058. geometry = new module.PointCloud();
  71059. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  71060. break;
  71061. default:
  71062. throw new Error("Invalid geometry type " + type);
  71063. }
  71064. if (!status.ok() || !geometry.ptr) {
  71065. throw new Error(status.error_msg());
  71066. }
  71067. var numPoints = geometry.num_points();
  71068. if (type === module.TRIANGULAR_MESH) {
  71069. var numFaces = geometry.num_faces();
  71070. var faceIndices = new module.DracoInt32Array();
  71071. try {
  71072. var indices = new Uint32Array(numFaces * 3);
  71073. for (var i = 0; i < numFaces; i++) {
  71074. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  71075. var offset = i * 3;
  71076. indices[offset + 0] = faceIndices.GetValue(0);
  71077. indices[offset + 1] = faceIndices.GetValue(1);
  71078. indices[offset + 2] = faceIndices.GetValue(2);
  71079. }
  71080. vertexData.indices = indices;
  71081. }
  71082. finally {
  71083. module.destroy(faceIndices);
  71084. }
  71085. }
  71086. for (var kind in attributes) {
  71087. var uniqueId = attributes[kind];
  71088. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  71089. var dracoData = new module.DracoFloat32Array();
  71090. try {
  71091. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  71092. var babylonData = new Float32Array(numPoints * attribute.num_components());
  71093. for (var i = 0; i < babylonData.length; i++) {
  71094. babylonData[i] = dracoData.GetValue(i);
  71095. }
  71096. vertexData.set(babylonData, kind);
  71097. }
  71098. finally {
  71099. module.destroy(dracoData);
  71100. }
  71101. }
  71102. }
  71103. finally {
  71104. if (geometry) {
  71105. module.destroy(geometry);
  71106. }
  71107. module.destroy(decoder);
  71108. module.destroy(buffer);
  71109. }
  71110. return vertexData;
  71111. });
  71112. };
  71113. DracoCompression._GetDecoderModule = function () {
  71114. if (!DracoCompression._DecoderModulePromise) {
  71115. var promise = null;
  71116. var config_1 = {};
  71117. if (typeof DracoDecoderModule !== "undefined") {
  71118. promise = Promise.resolve();
  71119. }
  71120. else {
  71121. var decoder = DracoCompression.Configuration.decoder;
  71122. if (decoder) {
  71123. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71124. promise = Promise.all([
  71125. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  71126. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  71127. config_1.wasmBinary = data;
  71128. })
  71129. ]);
  71130. }
  71131. else if (decoder.fallbackUrl) {
  71132. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  71133. }
  71134. }
  71135. }
  71136. if (!promise) {
  71137. throw new Error("Draco decoder module is not available");
  71138. }
  71139. DracoCompression._DecoderModulePromise = promise.then(function () {
  71140. return new Promise(function (resolve) {
  71141. config_1.onModuleLoaded = function (decoderModule) {
  71142. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  71143. resolve({ module: decoderModule });
  71144. };
  71145. DracoDecoderModule(config_1);
  71146. });
  71147. });
  71148. }
  71149. return DracoCompression._DecoderModulePromise;
  71150. };
  71151. DracoCompression._LoadScriptAsync = function (url) {
  71152. return new Promise(function (resolve, reject) {
  71153. BABYLON.Tools.LoadScript(url, function () {
  71154. resolve();
  71155. }, function (message) {
  71156. reject(new Error(message));
  71157. });
  71158. });
  71159. };
  71160. DracoCompression._LoadFileAsync = function (url) {
  71161. return new Promise(function (resolve, reject) {
  71162. BABYLON.Tools.LoadFile(url, function (data) {
  71163. resolve(data);
  71164. }, undefined, undefined, true, function (request, exception) {
  71165. reject(exception);
  71166. });
  71167. });
  71168. };
  71169. /**
  71170. * The configuration. Defaults to the following urls:
  71171. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71172. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71173. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71174. */
  71175. DracoCompression.Configuration = {
  71176. decoder: {
  71177. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71178. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71179. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71180. }
  71181. };
  71182. return DracoCompression;
  71183. }());
  71184. BABYLON.DracoCompression = DracoCompression;
  71185. })(BABYLON || (BABYLON = {}));
  71186. //# sourceMappingURL=babylon.dracoCompression.js.map
  71187. var BABYLON;
  71188. (function (BABYLON) {
  71189. // Sets the default audio engine to Babylon.js
  71190. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71191. /**
  71192. * This represents the default audio engine used in babylon.
  71193. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71194. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71195. */
  71196. var AudioEngine = /** @class */ (function () {
  71197. /**
  71198. * Instantiates a new audio engine.
  71199. *
  71200. * There should be only one per page as some browsers restrict the number
  71201. * of audio contexts you can create.
  71202. * @param hostElement defines the host element where to display the mute icon if necessary
  71203. */
  71204. function AudioEngine(hostElement) {
  71205. if (hostElement === void 0) { hostElement = null; }
  71206. var _this = this;
  71207. this._audioContext = null;
  71208. this._audioContextInitialized = false;
  71209. this._muteButton = null;
  71210. /**
  71211. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71212. */
  71213. this.canUseWebAudio = false;
  71214. /**
  71215. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71216. * @ignoreNaming
  71217. */
  71218. this.WarnedWebAudioUnsupported = false;
  71219. /**
  71220. * Gets whether or not mp3 are supported by your browser.
  71221. */
  71222. this.isMP3supported = false;
  71223. /**
  71224. * Gets whether or not ogg are supported by your browser.
  71225. */
  71226. this.isOGGsupported = false;
  71227. /**
  71228. * Gets whether audio has been unlocked on the device.
  71229. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71230. * a user interaction has happened.
  71231. */
  71232. this.unlocked = true;
  71233. /**
  71234. * Defines if the audio engine relies on a custom unlocked button.
  71235. * In this case, the embedded button will not be displayed.
  71236. */
  71237. this.useCustomUnlockedButton = false;
  71238. /**
  71239. * Event raised when audio has been unlocked on the browser.
  71240. */
  71241. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71242. /**
  71243. * Event raised when audio has been locked on the browser.
  71244. */
  71245. this.onAudioLockedObservable = new BABYLON.Observable();
  71246. this._tryToRun = false;
  71247. this._onResize = function () {
  71248. _this._moveButtonToTopLeft();
  71249. };
  71250. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71251. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71252. this.canUseWebAudio = true;
  71253. }
  71254. var audioElem = document.createElement('audio');
  71255. this._hostElement = hostElement;
  71256. try {
  71257. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71258. this.isMP3supported = true;
  71259. }
  71260. }
  71261. catch (e) {
  71262. // protect error during capability check.
  71263. }
  71264. try {
  71265. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71266. this.isOGGsupported = true;
  71267. }
  71268. }
  71269. catch (e) {
  71270. // protect error during capability check.
  71271. }
  71272. }
  71273. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71274. /**
  71275. * Gets the current AudioContext if available.
  71276. */
  71277. get: function () {
  71278. if (!this._audioContextInitialized) {
  71279. this._initializeAudioContext();
  71280. }
  71281. else {
  71282. if (!this.unlocked && !this._muteButton) {
  71283. this._displayMuteButton();
  71284. }
  71285. }
  71286. return this._audioContext;
  71287. },
  71288. enumerable: true,
  71289. configurable: true
  71290. });
  71291. /**
  71292. * Flags the audio engine in Locked state.
  71293. * This happens due to new browser policies preventing audio to autoplay.
  71294. */
  71295. AudioEngine.prototype.lock = function () {
  71296. this._triggerSuspendedState();
  71297. };
  71298. /**
  71299. * Unlocks the audio engine once a user action has been done on the dom.
  71300. * This is helpful to resume play once browser policies have been satisfied.
  71301. */
  71302. AudioEngine.prototype.unlock = function () {
  71303. this._triggerRunningState();
  71304. };
  71305. AudioEngine.prototype._resumeAudioContext = function () {
  71306. var result;
  71307. if (this._audioContext.resume) {
  71308. result = this._audioContext.resume();
  71309. }
  71310. return result || Promise.resolve();
  71311. };
  71312. AudioEngine.prototype._initializeAudioContext = function () {
  71313. try {
  71314. if (this.canUseWebAudio) {
  71315. this._audioContext = new AudioContext();
  71316. // create a global volume gain node
  71317. this.masterGain = this._audioContext.createGain();
  71318. this.masterGain.gain.value = 1;
  71319. this.masterGain.connect(this._audioContext.destination);
  71320. this._audioContextInitialized = true;
  71321. if (this._audioContext.state === "running") {
  71322. // Do not wait for the promise to unlock.
  71323. this._triggerRunningState();
  71324. }
  71325. }
  71326. }
  71327. catch (e) {
  71328. this.canUseWebAudio = false;
  71329. BABYLON.Tools.Error("Web Audio: " + e.message);
  71330. }
  71331. };
  71332. AudioEngine.prototype._triggerRunningState = function () {
  71333. var _this = this;
  71334. if (this._tryToRun) {
  71335. return;
  71336. }
  71337. this._tryToRun = true;
  71338. this._resumeAudioContext()
  71339. .then(function () {
  71340. _this._tryToRun = false;
  71341. if (_this._muteButton) {
  71342. _this._hideMuteButton();
  71343. }
  71344. }).catch(function () {
  71345. _this._tryToRun = false;
  71346. _this.unlocked = false;
  71347. });
  71348. // Notify users that the audio stack is unlocked/unmuted
  71349. this.unlocked = true;
  71350. this.onAudioUnlockedObservable.notifyObservers(this);
  71351. };
  71352. AudioEngine.prototype._triggerSuspendedState = function () {
  71353. this.unlocked = false;
  71354. this.onAudioLockedObservable.notifyObservers(this);
  71355. this._displayMuteButton();
  71356. };
  71357. AudioEngine.prototype._displayMuteButton = function () {
  71358. var _this = this;
  71359. if (this.useCustomUnlockedButton) {
  71360. return;
  71361. }
  71362. this._muteButton = document.createElement("BUTTON");
  71363. this._muteButton.className = "babylonUnmuteIcon";
  71364. this._muteButton.id = "babylonUnmuteIconBtn";
  71365. this._muteButton.title = "Unmute";
  71366. 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) }";
  71367. var style = document.createElement('style');
  71368. style.appendChild(document.createTextNode(css));
  71369. document.getElementsByTagName('head')[0].appendChild(style);
  71370. document.body.appendChild(this._muteButton);
  71371. this._moveButtonToTopLeft();
  71372. this._muteButton.addEventListener('touchend', function () {
  71373. _this._triggerRunningState();
  71374. }, true);
  71375. this._muteButton.addEventListener('click', function () {
  71376. _this._triggerRunningState();
  71377. }, true);
  71378. window.addEventListener("resize", this._onResize);
  71379. };
  71380. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71381. if (this._hostElement && this._muteButton) {
  71382. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71383. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71384. }
  71385. };
  71386. AudioEngine.prototype._hideMuteButton = function () {
  71387. if (this._muteButton) {
  71388. document.body.removeChild(this._muteButton);
  71389. this._muteButton = null;
  71390. }
  71391. };
  71392. /**
  71393. * Destroy and release the resources associated with the audio ccontext.
  71394. */
  71395. AudioEngine.prototype.dispose = function () {
  71396. if (this.canUseWebAudio && this._audioContextInitialized) {
  71397. if (this._connectedAnalyser && this._audioContext) {
  71398. this._connectedAnalyser.stopDebugCanvas();
  71399. this._connectedAnalyser.dispose();
  71400. this.masterGain.disconnect();
  71401. this.masterGain.connect(this._audioContext.destination);
  71402. this._connectedAnalyser = null;
  71403. }
  71404. this.masterGain.gain.value = 1;
  71405. }
  71406. this.WarnedWebAudioUnsupported = false;
  71407. this._hideMuteButton();
  71408. window.removeEventListener("resize", this._onResize);
  71409. this.onAudioUnlockedObservable.clear();
  71410. this.onAudioLockedObservable.clear();
  71411. };
  71412. /**
  71413. * Gets the global volume sets on the master gain.
  71414. * @returns the global volume if set or -1 otherwise
  71415. */
  71416. AudioEngine.prototype.getGlobalVolume = function () {
  71417. if (this.canUseWebAudio && this._audioContextInitialized) {
  71418. return this.masterGain.gain.value;
  71419. }
  71420. else {
  71421. return -1;
  71422. }
  71423. };
  71424. /**
  71425. * Sets the global volume of your experience (sets on the master gain).
  71426. * @param newVolume Defines the new global volume of the application
  71427. */
  71428. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71429. if (this.canUseWebAudio && this._audioContextInitialized) {
  71430. this.masterGain.gain.value = newVolume;
  71431. }
  71432. };
  71433. /**
  71434. * Connect the audio engine to an audio analyser allowing some amazing
  71435. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71436. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71437. * @param analyser The analyser to connect to the engine
  71438. */
  71439. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71440. if (this._connectedAnalyser) {
  71441. this._connectedAnalyser.stopDebugCanvas();
  71442. }
  71443. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71444. this._connectedAnalyser = analyser;
  71445. this.masterGain.disconnect();
  71446. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71447. }
  71448. };
  71449. return AudioEngine;
  71450. }());
  71451. BABYLON.AudioEngine = AudioEngine;
  71452. })(BABYLON || (BABYLON = {}));
  71453. //# sourceMappingURL=babylon.audioEngine.js.map
  71454. var BABYLON;
  71455. (function (BABYLON) {
  71456. /**
  71457. * Defines a sound that can be played in the application.
  71458. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71459. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71460. */
  71461. var Sound = /** @class */ (function () {
  71462. /**
  71463. * Create a sound and attach it to a scene
  71464. * @param name Name of your sound
  71465. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71466. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71467. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71468. */
  71469. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71470. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71471. var _this = this;
  71472. /**
  71473. * Does the sound autoplay once loaded.
  71474. */
  71475. this.autoplay = false;
  71476. /**
  71477. * Does the sound loop after it finishes playing once.
  71478. */
  71479. this.loop = false;
  71480. /**
  71481. * Does the sound use a custom attenuation curve to simulate the falloff
  71482. * happening when the source gets further away from the camera.
  71483. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71484. */
  71485. this.useCustomAttenuation = false;
  71486. /**
  71487. * Is this sound currently played.
  71488. */
  71489. this.isPlaying = false;
  71490. /**
  71491. * Is this sound currently paused.
  71492. */
  71493. this.isPaused = false;
  71494. /**
  71495. * Does this sound enables spatial sound.
  71496. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71497. */
  71498. this.spatialSound = false;
  71499. /**
  71500. * Define the reference distance the sound should be heard perfectly.
  71501. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71502. */
  71503. this.refDistance = 1;
  71504. /**
  71505. * Define the roll off factor of spatial sounds.
  71506. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71507. */
  71508. this.rolloffFactor = 1;
  71509. /**
  71510. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71511. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71512. */
  71513. this.maxDistance = 100;
  71514. /**
  71515. * Define the distance attenuation model the sound will follow.
  71516. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71517. */
  71518. this.distanceModel = "linear";
  71519. /**
  71520. * Observable event when the current playing sound finishes.
  71521. */
  71522. this.onEndedObservable = new BABYLON.Observable();
  71523. this._panningModel = "equalpower";
  71524. this._playbackRate = 1;
  71525. this._streaming = false;
  71526. this._startTime = 0;
  71527. this._startOffset = 0;
  71528. this._position = BABYLON.Vector3.Zero();
  71529. /** @hidden */
  71530. this._positionInEmitterSpace = false;
  71531. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71532. this._volume = 1;
  71533. this._isReadyToPlay = false;
  71534. this._isDirectional = false;
  71535. // Used if you'd like to create a directional sound.
  71536. // If not set, the sound will be omnidirectional
  71537. this._coneInnerAngle = 360;
  71538. this._coneOuterAngle = 360;
  71539. this._coneOuterGain = 0;
  71540. this._isOutputConnected = false;
  71541. this._urlType = "Unknown";
  71542. this.name = name;
  71543. this._scene = scene;
  71544. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71545. if (!compo) {
  71546. compo = new BABYLON.AudioSceneComponent(scene);
  71547. scene._addComponent(compo);
  71548. }
  71549. this._readyToPlayCallback = readyToPlayCallback;
  71550. // Default custom attenuation function is a linear attenuation
  71551. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71552. if (currentDistance < maxDistance) {
  71553. return currentVolume * (1 - currentDistance / maxDistance);
  71554. }
  71555. else {
  71556. return 0;
  71557. }
  71558. };
  71559. if (options) {
  71560. this.autoplay = options.autoplay || false;
  71561. this.loop = options.loop || false;
  71562. // if volume === 0, we need another way to check this option
  71563. if (options.volume !== undefined) {
  71564. this._volume = options.volume;
  71565. }
  71566. this.spatialSound = options.spatialSound || false;
  71567. this.maxDistance = options.maxDistance || 100;
  71568. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71569. this.rolloffFactor = options.rolloffFactor || 1;
  71570. this.refDistance = options.refDistance || 1;
  71571. this.distanceModel = options.distanceModel || "linear";
  71572. this._playbackRate = options.playbackRate || 1;
  71573. this._streaming = options.streaming || false;
  71574. }
  71575. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71576. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71577. this._soundGain.gain.value = this._volume;
  71578. this._inputAudioNode = this._soundGain;
  71579. this._outputAudioNode = this._soundGain;
  71580. if (this.spatialSound) {
  71581. this._createSpatialParameters();
  71582. }
  71583. this._scene.mainSoundTrack.AddSound(this);
  71584. var validParameter = true;
  71585. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71586. if (urlOrArrayBuffer) {
  71587. try {
  71588. if (typeof (urlOrArrayBuffer) === "string") {
  71589. this._urlType = "String";
  71590. }
  71591. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71592. this._urlType = "ArrayBuffer";
  71593. }
  71594. else if (urlOrArrayBuffer instanceof MediaStream) {
  71595. this._urlType = "MediaStream";
  71596. }
  71597. else if (Array.isArray(urlOrArrayBuffer)) {
  71598. this._urlType = "Array";
  71599. }
  71600. var urls = [];
  71601. var codecSupportedFound = false;
  71602. switch (this._urlType) {
  71603. case "MediaStream":
  71604. this._streaming = true;
  71605. this._isReadyToPlay = true;
  71606. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71607. if (this.autoplay) {
  71608. this.play();
  71609. }
  71610. if (this._readyToPlayCallback) {
  71611. this._readyToPlayCallback();
  71612. }
  71613. break;
  71614. case "ArrayBuffer":
  71615. if (urlOrArrayBuffer.byteLength > 0) {
  71616. codecSupportedFound = true;
  71617. this._soundLoaded(urlOrArrayBuffer);
  71618. }
  71619. break;
  71620. case "String":
  71621. urls.push(urlOrArrayBuffer);
  71622. case "Array":
  71623. if (urls.length === 0) {
  71624. urls = urlOrArrayBuffer;
  71625. }
  71626. // If we found a supported format, we load it immediately and stop the loop
  71627. for (var i = 0; i < urls.length; i++) {
  71628. var url = urls[i];
  71629. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71630. codecSupportedFound = true;
  71631. }
  71632. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71633. codecSupportedFound = true;
  71634. }
  71635. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71636. codecSupportedFound = true;
  71637. }
  71638. if (url.indexOf("blob:") !== -1) {
  71639. codecSupportedFound = true;
  71640. }
  71641. if (codecSupportedFound) {
  71642. // Loading sound using XHR2
  71643. if (!this._streaming) {
  71644. this._scene._loadFile(url, function (data) {
  71645. _this._soundLoaded(data);
  71646. }, undefined, true, true, function (exception) {
  71647. if (exception) {
  71648. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71649. }
  71650. BABYLON.Tools.Error("Sound creation aborted.");
  71651. _this._scene.mainSoundTrack.RemoveSound(_this);
  71652. });
  71653. }
  71654. // Streaming sound using HTML5 Audio tag
  71655. else {
  71656. this._htmlAudioElement = new Audio(url);
  71657. this._htmlAudioElement.controls = false;
  71658. this._htmlAudioElement.loop = this.loop;
  71659. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71660. this._htmlAudioElement.preload = "auto";
  71661. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71662. _this._isReadyToPlay = true;
  71663. if (_this.autoplay) {
  71664. _this.play();
  71665. }
  71666. if (_this._readyToPlayCallback) {
  71667. _this._readyToPlayCallback();
  71668. }
  71669. });
  71670. document.body.appendChild(this._htmlAudioElement);
  71671. this._htmlAudioElement.load();
  71672. }
  71673. break;
  71674. }
  71675. }
  71676. break;
  71677. default:
  71678. validParameter = false;
  71679. break;
  71680. }
  71681. if (!validParameter) {
  71682. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71683. }
  71684. else {
  71685. if (!codecSupportedFound) {
  71686. this._isReadyToPlay = true;
  71687. // Simulating a ready to play event to avoid breaking code path
  71688. if (this._readyToPlayCallback) {
  71689. window.setTimeout(function () {
  71690. if (_this._readyToPlayCallback) {
  71691. _this._readyToPlayCallback();
  71692. }
  71693. }, 1000);
  71694. }
  71695. }
  71696. }
  71697. }
  71698. catch (ex) {
  71699. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71700. this._scene.mainSoundTrack.RemoveSound(this);
  71701. }
  71702. }
  71703. }
  71704. else {
  71705. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71706. this._scene.mainSoundTrack.AddSound(this);
  71707. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71708. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71709. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71710. }
  71711. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71712. if (this._readyToPlayCallback) {
  71713. window.setTimeout(function () {
  71714. if (_this._readyToPlayCallback) {
  71715. _this._readyToPlayCallback();
  71716. }
  71717. }, 1000);
  71718. }
  71719. }
  71720. }
  71721. /**
  71722. * Release the sound and its associated resources
  71723. */
  71724. Sound.prototype.dispose = function () {
  71725. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71726. if (this.isPlaying) {
  71727. this.stop();
  71728. }
  71729. this._isReadyToPlay = false;
  71730. if (this.soundTrackId === -1) {
  71731. this._scene.mainSoundTrack.RemoveSound(this);
  71732. }
  71733. else if (this._scene.soundTracks) {
  71734. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71735. }
  71736. if (this._soundGain) {
  71737. this._soundGain.disconnect();
  71738. this._soundGain = null;
  71739. }
  71740. if (this._soundPanner) {
  71741. this._soundPanner.disconnect();
  71742. this._soundPanner = null;
  71743. }
  71744. if (this._soundSource) {
  71745. this._soundSource.disconnect();
  71746. this._soundSource = null;
  71747. }
  71748. this._audioBuffer = null;
  71749. if (this._htmlAudioElement) {
  71750. this._htmlAudioElement.pause();
  71751. this._htmlAudioElement.src = "";
  71752. document.body.removeChild(this._htmlAudioElement);
  71753. }
  71754. if (this._streamingSource) {
  71755. this._streamingSource.disconnect();
  71756. }
  71757. if (this._connectedTransformNode && this._registerFunc) {
  71758. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71759. this._connectedTransformNode = null;
  71760. }
  71761. }
  71762. };
  71763. /**
  71764. * Gets if the sounds is ready to be played or not.
  71765. * @returns true if ready, otherwise false
  71766. */
  71767. Sound.prototype.isReady = function () {
  71768. return this._isReadyToPlay;
  71769. };
  71770. Sound.prototype._soundLoaded = function (audioData) {
  71771. var _this = this;
  71772. if (!BABYLON.Engine.audioEngine.audioContext) {
  71773. return;
  71774. }
  71775. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71776. _this._audioBuffer = buffer;
  71777. _this._isReadyToPlay = true;
  71778. if (_this.autoplay) {
  71779. _this.play();
  71780. }
  71781. if (_this._readyToPlayCallback) {
  71782. _this._readyToPlayCallback();
  71783. }
  71784. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71785. };
  71786. /**
  71787. * Sets the data of the sound from an audiobuffer
  71788. * @param audioBuffer The audioBuffer containing the data
  71789. */
  71790. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71791. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71792. this._audioBuffer = audioBuffer;
  71793. this._isReadyToPlay = true;
  71794. }
  71795. };
  71796. /**
  71797. * Updates the current sounds options such as maxdistance, loop...
  71798. * @param options A JSON object containing values named as the object properties
  71799. */
  71800. Sound.prototype.updateOptions = function (options) {
  71801. if (options) {
  71802. this.loop = options.loop || this.loop;
  71803. this.maxDistance = options.maxDistance || this.maxDistance;
  71804. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71805. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71806. this.refDistance = options.refDistance || this.refDistance;
  71807. this.distanceModel = options.distanceModel || this.distanceModel;
  71808. this._playbackRate = options.playbackRate || this._playbackRate;
  71809. this._updateSpatialParameters();
  71810. if (this.isPlaying) {
  71811. if (this._streaming && this._htmlAudioElement) {
  71812. this._htmlAudioElement.playbackRate = this._playbackRate;
  71813. }
  71814. else {
  71815. if (this._soundSource) {
  71816. this._soundSource.playbackRate.value = this._playbackRate;
  71817. }
  71818. }
  71819. }
  71820. }
  71821. };
  71822. Sound.prototype._createSpatialParameters = function () {
  71823. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71824. if (this._scene.headphone) {
  71825. this._panningModel = "HRTF";
  71826. }
  71827. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71828. this._updateSpatialParameters();
  71829. this._soundPanner.connect(this._outputAudioNode);
  71830. this._inputAudioNode = this._soundPanner;
  71831. }
  71832. };
  71833. Sound.prototype._updateSpatialParameters = function () {
  71834. if (this.spatialSound && this._soundPanner) {
  71835. if (this.useCustomAttenuation) {
  71836. // Tricks to disable in a way embedded Web Audio attenuation
  71837. this._soundPanner.distanceModel = "linear";
  71838. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71839. this._soundPanner.refDistance = 1;
  71840. this._soundPanner.rolloffFactor = 1;
  71841. this._soundPanner.panningModel = this._panningModel;
  71842. }
  71843. else {
  71844. this._soundPanner.distanceModel = this.distanceModel;
  71845. this._soundPanner.maxDistance = this.maxDistance;
  71846. this._soundPanner.refDistance = this.refDistance;
  71847. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71848. this._soundPanner.panningModel = this._panningModel;
  71849. }
  71850. }
  71851. };
  71852. /**
  71853. * Switch the panning model to HRTF:
  71854. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71855. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71856. */
  71857. Sound.prototype.switchPanningModelToHRTF = function () {
  71858. this._panningModel = "HRTF";
  71859. this._switchPanningModel();
  71860. };
  71861. /**
  71862. * Switch the panning model to Equal Power:
  71863. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71864. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71865. */
  71866. Sound.prototype.switchPanningModelToEqualPower = function () {
  71867. this._panningModel = "equalpower";
  71868. this._switchPanningModel();
  71869. };
  71870. Sound.prototype._switchPanningModel = function () {
  71871. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71872. this._soundPanner.panningModel = this._panningModel;
  71873. }
  71874. };
  71875. /**
  71876. * Connect this sound to a sound track audio node like gain...
  71877. * @param soundTrackAudioNode the sound track audio node to connect to
  71878. */
  71879. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71880. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71881. if (this._isOutputConnected) {
  71882. this._outputAudioNode.disconnect();
  71883. }
  71884. this._outputAudioNode.connect(soundTrackAudioNode);
  71885. this._isOutputConnected = true;
  71886. }
  71887. };
  71888. /**
  71889. * Transform this sound into a directional source
  71890. * @param coneInnerAngle Size of the inner cone in degree
  71891. * @param coneOuterAngle Size of the outer cone in degree
  71892. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71893. */
  71894. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71895. if (coneOuterAngle < coneInnerAngle) {
  71896. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71897. return;
  71898. }
  71899. this._coneInnerAngle = coneInnerAngle;
  71900. this._coneOuterAngle = coneOuterAngle;
  71901. this._coneOuterGain = coneOuterGain;
  71902. this._isDirectional = true;
  71903. if (this.isPlaying && this.loop) {
  71904. this.stop();
  71905. this.play();
  71906. }
  71907. };
  71908. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71909. /**
  71910. * Gets or sets the inner angle for the directional cone.
  71911. */
  71912. get: function () {
  71913. return this._coneInnerAngle;
  71914. },
  71915. /**
  71916. * Gets or sets the inner angle for the directional cone.
  71917. */
  71918. set: function (value) {
  71919. if (value != this._coneInnerAngle) {
  71920. if (this._coneOuterAngle < value) {
  71921. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71922. return;
  71923. }
  71924. this._coneInnerAngle = value;
  71925. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71926. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71927. }
  71928. }
  71929. },
  71930. enumerable: true,
  71931. configurable: true
  71932. });
  71933. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71934. /**
  71935. * Gets or sets the outer angle for the directional cone.
  71936. */
  71937. get: function () {
  71938. return this._coneOuterAngle;
  71939. },
  71940. /**
  71941. * Gets or sets the outer angle for the directional cone.
  71942. */
  71943. set: function (value) {
  71944. if (value != this._coneOuterAngle) {
  71945. if (value < this._coneInnerAngle) {
  71946. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71947. return;
  71948. }
  71949. this._coneOuterAngle = value;
  71950. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71951. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71952. }
  71953. }
  71954. },
  71955. enumerable: true,
  71956. configurable: true
  71957. });
  71958. /**
  71959. * Sets the position of the emitter if spatial sound is enabled
  71960. * @param newPosition Defines the new posisiton
  71961. */
  71962. Sound.prototype.setPosition = function (newPosition) {
  71963. this._position = newPosition;
  71964. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71965. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71966. }
  71967. };
  71968. /**
  71969. * Sets the local direction of the emitter if spatial sound is enabled
  71970. * @param newLocalDirection Defines the new local direction
  71971. */
  71972. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71973. this._localDirection = newLocalDirection;
  71974. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71975. this._updateDirection();
  71976. }
  71977. };
  71978. Sound.prototype._updateDirection = function () {
  71979. if (!this._connectedTransformNode || !this._soundPanner) {
  71980. return;
  71981. }
  71982. var mat = this._connectedTransformNode.getWorldMatrix();
  71983. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71984. direction.normalize();
  71985. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71986. };
  71987. /** @hidden */
  71988. Sound.prototype.updateDistanceFromListener = function () {
  71989. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71990. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71991. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71992. }
  71993. };
  71994. /**
  71995. * Sets a new custom attenuation function for the sound.
  71996. * @param callback Defines the function used for the attenuation
  71997. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71998. */
  71999. Sound.prototype.setAttenuationFunction = function (callback) {
  72000. this._customAttenuationFunction = callback;
  72001. };
  72002. /**
  72003. * Play the sound
  72004. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  72005. * @param offset (optional) Start the sound setting it at a specific time
  72006. */
  72007. Sound.prototype.play = function (time, offset) {
  72008. var _this = this;
  72009. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  72010. try {
  72011. if (this._startOffset < 0) {
  72012. time = -this._startOffset;
  72013. this._startOffset = 0;
  72014. }
  72015. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72016. if (!this._soundSource || !this._streamingSource) {
  72017. if (this.spatialSound && this._soundPanner) {
  72018. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  72019. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  72020. }
  72021. if (this._isDirectional) {
  72022. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  72023. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  72024. this._soundPanner.coneOuterGain = this._coneOuterGain;
  72025. if (this._connectedTransformNode) {
  72026. this._updateDirection();
  72027. }
  72028. else {
  72029. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  72030. }
  72031. }
  72032. }
  72033. }
  72034. if (this._streaming) {
  72035. if (!this._streamingSource) {
  72036. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  72037. this._htmlAudioElement.onended = function () { _this._onended(); };
  72038. this._htmlAudioElement.playbackRate = this._playbackRate;
  72039. }
  72040. this._streamingSource.disconnect();
  72041. this._streamingSource.connect(this._inputAudioNode);
  72042. if (this._htmlAudioElement) {
  72043. // required to manage properly the new suspended default state of Chrome
  72044. // When the option 'streaming: true' is used, we need first to wait for
  72045. // the audio engine to be unlocked by a user gesture before trying to play
  72046. // an HTML Audio elememt
  72047. var tryToPlay = function () {
  72048. if (BABYLON.Engine.audioEngine.unlocked) {
  72049. var playPromise = _this._htmlAudioElement.play();
  72050. // In browsers that don’t yet support this functionality,
  72051. // playPromise won’t be defined.
  72052. if (playPromise !== undefined) {
  72053. playPromise.catch(function (error) {
  72054. // Automatic playback failed.
  72055. // Waiting for the audio engine to be unlocked by user click on unmute
  72056. BABYLON.Engine.audioEngine.lock();
  72057. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72058. });
  72059. }
  72060. }
  72061. else {
  72062. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72063. }
  72064. };
  72065. tryToPlay();
  72066. }
  72067. }
  72068. else {
  72069. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  72070. this._soundSource.buffer = this._audioBuffer;
  72071. this._soundSource.connect(this._inputAudioNode);
  72072. this._soundSource.loop = this.loop;
  72073. this._soundSource.playbackRate.value = this._playbackRate;
  72074. this._soundSource.onended = function () { _this._onended(); };
  72075. if (this._soundSource.buffer) {
  72076. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  72077. }
  72078. }
  72079. this._startTime = startTime;
  72080. this.isPlaying = true;
  72081. this.isPaused = false;
  72082. }
  72083. catch (ex) {
  72084. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  72085. }
  72086. }
  72087. };
  72088. Sound.prototype._onended = function () {
  72089. this.isPlaying = false;
  72090. if (this.onended) {
  72091. this.onended();
  72092. }
  72093. this.onEndedObservable.notifyObservers(this);
  72094. };
  72095. /**
  72096. * Stop the sound
  72097. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  72098. */
  72099. Sound.prototype.stop = function (time) {
  72100. if (this.isPlaying) {
  72101. if (this._streaming) {
  72102. if (this._htmlAudioElement) {
  72103. this._htmlAudioElement.pause();
  72104. // Test needed for Firefox or it will generate an Invalid State Error
  72105. if (this._htmlAudioElement.currentTime > 0) {
  72106. this._htmlAudioElement.currentTime = 0;
  72107. }
  72108. }
  72109. else {
  72110. this._streamingSource.disconnect();
  72111. }
  72112. }
  72113. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  72114. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72115. this._soundSource.stop(stopTime);
  72116. this._soundSource.onended = function () { };
  72117. if (!this.isPaused) {
  72118. this._startOffset = 0;
  72119. }
  72120. }
  72121. this.isPlaying = false;
  72122. }
  72123. };
  72124. /**
  72125. * Put the sound in pause
  72126. */
  72127. Sound.prototype.pause = function () {
  72128. if (this.isPlaying) {
  72129. this.isPaused = true;
  72130. if (this._streaming) {
  72131. if (this._htmlAudioElement) {
  72132. this._htmlAudioElement.pause();
  72133. }
  72134. else {
  72135. this._streamingSource.disconnect();
  72136. }
  72137. }
  72138. else if (BABYLON.Engine.audioEngine.audioContext) {
  72139. this.stop(0);
  72140. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  72141. }
  72142. }
  72143. };
  72144. /**
  72145. * Sets a dedicated volume for this sounds
  72146. * @param newVolume Define the new volume of the sound
  72147. * @param time Define in how long the sound should be at this value
  72148. */
  72149. Sound.prototype.setVolume = function (newVolume, time) {
  72150. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72151. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72152. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72153. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72154. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72155. }
  72156. else {
  72157. this._soundGain.gain.value = newVolume;
  72158. }
  72159. }
  72160. this._volume = newVolume;
  72161. };
  72162. /**
  72163. * Set the sound play back rate
  72164. * @param newPlaybackRate Define the playback rate the sound should be played at
  72165. */
  72166. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72167. this._playbackRate = newPlaybackRate;
  72168. if (this.isPlaying) {
  72169. if (this._streaming && this._htmlAudioElement) {
  72170. this._htmlAudioElement.playbackRate = this._playbackRate;
  72171. }
  72172. else if (this._soundSource) {
  72173. this._soundSource.playbackRate.value = this._playbackRate;
  72174. }
  72175. }
  72176. };
  72177. /**
  72178. * Gets the volume of the sound.
  72179. * @returns the volume of the sound
  72180. */
  72181. Sound.prototype.getVolume = function () {
  72182. return this._volume;
  72183. };
  72184. /**
  72185. * Attach the sound to a dedicated mesh
  72186. * @param transformNode The transform node to connect the sound with
  72187. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72188. */
  72189. Sound.prototype.attachToMesh = function (transformNode) {
  72190. var _this = this;
  72191. if (this._connectedTransformNode && this._registerFunc) {
  72192. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72193. this._registerFunc = null;
  72194. }
  72195. this._connectedTransformNode = transformNode;
  72196. if (!this.spatialSound) {
  72197. this.spatialSound = true;
  72198. this._createSpatialParameters();
  72199. if (this.isPlaying && this.loop) {
  72200. this.stop();
  72201. this.play();
  72202. }
  72203. }
  72204. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72205. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72206. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72207. };
  72208. /**
  72209. * Detach the sound from the previously attached mesh
  72210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72211. */
  72212. Sound.prototype.detachFromMesh = function () {
  72213. if (this._connectedTransformNode && this._registerFunc) {
  72214. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72215. this._registerFunc = null;
  72216. this._connectedTransformNode = null;
  72217. }
  72218. };
  72219. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72220. if (!node.getBoundingInfo) {
  72221. return;
  72222. }
  72223. var mesh = node;
  72224. if (this._positionInEmitterSpace) {
  72225. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72226. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72227. }
  72228. else {
  72229. var boundingInfo = mesh.getBoundingInfo();
  72230. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72231. }
  72232. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72233. this._updateDirection();
  72234. }
  72235. };
  72236. /**
  72237. * Clone the current sound in the scene.
  72238. * @returns the new sound clone
  72239. */
  72240. Sound.prototype.clone = function () {
  72241. var _this = this;
  72242. if (!this._streaming) {
  72243. var setBufferAndRun = function () {
  72244. if (_this._isReadyToPlay) {
  72245. clonedSound._audioBuffer = _this.getAudioBuffer();
  72246. clonedSound._isReadyToPlay = true;
  72247. if (clonedSound.autoplay) {
  72248. clonedSound.play();
  72249. }
  72250. }
  72251. else {
  72252. window.setTimeout(setBufferAndRun, 300);
  72253. }
  72254. };
  72255. var currentOptions = {
  72256. autoplay: this.autoplay, loop: this.loop,
  72257. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72258. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72259. refDistance: this.refDistance, distanceModel: this.distanceModel
  72260. };
  72261. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72262. if (this.useCustomAttenuation) {
  72263. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72264. }
  72265. clonedSound.setPosition(this._position);
  72266. clonedSound.setPlaybackRate(this._playbackRate);
  72267. setBufferAndRun();
  72268. return clonedSound;
  72269. }
  72270. // Can't clone a streaming sound
  72271. else {
  72272. return null;
  72273. }
  72274. };
  72275. /**
  72276. * Gets the current underlying audio buffer containing the data
  72277. * @returns the audio buffer
  72278. */
  72279. Sound.prototype.getAudioBuffer = function () {
  72280. return this._audioBuffer;
  72281. };
  72282. /**
  72283. * Serializes the Sound in a JSON representation
  72284. * @returns the JSON representation of the sound
  72285. */
  72286. Sound.prototype.serialize = function () {
  72287. var serializationObject = {
  72288. name: this.name,
  72289. url: this.name,
  72290. autoplay: this.autoplay,
  72291. loop: this.loop,
  72292. volume: this._volume,
  72293. spatialSound: this.spatialSound,
  72294. maxDistance: this.maxDistance,
  72295. rolloffFactor: this.rolloffFactor,
  72296. refDistance: this.refDistance,
  72297. distanceModel: this.distanceModel,
  72298. playbackRate: this._playbackRate,
  72299. panningModel: this._panningModel,
  72300. soundTrackId: this.soundTrackId
  72301. };
  72302. if (this.spatialSound) {
  72303. if (this._connectedTransformNode) {
  72304. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72305. }
  72306. serializationObject.position = this._position.asArray();
  72307. serializationObject.refDistance = this.refDistance;
  72308. serializationObject.distanceModel = this.distanceModel;
  72309. serializationObject.isDirectional = this._isDirectional;
  72310. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72311. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72312. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72313. serializationObject.coneOuterGain = this._coneOuterGain;
  72314. }
  72315. return serializationObject;
  72316. };
  72317. /**
  72318. * Parse a JSON representation of a sound to innstantiate in a given scene
  72319. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72320. * @param scene Define the scene the new parsed sound should be created in
  72321. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72322. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72323. * @returns the newly parsed sound
  72324. */
  72325. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72326. var soundName = parsedSound.name;
  72327. var soundUrl;
  72328. if (parsedSound.url) {
  72329. soundUrl = rootUrl + parsedSound.url;
  72330. }
  72331. else {
  72332. soundUrl = rootUrl + soundName;
  72333. }
  72334. var options = {
  72335. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72336. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72337. rolloffFactor: parsedSound.rolloffFactor,
  72338. refDistance: parsedSound.refDistance,
  72339. distanceModel: parsedSound.distanceModel,
  72340. playbackRate: parsedSound.playbackRate
  72341. };
  72342. var newSound;
  72343. if (!sourceSound) {
  72344. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72345. scene._addPendingData(newSound);
  72346. }
  72347. else {
  72348. var setBufferAndRun = function () {
  72349. if (sourceSound._isReadyToPlay) {
  72350. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72351. newSound._isReadyToPlay = true;
  72352. if (newSound.autoplay) {
  72353. newSound.play();
  72354. }
  72355. }
  72356. else {
  72357. window.setTimeout(setBufferAndRun, 300);
  72358. }
  72359. };
  72360. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72361. setBufferAndRun();
  72362. }
  72363. if (parsedSound.position) {
  72364. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72365. newSound.setPosition(soundPosition);
  72366. }
  72367. if (parsedSound.isDirectional) {
  72368. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72369. if (parsedSound.localDirectionToMesh) {
  72370. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72371. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72372. }
  72373. }
  72374. if (parsedSound.connectedMeshId) {
  72375. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72376. if (connectedMesh) {
  72377. newSound.attachToMesh(connectedMesh);
  72378. }
  72379. }
  72380. return newSound;
  72381. };
  72382. return Sound;
  72383. }());
  72384. BABYLON.Sound = Sound;
  72385. })(BABYLON || (BABYLON = {}));
  72386. //# sourceMappingURL=babylon.sound.js.map
  72387. var BABYLON;
  72388. (function (BABYLON) {
  72389. /**
  72390. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72391. * It will be also used in a future release to apply effects on a specific track.
  72392. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72393. */
  72394. var SoundTrack = /** @class */ (function () {
  72395. /**
  72396. * Creates a new sound track.
  72397. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72398. * @param scene Define the scene the sound track belongs to
  72399. * @param options
  72400. */
  72401. function SoundTrack(scene, options) {
  72402. if (options === void 0) { options = {}; }
  72403. /**
  72404. * The unique identifier of the sound track in the scene.
  72405. */
  72406. this.id = -1;
  72407. this._isMainTrack = false;
  72408. this._isInitialized = false;
  72409. this._scene = scene;
  72410. this.soundCollection = new Array();
  72411. this._options = options;
  72412. if (!this._isMainTrack && this._scene.soundTracks) {
  72413. this._scene.soundTracks.push(this);
  72414. this.id = this._scene.soundTracks.length - 1;
  72415. }
  72416. }
  72417. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72418. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72419. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72420. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72421. if (this._options) {
  72422. if (this._options.volume) {
  72423. this._outputAudioNode.gain.value = this._options.volume;
  72424. }
  72425. if (this._options.mainTrack) {
  72426. this._isMainTrack = this._options.mainTrack;
  72427. }
  72428. }
  72429. this._isInitialized = true;
  72430. }
  72431. };
  72432. /**
  72433. * Release the sound track and its associated resources
  72434. */
  72435. SoundTrack.prototype.dispose = function () {
  72436. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72437. if (this._connectedAnalyser) {
  72438. this._connectedAnalyser.stopDebugCanvas();
  72439. }
  72440. while (this.soundCollection.length) {
  72441. this.soundCollection[0].dispose();
  72442. }
  72443. if (this._outputAudioNode) {
  72444. this._outputAudioNode.disconnect();
  72445. }
  72446. this._outputAudioNode = null;
  72447. }
  72448. };
  72449. /**
  72450. * Adds a sound to this sound track
  72451. * @param sound define the cound to add
  72452. * @ignoreNaming
  72453. */
  72454. SoundTrack.prototype.AddSound = function (sound) {
  72455. if (!this._isInitialized) {
  72456. this._initializeSoundTrackAudioGraph();
  72457. }
  72458. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72459. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72460. }
  72461. if (sound.soundTrackId) {
  72462. if (sound.soundTrackId === -1) {
  72463. this._scene.mainSoundTrack.RemoveSound(sound);
  72464. }
  72465. else if (this._scene.soundTracks) {
  72466. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72467. }
  72468. }
  72469. this.soundCollection.push(sound);
  72470. sound.soundTrackId = this.id;
  72471. };
  72472. /**
  72473. * Removes a sound to this sound track
  72474. * @param sound define the cound to remove
  72475. * @ignoreNaming
  72476. */
  72477. SoundTrack.prototype.RemoveSound = function (sound) {
  72478. var index = this.soundCollection.indexOf(sound);
  72479. if (index !== -1) {
  72480. this.soundCollection.splice(index, 1);
  72481. }
  72482. };
  72483. /**
  72484. * Set a global volume for the full sound track.
  72485. * @param newVolume Define the new volume of the sound track
  72486. */
  72487. SoundTrack.prototype.setVolume = function (newVolume) {
  72488. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72489. this._outputAudioNode.gain.value = newVolume;
  72490. }
  72491. };
  72492. /**
  72493. * Switch the panning model to HRTF:
  72494. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72495. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72496. */
  72497. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72498. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72499. for (var i = 0; i < this.soundCollection.length; i++) {
  72500. this.soundCollection[i].switchPanningModelToHRTF();
  72501. }
  72502. }
  72503. };
  72504. /**
  72505. * Switch the panning model to Equal Power:
  72506. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72507. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72508. */
  72509. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72510. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72511. for (var i = 0; i < this.soundCollection.length; i++) {
  72512. this.soundCollection[i].switchPanningModelToEqualPower();
  72513. }
  72514. }
  72515. };
  72516. /**
  72517. * Connect the sound track to an audio analyser allowing some amazing
  72518. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72519. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72520. * @param analyser The analyser to connect to the engine
  72521. */
  72522. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72523. if (this._connectedAnalyser) {
  72524. this._connectedAnalyser.stopDebugCanvas();
  72525. }
  72526. this._connectedAnalyser = analyser;
  72527. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72528. this._outputAudioNode.disconnect();
  72529. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72530. }
  72531. };
  72532. return SoundTrack;
  72533. }());
  72534. BABYLON.SoundTrack = SoundTrack;
  72535. })(BABYLON || (BABYLON = {}));
  72536. //# sourceMappingURL=babylon.soundtrack.js.map
  72537. var BABYLON;
  72538. (function (BABYLON) {
  72539. /**
  72540. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72541. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72542. */
  72543. var Analyser = /** @class */ (function () {
  72544. /**
  72545. * Creates a new analyser
  72546. * @param scene defines hosting scene
  72547. */
  72548. function Analyser(scene) {
  72549. /**
  72550. * Gets or sets the smoothing
  72551. * @ignorenaming
  72552. */
  72553. this.SMOOTHING = 0.75;
  72554. /**
  72555. * Gets or sets the FFT table size
  72556. * @ignorenaming
  72557. */
  72558. this.FFT_SIZE = 512;
  72559. /**
  72560. * Gets or sets the bar graph amplitude
  72561. * @ignorenaming
  72562. */
  72563. this.BARGRAPHAMPLITUDE = 256;
  72564. /**
  72565. * Gets or sets the position of the debug canvas
  72566. * @ignorenaming
  72567. */
  72568. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72569. /**
  72570. * Gets or sets the debug canvas size
  72571. * @ignorenaming
  72572. */
  72573. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72574. this._scene = scene;
  72575. this._audioEngine = BABYLON.Engine.audioEngine;
  72576. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72577. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72578. this._webAudioAnalyser.minDecibels = -140;
  72579. this._webAudioAnalyser.maxDecibels = 0;
  72580. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72581. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72582. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72583. }
  72584. }
  72585. /**
  72586. * Get the number of data values you will have to play with for the visualization
  72587. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72588. * @returns a number
  72589. */
  72590. Analyser.prototype.getFrequencyBinCount = function () {
  72591. if (this._audioEngine.canUseWebAudio) {
  72592. return this._webAudioAnalyser.frequencyBinCount;
  72593. }
  72594. else {
  72595. return 0;
  72596. }
  72597. };
  72598. /**
  72599. * Gets the current frequency data as a byte array
  72600. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72601. * @returns a Uint8Array
  72602. */
  72603. Analyser.prototype.getByteFrequencyData = function () {
  72604. if (this._audioEngine.canUseWebAudio) {
  72605. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72606. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72607. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72608. }
  72609. return this._byteFreqs;
  72610. };
  72611. /**
  72612. * Gets the current waveform as a byte array
  72613. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72614. * @returns a Uint8Array
  72615. */
  72616. Analyser.prototype.getByteTimeDomainData = function () {
  72617. if (this._audioEngine.canUseWebAudio) {
  72618. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72619. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72620. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72621. }
  72622. return this._byteTime;
  72623. };
  72624. /**
  72625. * Gets the current frequency data as a float array
  72626. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72627. * @returns a Float32Array
  72628. */
  72629. Analyser.prototype.getFloatFrequencyData = function () {
  72630. if (this._audioEngine.canUseWebAudio) {
  72631. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72632. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72633. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72634. }
  72635. return this._floatFreqs;
  72636. };
  72637. /**
  72638. * Renders the debug canvas
  72639. */
  72640. Analyser.prototype.drawDebugCanvas = function () {
  72641. var _this = this;
  72642. if (this._audioEngine.canUseWebAudio) {
  72643. if (!this._debugCanvas) {
  72644. this._debugCanvas = document.createElement("canvas");
  72645. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72646. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72647. this._debugCanvas.style.position = "absolute";
  72648. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72649. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72650. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72651. document.body.appendChild(this._debugCanvas);
  72652. this._registerFunc = function () {
  72653. _this.drawDebugCanvas();
  72654. };
  72655. this._scene.registerBeforeRender(this._registerFunc);
  72656. }
  72657. if (this._registerFunc && this._debugCanvasContext) {
  72658. var workingArray = this.getByteFrequencyData();
  72659. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72660. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72661. // Draw the frequency domain chart.
  72662. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72663. var value = workingArray[i];
  72664. var percent = value / this.BARGRAPHAMPLITUDE;
  72665. var height = this.DEBUGCANVASSIZE.height * percent;
  72666. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72667. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72668. var hue = i / this.getFrequencyBinCount() * 360;
  72669. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72670. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72671. }
  72672. }
  72673. }
  72674. };
  72675. /**
  72676. * Stops rendering the debug canvas and removes it
  72677. */
  72678. Analyser.prototype.stopDebugCanvas = function () {
  72679. if (this._debugCanvas) {
  72680. if (this._registerFunc) {
  72681. this._scene.unregisterBeforeRender(this._registerFunc);
  72682. this._registerFunc = null;
  72683. }
  72684. document.body.removeChild(this._debugCanvas);
  72685. this._debugCanvas = null;
  72686. this._debugCanvasContext = null;
  72687. }
  72688. };
  72689. /**
  72690. * Connects two audio nodes
  72691. * @param inputAudioNode defines first node to connect
  72692. * @param outputAudioNode defines second node to connect
  72693. */
  72694. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72695. if (this._audioEngine.canUseWebAudio) {
  72696. inputAudioNode.connect(this._webAudioAnalyser);
  72697. this._webAudioAnalyser.connect(outputAudioNode);
  72698. }
  72699. };
  72700. /**
  72701. * Releases all associated resources
  72702. */
  72703. Analyser.prototype.dispose = function () {
  72704. if (this._audioEngine.canUseWebAudio) {
  72705. this._webAudioAnalyser.disconnect();
  72706. }
  72707. };
  72708. return Analyser;
  72709. }());
  72710. BABYLON.Analyser = Analyser;
  72711. })(BABYLON || (BABYLON = {}));
  72712. //# sourceMappingURL=babylon.analyser.js.map
  72713. var BABYLON;
  72714. (function (BABYLON) {
  72715. /**
  72716. * Wraps one or more Sound objects and selects one with random weight for playback.
  72717. */
  72718. var WeightedSound = /** @class */ (function () {
  72719. /**
  72720. * Creates a new WeightedSound from the list of sounds given.
  72721. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72722. * @param sounds Array of Sounds that will be selected from.
  72723. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72724. */
  72725. function WeightedSound(loop, sounds, weights) {
  72726. var _this = this;
  72727. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72728. this.loop = false;
  72729. this._coneInnerAngle = 360;
  72730. this._coneOuterAngle = 360;
  72731. this._volume = 1;
  72732. /** A Sound is currently playing. */
  72733. this.isPlaying = false;
  72734. /** A Sound is currently paused. */
  72735. this.isPaused = false;
  72736. this._sounds = [];
  72737. this._weights = [];
  72738. if (sounds.length !== weights.length) {
  72739. throw new Error('Sounds length does not equal weights length');
  72740. }
  72741. this.loop = loop;
  72742. this._weights = weights;
  72743. // Normalize the weights
  72744. var weightSum = 0;
  72745. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72746. var weight = weights_1[_i];
  72747. weightSum += weight;
  72748. }
  72749. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72750. for (var i = 0; i < this._weights.length; i++) {
  72751. this._weights[i] *= invWeightSum;
  72752. }
  72753. this._sounds = sounds;
  72754. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72755. var sound = _b[_a];
  72756. sound.onEndedObservable.add(function () { _this._onended(); });
  72757. }
  72758. }
  72759. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72760. /**
  72761. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72762. */
  72763. get: function () {
  72764. return this._coneInnerAngle;
  72765. },
  72766. /**
  72767. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72768. */
  72769. set: function (value) {
  72770. if (value !== this._coneInnerAngle) {
  72771. if (this._coneOuterAngle < value) {
  72772. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72773. return;
  72774. }
  72775. this._coneInnerAngle = value;
  72776. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72777. var sound = _a[_i];
  72778. sound.directionalConeInnerAngle = value;
  72779. }
  72780. }
  72781. },
  72782. enumerable: true,
  72783. configurable: true
  72784. });
  72785. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72786. /**
  72787. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72788. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72789. */
  72790. get: function () {
  72791. return this._coneOuterAngle;
  72792. },
  72793. /**
  72794. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72795. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72796. */
  72797. set: function (value) {
  72798. if (value !== this._coneOuterAngle) {
  72799. if (value < this._coneInnerAngle) {
  72800. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72801. return;
  72802. }
  72803. this._coneOuterAngle = value;
  72804. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72805. var sound = _a[_i];
  72806. sound.directionalConeOuterAngle = value;
  72807. }
  72808. }
  72809. },
  72810. enumerable: true,
  72811. configurable: true
  72812. });
  72813. Object.defineProperty(WeightedSound.prototype, "volume", {
  72814. /**
  72815. * Playback volume.
  72816. */
  72817. get: function () {
  72818. return this._volume;
  72819. },
  72820. /**
  72821. * Playback volume.
  72822. */
  72823. set: function (value) {
  72824. if (value !== this._volume) {
  72825. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72826. var sound = _a[_i];
  72827. sound.setVolume(value);
  72828. }
  72829. }
  72830. },
  72831. enumerable: true,
  72832. configurable: true
  72833. });
  72834. WeightedSound.prototype._onended = function () {
  72835. if (this._currentIndex !== undefined) {
  72836. this._sounds[this._currentIndex].autoplay = false;
  72837. }
  72838. if (this.loop && this.isPlaying) {
  72839. this.play();
  72840. }
  72841. else {
  72842. this.isPlaying = false;
  72843. }
  72844. };
  72845. /**
  72846. * Suspend playback
  72847. */
  72848. WeightedSound.prototype.pause = function () {
  72849. this.isPaused = true;
  72850. if (this._currentIndex !== undefined) {
  72851. this._sounds[this._currentIndex].pause();
  72852. }
  72853. };
  72854. /**
  72855. * Stop playback
  72856. */
  72857. WeightedSound.prototype.stop = function () {
  72858. this.isPlaying = false;
  72859. if (this._currentIndex !== undefined) {
  72860. this._sounds[this._currentIndex].stop();
  72861. }
  72862. };
  72863. /**
  72864. * Start playback.
  72865. * @param startOffset Position the clip head at a specific time in seconds.
  72866. */
  72867. WeightedSound.prototype.play = function (startOffset) {
  72868. if (!this.isPaused) {
  72869. this.stop();
  72870. var randomValue = Math.random();
  72871. var total = 0;
  72872. for (var i = 0; i < this._weights.length; i++) {
  72873. total += this._weights[i];
  72874. if (randomValue <= total) {
  72875. this._currentIndex = i;
  72876. break;
  72877. }
  72878. }
  72879. }
  72880. var sound = this._sounds[this._currentIndex];
  72881. if (sound.isReady()) {
  72882. sound.play(0, this.isPaused ? undefined : startOffset);
  72883. }
  72884. else {
  72885. sound.autoplay = true;
  72886. }
  72887. this.isPlaying = true;
  72888. this.isPaused = false;
  72889. };
  72890. return WeightedSound;
  72891. }());
  72892. BABYLON.WeightedSound = WeightedSound;
  72893. })(BABYLON || (BABYLON = {}));
  72894. //# sourceMappingURL=babylon.weightedsound.js.map
  72895. var BABYLON;
  72896. (function (BABYLON) {
  72897. // Adds the parser to the scene parsers.
  72898. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72899. // TODO: add sound
  72900. var loadedSounds = [];
  72901. var loadedSound;
  72902. container.sounds = container.sounds || [];
  72903. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72904. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72905. var parsedSound = parsedData.sounds[index];
  72906. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72907. if (!parsedSound.url) {
  72908. parsedSound.url = parsedSound.name;
  72909. }
  72910. if (!loadedSounds[parsedSound.url]) {
  72911. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72912. loadedSounds[parsedSound.url] = loadedSound;
  72913. container.sounds.push(loadedSound);
  72914. }
  72915. else {
  72916. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72917. }
  72918. }
  72919. else {
  72920. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72921. }
  72922. }
  72923. }
  72924. loadedSounds = [];
  72925. });
  72926. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72927. get: function () {
  72928. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72929. if (!compo) {
  72930. compo = new AudioSceneComponent(this);
  72931. this._addComponent(compo);
  72932. }
  72933. if (!this._mainSoundTrack) {
  72934. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72935. }
  72936. return this._mainSoundTrack;
  72937. },
  72938. enumerable: true,
  72939. configurable: true
  72940. });
  72941. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72942. var index;
  72943. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72944. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72945. return this.mainSoundTrack.soundCollection[index];
  72946. }
  72947. }
  72948. if (this.soundTracks) {
  72949. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72950. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72951. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72952. return this.soundTracks[sdIndex].soundCollection[index];
  72953. }
  72954. }
  72955. }
  72956. }
  72957. return null;
  72958. };
  72959. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72960. get: function () {
  72961. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72962. if (!compo) {
  72963. compo = new AudioSceneComponent(this);
  72964. this._addComponent(compo);
  72965. }
  72966. return compo.audioEnabled;
  72967. },
  72968. set: function (value) {
  72969. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72970. if (!compo) {
  72971. compo = new AudioSceneComponent(this);
  72972. this._addComponent(compo);
  72973. }
  72974. if (value) {
  72975. compo.enableAudio();
  72976. }
  72977. else {
  72978. compo.disableAudio();
  72979. }
  72980. },
  72981. enumerable: true,
  72982. configurable: true
  72983. });
  72984. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72985. get: function () {
  72986. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72987. if (!compo) {
  72988. compo = new AudioSceneComponent(this);
  72989. this._addComponent(compo);
  72990. }
  72991. return compo.headphone;
  72992. },
  72993. set: function (value) {
  72994. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72995. if (!compo) {
  72996. compo = new AudioSceneComponent(this);
  72997. this._addComponent(compo);
  72998. }
  72999. if (value) {
  73000. compo.switchAudioModeForHeadphones();
  73001. }
  73002. else {
  73003. compo.switchAudioModeForNormalSpeakers();
  73004. }
  73005. },
  73006. enumerable: true,
  73007. configurable: true
  73008. });
  73009. /**
  73010. * Defines the sound scene component responsible to manage any sounds
  73011. * in a given scene.
  73012. */
  73013. var AudioSceneComponent = /** @class */ (function () {
  73014. /**
  73015. * Creates a new instance of the component for the given scene
  73016. * @param scene Defines the scene to register the component in
  73017. */
  73018. function AudioSceneComponent(scene) {
  73019. /**
  73020. * The component name helpfull to identify the component in the list of scene components.
  73021. */
  73022. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  73023. this._audioEnabled = true;
  73024. this._headphone = false;
  73025. this.scene = scene;
  73026. scene.soundTracks = new Array();
  73027. scene.sounds = new Array();
  73028. }
  73029. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  73030. /**
  73031. * Gets whether audio is enabled or not.
  73032. * Please use related enable/disable method to switch state.
  73033. */
  73034. get: function () {
  73035. return this._audioEnabled;
  73036. },
  73037. enumerable: true,
  73038. configurable: true
  73039. });
  73040. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  73041. /**
  73042. * Gets whether audio is outputing to headphone or not.
  73043. * Please use the according Switch methods to change output.
  73044. */
  73045. get: function () {
  73046. return this._headphone;
  73047. },
  73048. enumerable: true,
  73049. configurable: true
  73050. });
  73051. /**
  73052. * Registers the component in a given scene
  73053. */
  73054. AudioSceneComponent.prototype.register = function () {
  73055. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  73056. };
  73057. /**
  73058. * Rebuilds the elements related to this component in case of
  73059. * context lost for instance.
  73060. */
  73061. AudioSceneComponent.prototype.rebuild = function () {
  73062. // Nothing to do here. (Not rendering related)
  73063. };
  73064. /**
  73065. * Serializes the component data to the specified json object
  73066. * @param serializationObject The object to serialize to
  73067. */
  73068. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  73069. serializationObject.sounds = [];
  73070. if (this.scene.soundTracks) {
  73071. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  73072. var soundtrack = this.scene.soundTracks[index];
  73073. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  73074. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  73075. }
  73076. }
  73077. }
  73078. };
  73079. /**
  73080. * Adds all the element from the container to the scene
  73081. * @param container the container holding the elements
  73082. */
  73083. AudioSceneComponent.prototype.addFromContainer = function (container) {
  73084. var _this = this;
  73085. if (!container.sounds) {
  73086. return;
  73087. }
  73088. container.sounds.forEach(function (sound) {
  73089. sound.play();
  73090. sound.autoplay = true;
  73091. _this.scene.mainSoundTrack.AddSound(sound);
  73092. });
  73093. };
  73094. /**
  73095. * Removes all the elements in the container from the scene
  73096. * @param container contains the elements to remove
  73097. */
  73098. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  73099. var _this = this;
  73100. if (!container.sounds) {
  73101. return;
  73102. }
  73103. container.sounds.forEach(function (sound) {
  73104. sound.stop();
  73105. sound.autoplay = false;
  73106. _this.scene.mainSoundTrack.RemoveSound(sound);
  73107. });
  73108. };
  73109. /**
  73110. * Disposes the component and the associated ressources.
  73111. */
  73112. AudioSceneComponent.prototype.dispose = function () {
  73113. var scene = this.scene;
  73114. if (scene._mainSoundTrack) {
  73115. scene.mainSoundTrack.dispose();
  73116. }
  73117. if (scene.soundTracks) {
  73118. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  73119. scene.soundTracks[scIndex].dispose();
  73120. }
  73121. }
  73122. };
  73123. /**
  73124. * Disables audio in the associated scene.
  73125. */
  73126. AudioSceneComponent.prototype.disableAudio = function () {
  73127. var scene = this.scene;
  73128. this._audioEnabled = false;
  73129. var i;
  73130. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73131. scene.mainSoundTrack.soundCollection[i].pause();
  73132. }
  73133. if (scene.soundTracks) {
  73134. for (i = 0; i < scene.soundTracks.length; i++) {
  73135. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73136. scene.soundTracks[i].soundCollection[j].pause();
  73137. }
  73138. }
  73139. }
  73140. };
  73141. /**
  73142. * Enables audio in the associated scene.
  73143. */
  73144. AudioSceneComponent.prototype.enableAudio = function () {
  73145. var scene = this.scene;
  73146. this._audioEnabled = true;
  73147. var i;
  73148. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73149. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73150. scene.mainSoundTrack.soundCollection[i].play();
  73151. }
  73152. }
  73153. if (scene.soundTracks) {
  73154. for (i = 0; i < scene.soundTracks.length; i++) {
  73155. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73156. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73157. scene.soundTracks[i].soundCollection[j].play();
  73158. }
  73159. }
  73160. }
  73161. }
  73162. };
  73163. /**
  73164. * Switch audio to headphone output.
  73165. */
  73166. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73167. var scene = this.scene;
  73168. this._headphone = true;
  73169. scene.mainSoundTrack.switchPanningModelToHRTF();
  73170. if (scene.soundTracks) {
  73171. for (var i = 0; i < scene.soundTracks.length; i++) {
  73172. scene.soundTracks[i].switchPanningModelToHRTF();
  73173. }
  73174. }
  73175. };
  73176. /**
  73177. * Switch audio to normal speakers.
  73178. */
  73179. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73180. var scene = this.scene;
  73181. this._headphone = false;
  73182. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73183. if (scene.soundTracks) {
  73184. for (var i = 0; i < scene.soundTracks.length; i++) {
  73185. scene.soundTracks[i].switchPanningModelToEqualPower();
  73186. }
  73187. }
  73188. };
  73189. AudioSceneComponent.prototype._afterRender = function () {
  73190. var scene = this.scene;
  73191. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73192. return;
  73193. }
  73194. var listeningCamera;
  73195. var audioEngine = BABYLON.Engine.audioEngine;
  73196. if (scene.activeCameras.length > 0) {
  73197. listeningCamera = scene.activeCameras[0];
  73198. }
  73199. else {
  73200. listeningCamera = scene.activeCamera;
  73201. }
  73202. if (listeningCamera && audioEngine.audioContext) {
  73203. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73204. // for VR cameras
  73205. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73206. listeningCamera = listeningCamera.rigCameras[0];
  73207. }
  73208. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73209. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73210. cameraDirection.normalize();
  73211. // To avoid some errors on GearVR
  73212. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73213. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73214. }
  73215. var i;
  73216. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73217. var sound = scene.mainSoundTrack.soundCollection[i];
  73218. if (sound.useCustomAttenuation) {
  73219. sound.updateDistanceFromListener();
  73220. }
  73221. }
  73222. if (scene.soundTracks) {
  73223. for (i = 0; i < scene.soundTracks.length; i++) {
  73224. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73225. sound = scene.soundTracks[i].soundCollection[j];
  73226. if (sound.useCustomAttenuation) {
  73227. sound.updateDistanceFromListener();
  73228. }
  73229. }
  73230. }
  73231. }
  73232. }
  73233. };
  73234. return AudioSceneComponent;
  73235. }());
  73236. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73237. })(BABYLON || (BABYLON = {}));
  73238. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73239. var BABYLON;
  73240. (function (BABYLON) {
  73241. /**
  73242. * This defines an action helpful to play a defined sound on a triggered action.
  73243. */
  73244. var PlaySoundAction = /** @class */ (function (_super) {
  73245. __extends(PlaySoundAction, _super);
  73246. /**
  73247. * Instantiate the action
  73248. * @param triggerOptions defines the trigger options
  73249. * @param sound defines the sound to play
  73250. * @param condition defines the trigger related conditions
  73251. */
  73252. function PlaySoundAction(triggerOptions, sound, condition) {
  73253. var _this = _super.call(this, triggerOptions, condition) || this;
  73254. _this._sound = sound;
  73255. return _this;
  73256. }
  73257. /** @hidden */
  73258. PlaySoundAction.prototype._prepare = function () {
  73259. };
  73260. /**
  73261. * Execute the action and play the sound.
  73262. */
  73263. PlaySoundAction.prototype.execute = function () {
  73264. if (this._sound !== undefined) {
  73265. this._sound.play();
  73266. }
  73267. };
  73268. /**
  73269. * Serializes the actions and its related information.
  73270. * @param parent defines the object to serialize in
  73271. * @returns the serialized object
  73272. */
  73273. PlaySoundAction.prototype.serialize = function (parent) {
  73274. return _super.prototype._serialize.call(this, {
  73275. name: "PlaySoundAction",
  73276. properties: [{ name: "sound", value: this._sound.name }]
  73277. }, parent);
  73278. };
  73279. return PlaySoundAction;
  73280. }(BABYLON.Action));
  73281. BABYLON.PlaySoundAction = PlaySoundAction;
  73282. /**
  73283. * This defines an action helpful to stop a defined sound on a triggered action.
  73284. */
  73285. var StopSoundAction = /** @class */ (function (_super) {
  73286. __extends(StopSoundAction, _super);
  73287. /**
  73288. * Instantiate the action
  73289. * @param triggerOptions defines the trigger options
  73290. * @param sound defines the sound to stop
  73291. * @param condition defines the trigger related conditions
  73292. */
  73293. function StopSoundAction(triggerOptions, sound, condition) {
  73294. var _this = _super.call(this, triggerOptions, condition) || this;
  73295. _this._sound = sound;
  73296. return _this;
  73297. }
  73298. /** @hidden */
  73299. StopSoundAction.prototype._prepare = function () {
  73300. };
  73301. /**
  73302. * Execute the action and stop the sound.
  73303. */
  73304. StopSoundAction.prototype.execute = function () {
  73305. if (this._sound !== undefined) {
  73306. this._sound.stop();
  73307. }
  73308. };
  73309. /**
  73310. * Serializes the actions and its related information.
  73311. * @param parent defines the object to serialize in
  73312. * @returns the serialized object
  73313. */
  73314. StopSoundAction.prototype.serialize = function (parent) {
  73315. return _super.prototype._serialize.call(this, {
  73316. name: "StopSoundAction",
  73317. properties: [{ name: "sound", value: this._sound.name }]
  73318. }, parent);
  73319. };
  73320. return StopSoundAction;
  73321. }(BABYLON.Action));
  73322. BABYLON.StopSoundAction = StopSoundAction;
  73323. })(BABYLON || (BABYLON = {}));
  73324. //# sourceMappingURL=babylon.directAudioActions.js.map
  73325. var BABYLON;
  73326. (function (BABYLON) {
  73327. /**
  73328. * Class for creating a cube texture
  73329. */
  73330. var CubeTexture = /** @class */ (function (_super) {
  73331. __extends(CubeTexture, _super);
  73332. /**
  73333. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73334. * as prefiltered data.
  73335. * @param rootUrl defines the url of the texture or the root name of the six images
  73336. * @param scene defines the scene the texture is attached to
  73337. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73338. * @param noMipmap defines if mipmaps should be created or not
  73339. * @param files defines the six files to load for the different faces
  73340. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73341. * @param onError defines a callback triggered in case of error during load
  73342. * @param format defines the internal format to use for the texture once loaded
  73343. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73344. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73345. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73346. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73347. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73348. * @return the cube texture
  73349. */
  73350. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73351. if (extensions === void 0) { extensions = null; }
  73352. if (noMipmap === void 0) { noMipmap = false; }
  73353. if (files === void 0) { files = null; }
  73354. if (onLoad === void 0) { onLoad = null; }
  73355. if (onError === void 0) { onError = null; }
  73356. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73357. if (prefiltered === void 0) { prefiltered = false; }
  73358. if (forcedExtension === void 0) { forcedExtension = null; }
  73359. if (createPolynomials === void 0) { createPolynomials = false; }
  73360. if (lodScale === void 0) { lodScale = 0.8; }
  73361. if (lodOffset === void 0) { lodOffset = 0; }
  73362. var _this = _super.call(this, scene) || this;
  73363. /**
  73364. * Gets or sets the center of the bounding box associated with the cube texture.
  73365. * It must define where the camera used to render the texture was set
  73366. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73367. */
  73368. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73369. _this._rotationY = 0;
  73370. /** @hidden */
  73371. _this._prefiltered = false;
  73372. _this.name = rootUrl;
  73373. _this.url = rootUrl;
  73374. _this._noMipmap = noMipmap;
  73375. _this.hasAlpha = false;
  73376. _this._format = format;
  73377. _this.isCube = true;
  73378. _this._textureMatrix = BABYLON.Matrix.Identity();
  73379. _this._createPolynomials = createPolynomials;
  73380. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73381. if (!rootUrl && !files) {
  73382. return _this;
  73383. }
  73384. var lastDot = rootUrl.lastIndexOf(".");
  73385. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73386. var isDDS = (extension === ".dds");
  73387. var isEnv = (extension === ".env");
  73388. if (isEnv) {
  73389. _this.gammaSpace = false;
  73390. _this._prefiltered = false;
  73391. }
  73392. else {
  73393. _this._prefiltered = prefiltered;
  73394. if (prefiltered) {
  73395. _this.gammaSpace = false;
  73396. }
  73397. }
  73398. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73399. if (!files) {
  73400. if (!isEnv && !isDDS && !extensions) {
  73401. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73402. }
  73403. files = [];
  73404. if (extensions) {
  73405. for (var index = 0; index < extensions.length; index++) {
  73406. files.push(rootUrl + extensions[index]);
  73407. }
  73408. }
  73409. }
  73410. _this._files = files;
  73411. if (!_this._texture) {
  73412. if (!scene.useDelayedTextureLoading) {
  73413. if (prefiltered) {
  73414. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73415. }
  73416. else {
  73417. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73418. }
  73419. }
  73420. else {
  73421. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73422. }
  73423. }
  73424. else if (onLoad) {
  73425. if (_this._texture.isReady) {
  73426. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73427. }
  73428. else {
  73429. _this._texture.onLoadedObservable.add(onLoad);
  73430. }
  73431. }
  73432. return _this;
  73433. }
  73434. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73435. /**
  73436. * Returns the bounding box size
  73437. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73438. */
  73439. get: function () {
  73440. return this._boundingBoxSize;
  73441. },
  73442. /**
  73443. * Gets or sets the size of the bounding box associated with the cube texture
  73444. * When defined, the cubemap will switch to local mode
  73445. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73446. * @example https://www.babylonjs-playground.com/#RNASML
  73447. */
  73448. set: function (value) {
  73449. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73450. return;
  73451. }
  73452. this._boundingBoxSize = value;
  73453. var scene = this.getScene();
  73454. if (scene) {
  73455. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73456. }
  73457. },
  73458. enumerable: true,
  73459. configurable: true
  73460. });
  73461. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73462. /**
  73463. * Gets texture matrix rotation angle around Y axis radians.
  73464. */
  73465. get: function () {
  73466. return this._rotationY;
  73467. },
  73468. /**
  73469. * Sets texture matrix rotation angle around Y axis in radians.
  73470. */
  73471. set: function (value) {
  73472. this._rotationY = value;
  73473. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73474. },
  73475. enumerable: true,
  73476. configurable: true
  73477. });
  73478. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73479. /**
  73480. * Are mip maps generated for this texture or not.
  73481. */
  73482. get: function () {
  73483. return this._noMipmap;
  73484. },
  73485. enumerable: true,
  73486. configurable: true
  73487. });
  73488. /**
  73489. * Creates a cube texture from an array of image urls
  73490. * @param files defines an array of image urls
  73491. * @param scene defines the hosting scene
  73492. * @param noMipmap specifies if mip maps are not used
  73493. * @returns a cube texture
  73494. */
  73495. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73496. var rootUrlKey = "";
  73497. files.forEach(function (url) { return rootUrlKey += url; });
  73498. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73499. };
  73500. /**
  73501. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73502. * @param url defines the url of the prefiltered texture
  73503. * @param scene defines the scene the texture is attached to
  73504. * @param forcedExtension defines the extension of the file if different from the url
  73505. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73506. * @return the prefiltered texture
  73507. */
  73508. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73509. if (forcedExtension === void 0) { forcedExtension = null; }
  73510. if (createPolynomials === void 0) { createPolynomials = true; }
  73511. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73512. };
  73513. /**
  73514. * Get the current class name of the texture useful for serialization or dynamic coding.
  73515. * @returns "CubeTexture"
  73516. */
  73517. CubeTexture.prototype.getClassName = function () {
  73518. return "CubeTexture";
  73519. };
  73520. /**
  73521. * Update the url (and optional buffer) of this texture if url was null during construction.
  73522. * @param url the url of the texture
  73523. * @param forcedExtension defines the extension to use
  73524. * @param onLoad callback called when the texture is loaded (defaults to null)
  73525. */
  73526. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73527. if (this.url) {
  73528. this.releaseInternalTexture();
  73529. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73530. }
  73531. this.url = url;
  73532. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73533. this._prefiltered = false;
  73534. if (onLoad) {
  73535. this._delayedOnLoad = onLoad;
  73536. }
  73537. this.delayLoad(forcedExtension);
  73538. };
  73539. /**
  73540. * Delays loading of the cube texture
  73541. * @param forcedExtension defines the extension to use
  73542. */
  73543. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73544. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73545. return;
  73546. }
  73547. var scene = this.getScene();
  73548. if (!scene) {
  73549. return;
  73550. }
  73551. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73552. this._texture = this._getFromCache(this.url, this._noMipmap);
  73553. if (!this._texture) {
  73554. if (this._prefiltered) {
  73555. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73556. }
  73557. else {
  73558. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73559. }
  73560. }
  73561. };
  73562. /**
  73563. * Returns the reflection texture matrix
  73564. * @returns the reflection texture matrix
  73565. */
  73566. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73567. return this._textureMatrix;
  73568. };
  73569. /**
  73570. * Sets the reflection texture matrix
  73571. * @param value Reflection texture matrix
  73572. */
  73573. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73574. var _this = this;
  73575. if (value.updateFlag === this._textureMatrix.updateFlag) {
  73576. return;
  73577. }
  73578. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  73579. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  73580. }
  73581. this._textureMatrix = value;
  73582. };
  73583. /**
  73584. * Parses text to create a cube texture
  73585. * @param parsedTexture define the serialized text to read from
  73586. * @param scene defines the hosting scene
  73587. * @param rootUrl defines the root url of the cube texture
  73588. * @returns a cube texture
  73589. */
  73590. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73591. var texture = BABYLON.SerializationHelper.Parse(function () {
  73592. var prefiltered = false;
  73593. if (parsedTexture.prefiltered) {
  73594. prefiltered = parsedTexture.prefiltered;
  73595. }
  73596. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73597. }, parsedTexture, scene);
  73598. // Local Cubemaps
  73599. if (parsedTexture.boundingBoxPosition) {
  73600. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73601. }
  73602. if (parsedTexture.boundingBoxSize) {
  73603. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73604. }
  73605. // Animations
  73606. if (parsedTexture.animations) {
  73607. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73608. var parsedAnimation = parsedTexture.animations[animationIndex];
  73609. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73610. }
  73611. }
  73612. return texture;
  73613. };
  73614. /**
  73615. * Makes a clone, or deep copy, of the cube texture
  73616. * @returns a new cube texture
  73617. */
  73618. CubeTexture.prototype.clone = function () {
  73619. var _this = this;
  73620. var scene = this.getScene();
  73621. var uniqueId = 0;
  73622. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73623. if (!scene) {
  73624. return _this;
  73625. }
  73626. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73627. uniqueId = cubeTexture.uniqueId;
  73628. return cubeTexture;
  73629. }, this);
  73630. newCubeTexture.uniqueId = uniqueId;
  73631. return newCubeTexture;
  73632. };
  73633. __decorate([
  73634. BABYLON.serialize("rotationY")
  73635. ], CubeTexture.prototype, "rotationY", null);
  73636. return CubeTexture;
  73637. }(BABYLON.BaseTexture));
  73638. BABYLON.CubeTexture = CubeTexture;
  73639. })(BABYLON || (BABYLON = {}));
  73640. //# sourceMappingURL=babylon.cubeTexture.js.map
  73641. var BABYLON;
  73642. (function (BABYLON) {
  73643. /**
  73644. * Raw cube texture where the raw buffers are passed in
  73645. */
  73646. var RawCubeTexture = /** @class */ (function (_super) {
  73647. __extends(RawCubeTexture, _super);
  73648. /**
  73649. * Creates a cube texture where the raw buffers are passed in.
  73650. * @param scene defines the scene the texture is attached to
  73651. * @param data defines the array of data to use to create each face
  73652. * @param size defines the size of the textures
  73653. * @param format defines the format of the data
  73654. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73655. * @param generateMipMaps defines if the engine should generate the mip levels
  73656. * @param invertY defines if data must be stored with Y axis inverted
  73657. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73658. * @param compression defines the compression used (null by default)
  73659. */
  73660. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73661. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73662. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73663. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73664. if (invertY === void 0) { invertY = false; }
  73665. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73666. if (compression === void 0) { compression = null; }
  73667. var _this = _super.call(this, "", scene) || this;
  73668. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73669. return _this;
  73670. }
  73671. /**
  73672. * Updates the raw cube texture.
  73673. * @param data defines the data to store
  73674. * @param format defines the data format
  73675. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73676. * @param invertY defines if data must be stored with Y axis inverted
  73677. * @param compression defines the compression used (null by default)
  73678. * @param level defines which level of the texture to update
  73679. */
  73680. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73681. if (compression === void 0) { compression = null; }
  73682. if (level === void 0) { level = 0; }
  73683. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73684. };
  73685. /**
  73686. * Updates a raw cube texture with RGBD encoded data.
  73687. * @param data defines the array of data [mipmap][face] to use to create each face
  73688. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73689. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73690. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73691. * @returns a promsie that resolves when the operation is complete
  73692. */
  73693. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73694. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73695. if (lodScale === void 0) { lodScale = 0.8; }
  73696. if (lodOffset === void 0) { lodOffset = 0; }
  73697. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73698. };
  73699. /**
  73700. * Clones the raw cube texture.
  73701. * @return a new cube texture
  73702. */
  73703. RawCubeTexture.prototype.clone = function () {
  73704. var _this = this;
  73705. return BABYLON.SerializationHelper.Clone(function () {
  73706. var scene = _this.getScene();
  73707. var internalTexture = _this._texture;
  73708. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73709. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73710. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73711. }
  73712. return texture;
  73713. }, this);
  73714. };
  73715. /** @hidden */
  73716. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73717. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73718. internalTexture._bufferViewArrayArray = data;
  73719. internalTexture._lodGenerationScale = lodScale;
  73720. internalTexture._lodGenerationOffset = lodOffset;
  73721. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73722. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73723. internalTexture.isReady = true;
  73724. });
  73725. };
  73726. return RawCubeTexture;
  73727. }(BABYLON.CubeTexture));
  73728. BABYLON.RawCubeTexture = RawCubeTexture;
  73729. })(BABYLON || (BABYLON = {}));
  73730. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73731. var BABYLON;
  73732. (function (BABYLON) {
  73733. /**
  73734. * This Helps creating a texture that will be created from a camera in your scene.
  73735. * It is basically a dynamic texture that could be used to create special effects for instance.
  73736. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73737. */
  73738. var RenderTargetTexture = /** @class */ (function (_super) {
  73739. __extends(RenderTargetTexture, _super);
  73740. /**
  73741. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73742. * or used a shadow, depth texture...
  73743. * @param name The friendly name of the texture
  73744. * @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)
  73745. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73746. * @param generateMipMaps True if mip maps need to be generated after render.
  73747. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73748. * @param type The type of the buffer in the RTT (int, half float, float...)
  73749. * @param isCube True if a cube texture needs to be created
  73750. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73751. * @param generateDepthBuffer True to generate a depth buffer
  73752. * @param generateStencilBuffer True to generate a stencil buffer
  73753. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73754. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73755. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73756. */
  73757. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73758. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73759. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73760. if (isCube === void 0) { isCube = false; }
  73761. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73762. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73763. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73764. if (isMulti === void 0) { isMulti = false; }
  73765. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73766. if (delayAllocation === void 0) { delayAllocation = false; }
  73767. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73768. _this.isCube = isCube;
  73769. /**
  73770. * Define if particles should be rendered in your texture.
  73771. */
  73772. _this.renderParticles = true;
  73773. /**
  73774. * Define if sprites should be rendered in your texture.
  73775. */
  73776. _this.renderSprites = false;
  73777. /**
  73778. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73779. */
  73780. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73781. /**
  73782. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73783. */
  73784. _this.ignoreCameraViewport = false;
  73785. /**
  73786. * An event triggered when the texture is unbind.
  73787. */
  73788. _this.onBeforeBindObservable = new BABYLON.Observable();
  73789. /**
  73790. * An event triggered when the texture is unbind.
  73791. */
  73792. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73793. /**
  73794. * An event triggered before rendering the texture
  73795. */
  73796. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73797. /**
  73798. * An event triggered after rendering the texture
  73799. */
  73800. _this.onAfterRenderObservable = new BABYLON.Observable();
  73801. /**
  73802. * An event triggered after the texture clear
  73803. */
  73804. _this.onClearObservable = new BABYLON.Observable();
  73805. _this._currentRefreshId = -1;
  73806. _this._refreshRate = 1;
  73807. _this._samples = 1;
  73808. /**
  73809. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73810. * It must define where the camera used to render the texture is set
  73811. */
  73812. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73813. scene = _this.getScene();
  73814. if (!scene) {
  73815. return _this;
  73816. }
  73817. _this.renderList = new Array();
  73818. _this._engine = scene.getEngine();
  73819. _this.name = name;
  73820. _this.isRenderTarget = true;
  73821. _this._initialSizeParameter = size;
  73822. _this._processSizeParameter(size);
  73823. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73824. });
  73825. _this._generateMipMaps = generateMipMaps ? true : false;
  73826. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73827. // Rendering groups
  73828. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73829. _this._renderingManager._useSceneAutoClearSetup = true;
  73830. if (isMulti) {
  73831. return _this;
  73832. }
  73833. _this._renderTargetOptions = {
  73834. generateMipMaps: generateMipMaps,
  73835. type: type,
  73836. format: format,
  73837. samplingMode: samplingMode,
  73838. generateDepthBuffer: generateDepthBuffer,
  73839. generateStencilBuffer: generateStencilBuffer
  73840. };
  73841. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73842. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73843. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73844. }
  73845. if (!delayAllocation) {
  73846. if (isCube) {
  73847. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73848. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73849. _this._textureMatrix = BABYLON.Matrix.Identity();
  73850. }
  73851. else {
  73852. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73853. }
  73854. }
  73855. return _this;
  73856. }
  73857. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73858. /**
  73859. * Use this list to define the list of mesh you want to render.
  73860. */
  73861. get: function () {
  73862. return this._renderList;
  73863. },
  73864. set: function (value) {
  73865. this._renderList = value;
  73866. if (this._renderList) {
  73867. this._hookArray(this._renderList);
  73868. }
  73869. },
  73870. enumerable: true,
  73871. configurable: true
  73872. });
  73873. RenderTargetTexture.prototype._hookArray = function (array) {
  73874. var _this = this;
  73875. var oldPush = array.push;
  73876. array.push = function () {
  73877. var items = [];
  73878. for (var _i = 0; _i < arguments.length; _i++) {
  73879. items[_i] = arguments[_i];
  73880. }
  73881. var wasEmpty = array.length === 0;
  73882. var result = oldPush.apply(array, items);
  73883. if (wasEmpty) {
  73884. _this.getScene().meshes.forEach(function (mesh) {
  73885. mesh._markSubMeshesAsLightDirty();
  73886. });
  73887. }
  73888. return result;
  73889. };
  73890. var oldSplice = array.splice;
  73891. array.splice = function (index, deleteCount) {
  73892. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73893. if (array.length === 0) {
  73894. _this.getScene().meshes.forEach(function (mesh) {
  73895. mesh._markSubMeshesAsLightDirty();
  73896. });
  73897. }
  73898. return deleted;
  73899. };
  73900. };
  73901. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73902. /**
  73903. * Set a after unbind callback in the texture.
  73904. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73905. */
  73906. set: function (callback) {
  73907. if (this._onAfterUnbindObserver) {
  73908. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73909. }
  73910. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73911. },
  73912. enumerable: true,
  73913. configurable: true
  73914. });
  73915. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73916. /**
  73917. * Set a before render callback in the texture.
  73918. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73919. */
  73920. set: function (callback) {
  73921. if (this._onBeforeRenderObserver) {
  73922. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73923. }
  73924. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73925. },
  73926. enumerable: true,
  73927. configurable: true
  73928. });
  73929. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73930. /**
  73931. * Set a after render callback in the texture.
  73932. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73933. */
  73934. set: function (callback) {
  73935. if (this._onAfterRenderObserver) {
  73936. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73937. }
  73938. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73939. },
  73940. enumerable: true,
  73941. configurable: true
  73942. });
  73943. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73944. /**
  73945. * Set a clear callback in the texture.
  73946. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73947. */
  73948. set: function (callback) {
  73949. if (this._onClearObserver) {
  73950. this.onClearObservable.remove(this._onClearObserver);
  73951. }
  73952. this._onClearObserver = this.onClearObservable.add(callback);
  73953. },
  73954. enumerable: true,
  73955. configurable: true
  73956. });
  73957. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73958. /**
  73959. * Gets render target creation options that were used.
  73960. */
  73961. get: function () {
  73962. return this._renderTargetOptions;
  73963. },
  73964. enumerable: true,
  73965. configurable: true
  73966. });
  73967. RenderTargetTexture.prototype._onRatioRescale = function () {
  73968. if (this._sizeRatio) {
  73969. this.resize(this._initialSizeParameter);
  73970. }
  73971. };
  73972. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73973. get: function () {
  73974. return this._boundingBoxSize;
  73975. },
  73976. /**
  73977. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73978. * When defined, the cubemap will switch to local mode
  73979. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73980. * @example https://www.babylonjs-playground.com/#RNASML
  73981. */
  73982. set: function (value) {
  73983. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73984. return;
  73985. }
  73986. this._boundingBoxSize = value;
  73987. var scene = this.getScene();
  73988. if (scene) {
  73989. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73990. }
  73991. },
  73992. enumerable: true,
  73993. configurable: true
  73994. });
  73995. /**
  73996. * Creates a depth stencil texture.
  73997. * This is only available in WebGL 2 or with the depth texture extension available.
  73998. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73999. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  74000. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  74001. */
  74002. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  74003. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  74004. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  74005. if (generateStencil === void 0) { generateStencil = false; }
  74006. if (!this.getScene()) {
  74007. return;
  74008. }
  74009. var engine = this.getScene().getEngine();
  74010. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  74011. bilinearFiltering: bilinearFiltering,
  74012. comparisonFunction: comparisonFunction,
  74013. generateStencil: generateStencil,
  74014. isCube: this.isCube
  74015. });
  74016. engine.setFrameBufferDepthStencilTexture(this);
  74017. };
  74018. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  74019. if (size.ratio) {
  74020. this._sizeRatio = size.ratio;
  74021. this._size = {
  74022. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  74023. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  74024. };
  74025. }
  74026. else {
  74027. this._size = size;
  74028. }
  74029. };
  74030. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  74031. /**
  74032. * Define the number of samples to use in case of MSAA.
  74033. * It defaults to one meaning no MSAA has been enabled.
  74034. */
  74035. get: function () {
  74036. return this._samples;
  74037. },
  74038. set: function (value) {
  74039. if (this._samples === value) {
  74040. return;
  74041. }
  74042. var scene = this.getScene();
  74043. if (!scene) {
  74044. return;
  74045. }
  74046. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  74047. },
  74048. enumerable: true,
  74049. configurable: true
  74050. });
  74051. /**
  74052. * Resets the refresh counter of the texture and start bak from scratch.
  74053. * Could be useful to regenerate the texture if it is setup to render only once.
  74054. */
  74055. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  74056. this._currentRefreshId = -1;
  74057. };
  74058. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  74059. /**
  74060. * Define the refresh rate of the texture or the rendering frequency.
  74061. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  74062. */
  74063. get: function () {
  74064. return this._refreshRate;
  74065. },
  74066. set: function (value) {
  74067. this._refreshRate = value;
  74068. this.resetRefreshCounter();
  74069. },
  74070. enumerable: true,
  74071. configurable: true
  74072. });
  74073. /**
  74074. * Adds a post process to the render target rendering passes.
  74075. * @param postProcess define the post process to add
  74076. */
  74077. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  74078. if (!this._postProcessManager) {
  74079. var scene = this.getScene();
  74080. if (!scene) {
  74081. return;
  74082. }
  74083. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  74084. this._postProcesses = new Array();
  74085. }
  74086. this._postProcesses.push(postProcess);
  74087. this._postProcesses[0].autoClear = false;
  74088. };
  74089. /**
  74090. * Clear all the post processes attached to the render target
  74091. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  74092. */
  74093. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  74094. if (dispose === void 0) { dispose = false; }
  74095. if (!this._postProcesses) {
  74096. return;
  74097. }
  74098. if (dispose) {
  74099. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  74100. var postProcess = _a[_i];
  74101. postProcess.dispose();
  74102. }
  74103. }
  74104. this._postProcesses = [];
  74105. };
  74106. /**
  74107. * Remove one of the post process from the list of attached post processes to the texture
  74108. * @param postProcess define the post process to remove from the list
  74109. */
  74110. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  74111. if (!this._postProcesses) {
  74112. return;
  74113. }
  74114. var index = this._postProcesses.indexOf(postProcess);
  74115. if (index === -1) {
  74116. return;
  74117. }
  74118. this._postProcesses.splice(index, 1);
  74119. if (this._postProcesses.length > 0) {
  74120. this._postProcesses[0].autoClear = false;
  74121. }
  74122. };
  74123. /** @hidden */
  74124. RenderTargetTexture.prototype._shouldRender = function () {
  74125. if (this._currentRefreshId === -1) { // At least render once
  74126. this._currentRefreshId = 1;
  74127. return true;
  74128. }
  74129. if (this.refreshRate === this._currentRefreshId) {
  74130. this._currentRefreshId = 1;
  74131. return true;
  74132. }
  74133. this._currentRefreshId++;
  74134. return false;
  74135. };
  74136. /**
  74137. * Gets the actual render size of the texture.
  74138. * @returns the width of the render size
  74139. */
  74140. RenderTargetTexture.prototype.getRenderSize = function () {
  74141. return this.getRenderWidth();
  74142. };
  74143. /**
  74144. * Gets the actual render width of the texture.
  74145. * @returns the width of the render size
  74146. */
  74147. RenderTargetTexture.prototype.getRenderWidth = function () {
  74148. if (this._size.width) {
  74149. return this._size.width;
  74150. }
  74151. return this._size;
  74152. };
  74153. /**
  74154. * Gets the actual render height of the texture.
  74155. * @returns the height of the render size
  74156. */
  74157. RenderTargetTexture.prototype.getRenderHeight = function () {
  74158. if (this._size.width) {
  74159. return this._size.height;
  74160. }
  74161. return this._size;
  74162. };
  74163. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74164. /**
  74165. * Get if the texture can be rescaled or not.
  74166. */
  74167. get: function () {
  74168. return true;
  74169. },
  74170. enumerable: true,
  74171. configurable: true
  74172. });
  74173. /**
  74174. * Resize the texture using a ratio.
  74175. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74176. */
  74177. RenderTargetTexture.prototype.scale = function (ratio) {
  74178. var newSize = this.getRenderSize() * ratio;
  74179. this.resize(newSize);
  74180. };
  74181. /**
  74182. * Get the texture reflection matrix used to rotate/transform the reflection.
  74183. * @returns the reflection matrix
  74184. */
  74185. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74186. if (this.isCube) {
  74187. return this._textureMatrix;
  74188. }
  74189. return _super.prototype.getReflectionTextureMatrix.call(this);
  74190. };
  74191. /**
  74192. * Resize the texture to a new desired size.
  74193. * Be carrefull as it will recreate all the data in the new texture.
  74194. * @param size Define the new size. It can be:
  74195. * - a number for squared texture,
  74196. * - an object containing { width: number, height: number }
  74197. * - or an object containing a ratio { ratio: number }
  74198. */
  74199. RenderTargetTexture.prototype.resize = function (size) {
  74200. this.releaseInternalTexture();
  74201. var scene = this.getScene();
  74202. if (!scene) {
  74203. return;
  74204. }
  74205. this._processSizeParameter(size);
  74206. if (this.isCube) {
  74207. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74208. }
  74209. else {
  74210. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74211. }
  74212. };
  74213. /**
  74214. * Renders all the objects from the render list into the texture.
  74215. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74216. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74217. */
  74218. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74219. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74220. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74221. var scene = this.getScene();
  74222. if (!scene) {
  74223. return;
  74224. }
  74225. var engine = scene.getEngine();
  74226. if (this.useCameraPostProcesses !== undefined) {
  74227. useCameraPostProcess = this.useCameraPostProcesses;
  74228. }
  74229. if (this._waitingRenderList) {
  74230. this.renderList = [];
  74231. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74232. var id = this._waitingRenderList[index];
  74233. var mesh_1 = scene.getMeshByID(id);
  74234. if (mesh_1) {
  74235. this.renderList.push(mesh_1);
  74236. }
  74237. }
  74238. delete this._waitingRenderList;
  74239. }
  74240. // Is predicate defined?
  74241. if (this.renderListPredicate) {
  74242. if (this.renderList) {
  74243. this.renderList.length = 0; // Clear previous renderList
  74244. }
  74245. else {
  74246. this.renderList = [];
  74247. }
  74248. var scene = this.getScene();
  74249. if (!scene) {
  74250. return;
  74251. }
  74252. var sceneMeshes = scene.meshes;
  74253. for (var index = 0; index < sceneMeshes.length; index++) {
  74254. var mesh = sceneMeshes[index];
  74255. if (this.renderListPredicate(mesh)) {
  74256. this.renderList.push(mesh);
  74257. }
  74258. }
  74259. }
  74260. this.onBeforeBindObservable.notifyObservers(this);
  74261. // Set custom projection.
  74262. // Needs to be before binding to prevent changing the aspect ratio.
  74263. var camera;
  74264. if (this.activeCamera) {
  74265. camera = this.activeCamera;
  74266. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74267. if (this.activeCamera !== scene.activeCamera) {
  74268. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74269. }
  74270. }
  74271. else {
  74272. camera = scene.activeCamera;
  74273. if (camera) {
  74274. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74275. }
  74276. }
  74277. // Prepare renderingManager
  74278. this._renderingManager.reset();
  74279. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74280. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74281. var sceneRenderId = scene.getRenderId();
  74282. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74283. var mesh = currentRenderList[meshIndex];
  74284. if (mesh) {
  74285. if (!mesh.isReady(this.refreshRate === 0)) {
  74286. this.resetRefreshCounter();
  74287. continue;
  74288. }
  74289. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74290. var isMasked = void 0;
  74291. if (!this.renderList && camera) {
  74292. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74293. }
  74294. else {
  74295. isMasked = false;
  74296. }
  74297. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74298. mesh._activate(sceneRenderId);
  74299. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74300. var subMesh = mesh.subMeshes[subIndex];
  74301. scene._activeIndices.addCount(subMesh.indexCount, false);
  74302. this._renderingManager.dispatch(subMesh, mesh);
  74303. }
  74304. }
  74305. }
  74306. }
  74307. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74308. var particleSystem = scene.particleSystems[particleIndex];
  74309. var emitter = particleSystem.emitter;
  74310. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74311. continue;
  74312. }
  74313. if (currentRenderList.indexOf(emitter) >= 0) {
  74314. this._renderingManager.dispatchParticles(particleSystem);
  74315. }
  74316. }
  74317. if (this.isCube) {
  74318. for (var face = 0; face < 6; face++) {
  74319. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74320. scene.incrementRenderId();
  74321. scene.resetCachedMaterial();
  74322. }
  74323. }
  74324. else {
  74325. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74326. }
  74327. this.onAfterUnbindObservable.notifyObservers(this);
  74328. if (scene.activeCamera) {
  74329. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74330. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74331. }
  74332. engine.setViewport(scene.activeCamera.viewport);
  74333. }
  74334. scene.resetCachedMaterial();
  74335. };
  74336. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74337. var minimum = 128;
  74338. var x = renderDimension * scale;
  74339. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74340. // Ensure we don't exceed the render dimension (while staying POT)
  74341. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74342. };
  74343. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74344. var _this = this;
  74345. if (!this._texture) {
  74346. return;
  74347. }
  74348. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74349. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74350. });
  74351. };
  74352. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74353. var scene = this.getScene();
  74354. if (!scene) {
  74355. return;
  74356. }
  74357. var engine = scene.getEngine();
  74358. if (!this._texture) {
  74359. return;
  74360. }
  74361. // Bind
  74362. if (this._postProcessManager) {
  74363. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74364. }
  74365. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74366. if (this._texture) {
  74367. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74368. }
  74369. }
  74370. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74371. // Clear
  74372. if (this.onClearObservable.hasObservers()) {
  74373. this.onClearObservable.notifyObservers(engine);
  74374. }
  74375. else {
  74376. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74377. }
  74378. if (!this._doNotChangeAspectRatio) {
  74379. scene.updateTransformMatrix(true);
  74380. }
  74381. // Before Camera Draw
  74382. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74383. var step = _a[_i];
  74384. step.action(this);
  74385. }
  74386. // Render
  74387. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74388. // After Camera Draw
  74389. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74390. var step = _c[_b];
  74391. step.action(this);
  74392. }
  74393. if (this._postProcessManager) {
  74394. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74395. }
  74396. else if (useCameraPostProcess) {
  74397. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74398. }
  74399. if (!this._doNotChangeAspectRatio) {
  74400. scene.updateTransformMatrix(true);
  74401. }
  74402. // Dump ?
  74403. if (dumpForDebug) {
  74404. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74405. }
  74406. // Unbind
  74407. if (!this.isCube || faceIndex === 5) {
  74408. if (this.isCube) {
  74409. if (faceIndex === 5) {
  74410. engine.generateMipMapsForCubemap(this._texture);
  74411. }
  74412. }
  74413. this.unbindFrameBuffer(engine, faceIndex);
  74414. }
  74415. else {
  74416. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74417. }
  74418. };
  74419. /**
  74420. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74421. * This allowed control for front to back rendering or reversly depending of the special needs.
  74422. *
  74423. * @param renderingGroupId The rendering group id corresponding to its index
  74424. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74425. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74426. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74427. */
  74428. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74429. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74430. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74431. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74432. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74433. };
  74434. /**
  74435. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74436. *
  74437. * @param renderingGroupId The rendering group id corresponding to its index
  74438. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74439. */
  74440. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74441. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74442. this._renderingManager._useSceneAutoClearSetup = false;
  74443. };
  74444. /**
  74445. * Clones the texture.
  74446. * @returns the cloned texture
  74447. */
  74448. RenderTargetTexture.prototype.clone = function () {
  74449. var textureSize = this.getSize();
  74450. 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);
  74451. // Base texture
  74452. newTexture.hasAlpha = this.hasAlpha;
  74453. newTexture.level = this.level;
  74454. // RenderTarget Texture
  74455. newTexture.coordinatesMode = this.coordinatesMode;
  74456. if (this.renderList) {
  74457. newTexture.renderList = this.renderList.slice(0);
  74458. }
  74459. return newTexture;
  74460. };
  74461. /**
  74462. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74463. * @returns The JSON representation of the texture
  74464. */
  74465. RenderTargetTexture.prototype.serialize = function () {
  74466. if (!this.name) {
  74467. return null;
  74468. }
  74469. var serializationObject = _super.prototype.serialize.call(this);
  74470. serializationObject.renderTargetSize = this.getRenderSize();
  74471. serializationObject.renderList = [];
  74472. if (this.renderList) {
  74473. for (var index = 0; index < this.renderList.length; index++) {
  74474. serializationObject.renderList.push(this.renderList[index].id);
  74475. }
  74476. }
  74477. return serializationObject;
  74478. };
  74479. /**
  74480. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74481. */
  74482. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74483. var objBuffer = this.getInternalTexture();
  74484. var scene = this.getScene();
  74485. if (objBuffer && scene) {
  74486. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74487. }
  74488. };
  74489. /**
  74490. * Dispose the texture and release its associated resources.
  74491. */
  74492. RenderTargetTexture.prototype.dispose = function () {
  74493. if (this._postProcessManager) {
  74494. this._postProcessManager.dispose();
  74495. this._postProcessManager = null;
  74496. }
  74497. this.clearPostProcesses(true);
  74498. if (this._resizeObserver) {
  74499. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74500. this._resizeObserver = null;
  74501. }
  74502. this.renderList = null;
  74503. // Remove from custom render targets
  74504. var scene = this.getScene();
  74505. if (!scene) {
  74506. return;
  74507. }
  74508. var index = scene.customRenderTargets.indexOf(this);
  74509. if (index >= 0) {
  74510. scene.customRenderTargets.splice(index, 1);
  74511. }
  74512. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74513. var camera = _a[_i];
  74514. index = camera.customRenderTargets.indexOf(this);
  74515. if (index >= 0) {
  74516. camera.customRenderTargets.splice(index, 1);
  74517. }
  74518. }
  74519. _super.prototype.dispose.call(this);
  74520. };
  74521. /** @hidden */
  74522. RenderTargetTexture.prototype._rebuild = function () {
  74523. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74524. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74525. }
  74526. if (this._postProcessManager) {
  74527. this._postProcessManager._rebuild();
  74528. }
  74529. };
  74530. /**
  74531. * Clear the info related to rendering groups preventing retention point in material dispose.
  74532. */
  74533. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74534. if (this._renderingManager) {
  74535. this._renderingManager.freeRenderingGroups();
  74536. }
  74537. };
  74538. /**
  74539. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74540. */
  74541. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74542. /**
  74543. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74544. */
  74545. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74546. /**
  74547. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74548. * the central point of your effect and can save a lot of performances.
  74549. */
  74550. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74551. return RenderTargetTexture;
  74552. }(BABYLON.Texture));
  74553. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74554. })(BABYLON || (BABYLON = {}));
  74555. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74556. var BABYLON;
  74557. (function (BABYLON) {
  74558. /**
  74559. * A multi render target, like a render target provides the ability to render to a texture.
  74560. * Unlike the render target, it can render to several draw buffers in one draw.
  74561. * This is specially interesting in deferred rendering or for any effects requiring more than
  74562. * just one color from a single pass.
  74563. */
  74564. var MultiRenderTarget = /** @class */ (function (_super) {
  74565. __extends(MultiRenderTarget, _super);
  74566. /**
  74567. * Instantiate a new multi render target texture.
  74568. * A multi render target, like a render target provides the ability to render to a texture.
  74569. * Unlike the render target, it can render to several draw buffers in one draw.
  74570. * This is specially interesting in deferred rendering or for any effects requiring more than
  74571. * just one color from a single pass.
  74572. * @param name Define the name of the texture
  74573. * @param size Define the size of the buffers to render to
  74574. * @param count Define the number of target we are rendering into
  74575. * @param scene Define the scene the texture belongs to
  74576. * @param options Define the options used to create the multi render target
  74577. */
  74578. function MultiRenderTarget(name, size, count, scene, options) {
  74579. var _this = this;
  74580. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74581. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74582. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74583. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74584. _this._engine = scene.getEngine();
  74585. if (!_this.isSupported) {
  74586. _this.dispose();
  74587. return;
  74588. }
  74589. var types = [];
  74590. var samplingModes = [];
  74591. for (var i = 0; i < count; i++) {
  74592. if (options && options.types && options.types[i] !== undefined) {
  74593. types.push(options.types[i]);
  74594. }
  74595. else {
  74596. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74597. }
  74598. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74599. samplingModes.push(options.samplingModes[i]);
  74600. }
  74601. else {
  74602. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74603. }
  74604. }
  74605. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74606. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74607. _this._size = size;
  74608. _this._multiRenderTargetOptions = {
  74609. samplingModes: samplingModes,
  74610. generateMipMaps: generateMipMaps,
  74611. generateDepthBuffer: generateDepthBuffer,
  74612. generateStencilBuffer: generateStencilBuffer,
  74613. generateDepthTexture: generateDepthTexture,
  74614. types: types,
  74615. textureCount: count
  74616. };
  74617. _this._createInternalTextures();
  74618. _this._createTextures();
  74619. return _this;
  74620. }
  74621. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74622. /**
  74623. * Get if draw buffers are currently supported by the used hardware and browser.
  74624. */
  74625. get: function () {
  74626. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74627. },
  74628. enumerable: true,
  74629. configurable: true
  74630. });
  74631. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74632. /**
  74633. * Get the list of textures generated by the multi render target.
  74634. */
  74635. get: function () {
  74636. return this._textures;
  74637. },
  74638. enumerable: true,
  74639. configurable: true
  74640. });
  74641. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74642. /**
  74643. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74644. */
  74645. get: function () {
  74646. return this._textures[this._textures.length - 1];
  74647. },
  74648. enumerable: true,
  74649. configurable: true
  74650. });
  74651. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74652. /**
  74653. * Set the wrapping mode on U of all the textures we are rendering to.
  74654. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74655. */
  74656. set: function (wrap) {
  74657. if (this._textures) {
  74658. for (var i = 0; i < this._textures.length; i++) {
  74659. this._textures[i].wrapU = wrap;
  74660. }
  74661. }
  74662. },
  74663. enumerable: true,
  74664. configurable: true
  74665. });
  74666. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74667. /**
  74668. * Set the wrapping mode on V of all the textures we are rendering to.
  74669. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74670. */
  74671. set: function (wrap) {
  74672. if (this._textures) {
  74673. for (var i = 0; i < this._textures.length; i++) {
  74674. this._textures[i].wrapV = wrap;
  74675. }
  74676. }
  74677. },
  74678. enumerable: true,
  74679. configurable: true
  74680. });
  74681. /** @hidden */
  74682. MultiRenderTarget.prototype._rebuild = function () {
  74683. this.releaseInternalTextures();
  74684. this._createInternalTextures();
  74685. for (var i = 0; i < this._internalTextures.length; i++) {
  74686. var texture = this._textures[i];
  74687. texture._texture = this._internalTextures[i];
  74688. }
  74689. // Keeps references to frame buffer and stencil/depth buffer
  74690. this._texture = this._internalTextures[0];
  74691. };
  74692. MultiRenderTarget.prototype._createInternalTextures = function () {
  74693. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74694. };
  74695. MultiRenderTarget.prototype._createTextures = function () {
  74696. this._textures = [];
  74697. for (var i = 0; i < this._internalTextures.length; i++) {
  74698. var texture = new BABYLON.Texture(null, this.getScene());
  74699. texture._texture = this._internalTextures[i];
  74700. this._textures.push(texture);
  74701. }
  74702. // Keeps references to frame buffer and stencil/depth buffer
  74703. this._texture = this._internalTextures[0];
  74704. };
  74705. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74706. /**
  74707. * Define the number of samples used if MSAA is enabled.
  74708. */
  74709. get: function () {
  74710. return this._samples;
  74711. },
  74712. set: function (value) {
  74713. if (this._samples === value) {
  74714. return;
  74715. }
  74716. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74717. },
  74718. enumerable: true,
  74719. configurable: true
  74720. });
  74721. /**
  74722. * Resize all the textures in the multi render target.
  74723. * Be carrefull as it will recreate all the data in the new texture.
  74724. * @param size Define the new size
  74725. */
  74726. MultiRenderTarget.prototype.resize = function (size) {
  74727. this.releaseInternalTextures();
  74728. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74729. this._createInternalTextures();
  74730. };
  74731. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74732. var _this = this;
  74733. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74734. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74735. });
  74736. };
  74737. /**
  74738. * Dispose the render targets and their associated resources
  74739. */
  74740. MultiRenderTarget.prototype.dispose = function () {
  74741. this.releaseInternalTextures();
  74742. _super.prototype.dispose.call(this);
  74743. };
  74744. /**
  74745. * Release all the underlying texture used as draw buffers.
  74746. */
  74747. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74748. if (!this._internalTextures) {
  74749. return;
  74750. }
  74751. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74752. if (this._internalTextures[i] !== undefined) {
  74753. this._internalTextures[i].dispose();
  74754. this._internalTextures.splice(i, 1);
  74755. }
  74756. }
  74757. };
  74758. return MultiRenderTarget;
  74759. }(BABYLON.RenderTargetTexture));
  74760. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74761. })(BABYLON || (BABYLON = {}));
  74762. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74763. var BABYLON;
  74764. (function (BABYLON) {
  74765. /**
  74766. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74767. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74768. * You can then easily use it as a reflectionTexture on a flat surface.
  74769. * In case the surface is not a plane, please consider relying on reflection probes.
  74770. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74771. */
  74772. var MirrorTexture = /** @class */ (function (_super) {
  74773. __extends(MirrorTexture, _super);
  74774. /**
  74775. * Instantiates a Mirror Texture.
  74776. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74777. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74778. * You can then easily use it as a reflectionTexture on a flat surface.
  74779. * In case the surface is not a plane, please consider relying on reflection probes.
  74780. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74781. * @param name
  74782. * @param size
  74783. * @param scene
  74784. * @param generateMipMaps
  74785. * @param type
  74786. * @param samplingMode
  74787. * @param generateDepthBuffer
  74788. */
  74789. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74790. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74791. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74792. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74793. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74794. _this.scene = scene;
  74795. /**
  74796. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74797. * 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.
  74798. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74799. */
  74800. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74801. _this._transformMatrix = BABYLON.Matrix.Zero();
  74802. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74803. _this._adaptiveBlurKernel = 0;
  74804. _this._blurKernelX = 0;
  74805. _this._blurKernelY = 0;
  74806. _this._blurRatio = 1.0;
  74807. _this.ignoreCameraViewport = true;
  74808. _this._updateGammaSpace();
  74809. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74810. _this._updateGammaSpace;
  74811. });
  74812. _this.onBeforeRenderObservable.add(function () {
  74813. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74814. _this._savedViewMatrix = scene.getViewMatrix();
  74815. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74816. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74817. scene.clipPlane = _this.mirrorPlane;
  74818. scene.getEngine().cullBackFaces = false;
  74819. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74820. });
  74821. _this.onAfterRenderObservable.add(function () {
  74822. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74823. scene.getEngine().cullBackFaces = true;
  74824. scene._mirroredCameraPosition = null;
  74825. delete scene.clipPlane;
  74826. });
  74827. return _this;
  74828. }
  74829. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74830. get: function () {
  74831. return this._blurRatio;
  74832. },
  74833. /**
  74834. * Define the blur ratio used to blur the reflection if needed.
  74835. */
  74836. set: function (value) {
  74837. if (this._blurRatio === value) {
  74838. return;
  74839. }
  74840. this._blurRatio = value;
  74841. this._preparePostProcesses();
  74842. },
  74843. enumerable: true,
  74844. configurable: true
  74845. });
  74846. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74847. /**
  74848. * Define the adaptive blur kernel used to blur the reflection if needed.
  74849. * This will autocompute the closest best match for the `blurKernel`
  74850. */
  74851. set: function (value) {
  74852. this._adaptiveBlurKernel = value;
  74853. this._autoComputeBlurKernel();
  74854. },
  74855. enumerable: true,
  74856. configurable: true
  74857. });
  74858. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74859. /**
  74860. * Define the blur kernel used to blur the reflection if needed.
  74861. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74862. */
  74863. set: function (value) {
  74864. this.blurKernelX = value;
  74865. this.blurKernelY = value;
  74866. },
  74867. enumerable: true,
  74868. configurable: true
  74869. });
  74870. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74871. get: function () {
  74872. return this._blurKernelX;
  74873. },
  74874. /**
  74875. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74876. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74877. */
  74878. set: function (value) {
  74879. if (this._blurKernelX === value) {
  74880. return;
  74881. }
  74882. this._blurKernelX = value;
  74883. this._preparePostProcesses();
  74884. },
  74885. enumerable: true,
  74886. configurable: true
  74887. });
  74888. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74889. get: function () {
  74890. return this._blurKernelY;
  74891. },
  74892. /**
  74893. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74894. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74895. */
  74896. set: function (value) {
  74897. if (this._blurKernelY === value) {
  74898. return;
  74899. }
  74900. this._blurKernelY = value;
  74901. this._preparePostProcesses();
  74902. },
  74903. enumerable: true,
  74904. configurable: true
  74905. });
  74906. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74907. var engine = this.getScene().getEngine();
  74908. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74909. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74910. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74911. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74912. };
  74913. MirrorTexture.prototype._onRatioRescale = function () {
  74914. if (this._sizeRatio) {
  74915. this.resize(this._initialSizeParameter);
  74916. if (!this._adaptiveBlurKernel) {
  74917. this._preparePostProcesses();
  74918. }
  74919. }
  74920. if (this._adaptiveBlurKernel) {
  74921. this._autoComputeBlurKernel();
  74922. }
  74923. };
  74924. MirrorTexture.prototype._updateGammaSpace = function () {
  74925. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74926. };
  74927. MirrorTexture.prototype._preparePostProcesses = function () {
  74928. this.clearPostProcesses(true);
  74929. if (this._blurKernelX && this._blurKernelY) {
  74930. var engine = this.getScene().getEngine();
  74931. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74932. 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);
  74933. this._blurX.autoClear = false;
  74934. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74935. this._blurX.inputTexture = this._texture;
  74936. }
  74937. else {
  74938. this._blurX.alwaysForcePOT = true;
  74939. }
  74940. 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);
  74941. this._blurY.autoClear = false;
  74942. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74943. this.addPostProcess(this._blurX);
  74944. this.addPostProcess(this._blurY);
  74945. }
  74946. else {
  74947. if (this._blurY) {
  74948. this.removePostProcess(this._blurY);
  74949. this._blurY.dispose();
  74950. this._blurY = null;
  74951. }
  74952. if (this._blurX) {
  74953. this.removePostProcess(this._blurX);
  74954. this._blurX.dispose();
  74955. this._blurX = null;
  74956. }
  74957. }
  74958. };
  74959. /**
  74960. * Clone the mirror texture.
  74961. * @returns the cloned texture
  74962. */
  74963. MirrorTexture.prototype.clone = function () {
  74964. var scene = this.getScene();
  74965. if (!scene) {
  74966. return this;
  74967. }
  74968. var textureSize = this.getSize();
  74969. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74970. // Base texture
  74971. newTexture.hasAlpha = this.hasAlpha;
  74972. newTexture.level = this.level;
  74973. // Mirror Texture
  74974. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74975. if (this.renderList) {
  74976. newTexture.renderList = this.renderList.slice(0);
  74977. }
  74978. return newTexture;
  74979. };
  74980. /**
  74981. * Serialize the texture to a JSON representation you could use in Parse later on
  74982. * @returns the serialized JSON representation
  74983. */
  74984. MirrorTexture.prototype.serialize = function () {
  74985. if (!this.name) {
  74986. return null;
  74987. }
  74988. var serializationObject = _super.prototype.serialize.call(this);
  74989. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74990. return serializationObject;
  74991. };
  74992. /**
  74993. * Dispose the texture and release its associated resources.
  74994. */
  74995. MirrorTexture.prototype.dispose = function () {
  74996. _super.prototype.dispose.call(this);
  74997. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74998. };
  74999. return MirrorTexture;
  75000. }(BABYLON.RenderTargetTexture));
  75001. BABYLON.MirrorTexture = MirrorTexture;
  75002. })(BABYLON || (BABYLON = {}));
  75003. //# sourceMappingURL=babylon.mirrorTexture.js.map
  75004. var BABYLON;
  75005. (function (BABYLON) {
  75006. /**
  75007. * Creates a refraction texture used by refraction channel of the standard material.
  75008. * It is like a mirror but to see through a material.
  75009. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75010. */
  75011. var RefractionTexture = /** @class */ (function (_super) {
  75012. __extends(RefractionTexture, _super);
  75013. /**
  75014. * Creates a refraction texture used by refraction channel of the standard material.
  75015. * It is like a mirror but to see through a material.
  75016. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75017. * @param name Define the texture name
  75018. * @param size Define the size of the underlying texture
  75019. * @param scene Define the scene the refraction belongs to
  75020. * @param generateMipMaps Define if we need to generate mips level for the refraction
  75021. */
  75022. function RefractionTexture(name, size, scene, generateMipMaps) {
  75023. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  75024. /**
  75025. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  75026. * 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.
  75027. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75028. */
  75029. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  75030. /**
  75031. * Define how deep under the surface we should see.
  75032. */
  75033. _this.depth = 2.0;
  75034. _this.onBeforeRenderObservable.add(function () {
  75035. scene.clipPlane = _this.refractionPlane;
  75036. });
  75037. _this.onAfterRenderObservable.add(function () {
  75038. delete scene.clipPlane;
  75039. });
  75040. return _this;
  75041. }
  75042. /**
  75043. * Clone the refraction texture.
  75044. * @returns the cloned texture
  75045. */
  75046. RefractionTexture.prototype.clone = function () {
  75047. var scene = this.getScene();
  75048. if (!scene) {
  75049. return this;
  75050. }
  75051. var textureSize = this.getSize();
  75052. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  75053. // Base texture
  75054. newTexture.hasAlpha = this.hasAlpha;
  75055. newTexture.level = this.level;
  75056. // Refraction Texture
  75057. newTexture.refractionPlane = this.refractionPlane.clone();
  75058. if (this.renderList) {
  75059. newTexture.renderList = this.renderList.slice(0);
  75060. }
  75061. newTexture.depth = this.depth;
  75062. return newTexture;
  75063. };
  75064. /**
  75065. * Serialize the texture to a JSON representation you could use in Parse later on
  75066. * @returns the serialized JSON representation
  75067. */
  75068. RefractionTexture.prototype.serialize = function () {
  75069. if (!this.name) {
  75070. return null;
  75071. }
  75072. var serializationObject = _super.prototype.serialize.call(this);
  75073. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  75074. serializationObject.depth = this.depth;
  75075. return serializationObject;
  75076. };
  75077. return RefractionTexture;
  75078. }(BABYLON.RenderTargetTexture));
  75079. BABYLON.RefractionTexture = RefractionTexture;
  75080. })(BABYLON || (BABYLON = {}));
  75081. //# sourceMappingURL=babylon.refractionTexture.js.map
  75082. var BABYLON;
  75083. (function (BABYLON) {
  75084. /**
  75085. * A class extending Texture allowing drawing on a texture
  75086. * @see http://doc.babylonjs.com/how_to/dynamictexture
  75087. */
  75088. var DynamicTexture = /** @class */ (function (_super) {
  75089. __extends(DynamicTexture, _super);
  75090. /**
  75091. * Creates a DynamicTexture
  75092. * @param name defines the name of the texture
  75093. * @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
  75094. * @param scene defines the scene where you want the texture
  75095. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  75096. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  75097. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  75098. */
  75099. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  75100. if (scene === void 0) { scene = null; }
  75101. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75102. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  75103. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  75104. _this.name = name;
  75105. _this._engine = _this.getScene().getEngine();
  75106. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75107. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75108. _this._generateMipMaps = generateMipMaps;
  75109. if (options.getContext) {
  75110. _this._canvas = options;
  75111. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75112. }
  75113. else {
  75114. _this._canvas = document.createElement("canvas");
  75115. if (options.width || options.width === 0) {
  75116. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75117. }
  75118. else {
  75119. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  75120. }
  75121. }
  75122. var textureSize = _this.getSize();
  75123. _this._canvas.width = textureSize.width;
  75124. _this._canvas.height = textureSize.height;
  75125. _this._context = _this._canvas.getContext("2d");
  75126. return _this;
  75127. }
  75128. /**
  75129. * Get the current class name of the texture useful for serialization or dynamic coding.
  75130. * @returns "DynamicTexture"
  75131. */
  75132. DynamicTexture.prototype.getClassName = function () {
  75133. return "DynamicTexture";
  75134. };
  75135. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  75136. /**
  75137. * Gets the current state of canRescale
  75138. */
  75139. get: function () {
  75140. return true;
  75141. },
  75142. enumerable: true,
  75143. configurable: true
  75144. });
  75145. DynamicTexture.prototype._recreate = function (textureSize) {
  75146. this._canvas.width = textureSize.width;
  75147. this._canvas.height = textureSize.height;
  75148. this.releaseInternalTexture();
  75149. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  75150. };
  75151. /**
  75152. * Scales the texture
  75153. * @param ratio the scale factor to apply to both width and height
  75154. */
  75155. DynamicTexture.prototype.scale = function (ratio) {
  75156. var textureSize = this.getSize();
  75157. textureSize.width *= ratio;
  75158. textureSize.height *= ratio;
  75159. this._recreate(textureSize);
  75160. };
  75161. /**
  75162. * Resizes the texture
  75163. * @param width the new width
  75164. * @param height the new height
  75165. */
  75166. DynamicTexture.prototype.scaleTo = function (width, height) {
  75167. var textureSize = this.getSize();
  75168. textureSize.width = width;
  75169. textureSize.height = height;
  75170. this._recreate(textureSize);
  75171. };
  75172. /**
  75173. * Gets the context of the canvas used by the texture
  75174. * @returns the canvas context of the dynamic texture
  75175. */
  75176. DynamicTexture.prototype.getContext = function () {
  75177. return this._context;
  75178. };
  75179. /**
  75180. * Clears the texture
  75181. */
  75182. DynamicTexture.prototype.clear = function () {
  75183. var size = this.getSize();
  75184. this._context.fillRect(0, 0, size.width, size.height);
  75185. };
  75186. /**
  75187. * Updates the texture
  75188. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75189. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75190. */
  75191. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75192. if (premulAlpha === void 0) { premulAlpha = false; }
  75193. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75194. };
  75195. /**
  75196. * Draws text onto the texture
  75197. * @param text defines the text to be drawn
  75198. * @param x defines the placement of the text from the left
  75199. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75200. * @param font defines the font to be used with font-style, font-size, font-name
  75201. * @param color defines the color used for the text
  75202. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75203. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75204. * @param update defines whether texture is immediately update (default is true)
  75205. */
  75206. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75207. if (update === void 0) { update = true; }
  75208. var size = this.getSize();
  75209. if (clearColor) {
  75210. this._context.fillStyle = clearColor;
  75211. this._context.fillRect(0, 0, size.width, size.height);
  75212. }
  75213. this._context.font = font;
  75214. if (x === null || x === undefined) {
  75215. var textSize = this._context.measureText(text);
  75216. x = (size.width - textSize.width) / 2;
  75217. }
  75218. if (y === null || y === undefined) {
  75219. var fontSize = parseInt((font.replace(/\D/g, '')));
  75220. y = (size.height / 2) + (fontSize / 3.65);
  75221. }
  75222. this._context.fillStyle = color;
  75223. this._context.fillText(text, x, y);
  75224. if (update) {
  75225. this.update(invertY);
  75226. }
  75227. };
  75228. /**
  75229. * Clones the texture
  75230. * @returns the clone of the texture.
  75231. */
  75232. DynamicTexture.prototype.clone = function () {
  75233. var scene = this.getScene();
  75234. if (!scene) {
  75235. return this;
  75236. }
  75237. var textureSize = this.getSize();
  75238. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75239. // Base texture
  75240. newTexture.hasAlpha = this.hasAlpha;
  75241. newTexture.level = this.level;
  75242. // Dynamic Texture
  75243. newTexture.wrapU = this.wrapU;
  75244. newTexture.wrapV = this.wrapV;
  75245. return newTexture;
  75246. };
  75247. /**
  75248. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75249. * @returns a serialized dynamic texture object
  75250. */
  75251. DynamicTexture.prototype.serialize = function () {
  75252. var scene = this.getScene();
  75253. if (scene && !scene.isReady()) {
  75254. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75255. }
  75256. var serializationObject = _super.prototype.serialize.call(this);
  75257. serializationObject.base64String = this._canvas.toDataURL();
  75258. serializationObject.invertY = this._invertY;
  75259. serializationObject.samplingMode = this.samplingMode;
  75260. return serializationObject;
  75261. };
  75262. /** @hidden */
  75263. DynamicTexture.prototype._rebuild = function () {
  75264. this.update();
  75265. };
  75266. return DynamicTexture;
  75267. }(BABYLON.Texture));
  75268. BABYLON.DynamicTexture = DynamicTexture;
  75269. })(BABYLON || (BABYLON = {}));
  75270. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75271. var BABYLON;
  75272. (function (BABYLON) {
  75273. /**
  75274. * If you want to display a video in your scene, this is the special texture for that.
  75275. * This special texture works similar to other textures, with the exception of a few parameters.
  75276. * @see https://doc.babylonjs.com/how_to/video_texture
  75277. */
  75278. var VideoTexture = /** @class */ (function (_super) {
  75279. __extends(VideoTexture, _super);
  75280. /**
  75281. * Creates a video texture.
  75282. * If you want to display a video in your scene, this is the special texture for that.
  75283. * This special texture works similar to other textures, with the exception of a few parameters.
  75284. * @see https://doc.babylonjs.com/how_to/video_texture
  75285. * @param name optional name, will detect from video source, if not defined
  75286. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75287. * @param scene is obviously the current scene.
  75288. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75289. * @param invertY is false by default but can be used to invert video on Y axis
  75290. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75291. * @param settings allows finer control over video usage
  75292. */
  75293. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75294. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75295. if (invertY === void 0) { invertY = false; }
  75296. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75297. if (settings === void 0) { settings = {
  75298. autoPlay: true,
  75299. loop: true,
  75300. autoUpdateTexture: true,
  75301. }; }
  75302. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75303. _this._onUserActionRequestedObservable = null;
  75304. _this._stillImageCaptured = false;
  75305. _this._displayingPosterTexture = false;
  75306. _this._createInternalTexture = function () {
  75307. if (_this._texture != null) {
  75308. if (_this._displayingPosterTexture) {
  75309. _this._texture.dispose();
  75310. _this._displayingPosterTexture = false;
  75311. }
  75312. else {
  75313. return;
  75314. }
  75315. }
  75316. if (!_this._engine.needPOTTextures ||
  75317. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75318. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75319. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75320. }
  75321. else {
  75322. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75323. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75324. _this._generateMipMaps = false;
  75325. }
  75326. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75327. if (!_this.video.autoplay && !_this._settings.poster) {
  75328. var oldHandler_1 = _this.video.onplaying;
  75329. var error_1 = false;
  75330. _this.video.onplaying = function () {
  75331. _this.video.onplaying = oldHandler_1;
  75332. _this._texture.isReady = true;
  75333. _this._updateInternalTexture();
  75334. if (!error_1) {
  75335. _this.video.pause();
  75336. }
  75337. if (_this.onLoadObservable.hasObservers()) {
  75338. _this.onLoadObservable.notifyObservers(_this);
  75339. }
  75340. };
  75341. var playing = _this.video.play();
  75342. if (playing) {
  75343. playing.then(function () {
  75344. // Everything is good.
  75345. })
  75346. .catch(function () {
  75347. error_1 = true;
  75348. // On Chrome for instance, new policies might prevent playing without user interaction.
  75349. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75350. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75351. }
  75352. });
  75353. }
  75354. else {
  75355. _this.video.onplaying = oldHandler_1;
  75356. _this._texture.isReady = true;
  75357. _this._updateInternalTexture();
  75358. if (_this.onLoadObservable.hasObservers()) {
  75359. _this.onLoadObservable.notifyObservers(_this);
  75360. }
  75361. }
  75362. }
  75363. else {
  75364. _this._texture.isReady = true;
  75365. _this._updateInternalTexture();
  75366. if (_this.onLoadObservable.hasObservers()) {
  75367. _this.onLoadObservable.notifyObservers(_this);
  75368. }
  75369. }
  75370. };
  75371. _this.reset = function () {
  75372. if (_this._texture == null) {
  75373. return;
  75374. }
  75375. if (!_this._displayingPosterTexture) {
  75376. _this._texture.dispose();
  75377. _this._texture = null;
  75378. }
  75379. };
  75380. _this._updateInternalTexture = function (e) {
  75381. if (_this._texture == null || !_this._texture.isReady) {
  75382. return;
  75383. }
  75384. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75385. return;
  75386. }
  75387. if (_this._displayingPosterTexture) {
  75388. return;
  75389. }
  75390. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75391. };
  75392. _this._engine = _this.getScene().getEngine();
  75393. _this._generateMipMaps = generateMipMaps;
  75394. _this._samplingMode = samplingMode;
  75395. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75396. _this.name = name || _this._getName(src);
  75397. _this.video = _this._getVideo(src);
  75398. _this._settings = settings;
  75399. if (settings.poster) {
  75400. _this.video.poster = settings.poster;
  75401. }
  75402. if (settings.autoPlay !== undefined) {
  75403. _this.video.autoplay = settings.autoPlay;
  75404. }
  75405. if (settings.loop !== undefined) {
  75406. _this.video.loop = settings.loop;
  75407. }
  75408. _this.video.setAttribute("playsinline", "");
  75409. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75410. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75411. _this.video.addEventListener("emptied", _this.reset);
  75412. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75413. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75414. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75415. if (settings.poster &&
  75416. (!settings.autoPlay || !videoHasEnoughData)) {
  75417. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75418. _this._displayingPosterTexture = true;
  75419. }
  75420. else if (videoHasEnoughData) {
  75421. _this._createInternalTexture();
  75422. }
  75423. return _this;
  75424. }
  75425. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75426. /**
  75427. * Event triggerd when a dom action is required by the user to play the video.
  75428. * This happens due to recent changes in browser policies preventing video to auto start.
  75429. */
  75430. get: function () {
  75431. if (!this._onUserActionRequestedObservable) {
  75432. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75433. }
  75434. return this._onUserActionRequestedObservable;
  75435. },
  75436. enumerable: true,
  75437. configurable: true
  75438. });
  75439. VideoTexture.prototype._getName = function (src) {
  75440. if (src instanceof HTMLVideoElement) {
  75441. return src.currentSrc;
  75442. }
  75443. if (typeof src === "object") {
  75444. return src.toString();
  75445. }
  75446. return src;
  75447. };
  75448. VideoTexture.prototype._getVideo = function (src) {
  75449. if (src instanceof HTMLVideoElement) {
  75450. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75451. return src;
  75452. }
  75453. var video = document.createElement("video");
  75454. if (typeof src === "string") {
  75455. BABYLON.Tools.SetCorsBehavior(src, video);
  75456. video.src = src;
  75457. }
  75458. else {
  75459. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75460. src.forEach(function (url) {
  75461. var source = document.createElement("source");
  75462. source.src = url;
  75463. video.appendChild(source);
  75464. });
  75465. }
  75466. return video;
  75467. };
  75468. /**
  75469. * @hidden Internal method to initiate `update`.
  75470. */
  75471. VideoTexture.prototype._rebuild = function () {
  75472. this.update();
  75473. };
  75474. /**
  75475. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75476. */
  75477. VideoTexture.prototype.update = function () {
  75478. if (!this.autoUpdateTexture) {
  75479. // Expecting user to call `updateTexture` manually
  75480. return;
  75481. }
  75482. this.updateTexture(true);
  75483. };
  75484. /**
  75485. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75486. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75487. */
  75488. VideoTexture.prototype.updateTexture = function (isVisible) {
  75489. if (!isVisible) {
  75490. return;
  75491. }
  75492. if (this.video.paused && this._stillImageCaptured) {
  75493. return;
  75494. }
  75495. this._stillImageCaptured = true;
  75496. this._updateInternalTexture();
  75497. };
  75498. /**
  75499. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75500. * @param url New url.
  75501. */
  75502. VideoTexture.prototype.updateURL = function (url) {
  75503. this.video.src = url;
  75504. };
  75505. /**
  75506. * Dispose the texture and release its associated resources.
  75507. */
  75508. VideoTexture.prototype.dispose = function () {
  75509. _super.prototype.dispose.call(this);
  75510. if (this._onUserActionRequestedObservable) {
  75511. this._onUserActionRequestedObservable.clear();
  75512. this._onUserActionRequestedObservable = null;
  75513. }
  75514. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75515. this.video.removeEventListener("paused", this._updateInternalTexture);
  75516. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75517. this.video.removeEventListener("emptied", this.reset);
  75518. this.video.pause();
  75519. };
  75520. /**
  75521. * Creates a video texture straight from your WebCam video feed.
  75522. * @param scene Define the scene the texture should be created in
  75523. * @param onReady Define a callback to triggered once the texture will be ready
  75524. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75525. */
  75526. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75527. var video = document.createElement("video");
  75528. video.setAttribute('autoplay', '');
  75529. video.setAttribute('muted', '');
  75530. video.setAttribute('playsinline', '');
  75531. var constraintsDeviceId;
  75532. if (constraints && constraints.deviceId) {
  75533. constraintsDeviceId = {
  75534. exact: constraints.deviceId,
  75535. };
  75536. }
  75537. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75538. if (navigator.mediaDevices) {
  75539. navigator.mediaDevices.getUserMedia({ video: constraints })
  75540. .then(function (stream) {
  75541. if (video.mozSrcObject !== undefined) {
  75542. // hack for Firefox < 19
  75543. video.mozSrcObject = stream;
  75544. }
  75545. else {
  75546. video.srcObject = stream;
  75547. }
  75548. var onPlaying = function () {
  75549. if (onReady) {
  75550. onReady(new VideoTexture("video", video, scene, true, true));
  75551. }
  75552. video.removeEventListener("playing", onPlaying);
  75553. };
  75554. video.addEventListener("playing", onPlaying);
  75555. video.play();
  75556. })
  75557. .catch(function (err) {
  75558. BABYLON.Tools.Error(err.name);
  75559. });
  75560. }
  75561. else {
  75562. navigator.getUserMedia =
  75563. navigator.getUserMedia ||
  75564. navigator.webkitGetUserMedia ||
  75565. navigator.mozGetUserMedia ||
  75566. navigator.msGetUserMedia;
  75567. if (navigator.getUserMedia) {
  75568. navigator.getUserMedia({
  75569. video: {
  75570. deviceId: constraintsDeviceId,
  75571. width: {
  75572. min: (constraints && constraints.minWidth) || 256,
  75573. max: (constraints && constraints.maxWidth) || 640,
  75574. },
  75575. height: {
  75576. min: (constraints && constraints.minHeight) || 256,
  75577. max: (constraints && constraints.maxHeight) || 480,
  75578. },
  75579. },
  75580. }, function (stream) {
  75581. if (video.mozSrcObject !== undefined) {
  75582. // hack for Firefox < 19
  75583. video.mozSrcObject = stream;
  75584. }
  75585. else {
  75586. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75587. }
  75588. video.play();
  75589. if (onReady) {
  75590. onReady(new VideoTexture("video", video, scene, true, true));
  75591. }
  75592. }, function (e) {
  75593. BABYLON.Tools.Error(e.name);
  75594. });
  75595. }
  75596. }
  75597. };
  75598. return VideoTexture;
  75599. }(BABYLON.Texture));
  75600. BABYLON.VideoTexture = VideoTexture;
  75601. })(BABYLON || (BABYLON = {}));
  75602. //# sourceMappingURL=babylon.videoTexture.js.map
  75603. var BABYLON;
  75604. (function (BABYLON) {
  75605. /**
  75606. * Raw texture can help creating a texture directly from an array of data.
  75607. * This can be super useful if you either get the data from an uncompressed source or
  75608. * if you wish to create your texture pixel by pixel.
  75609. */
  75610. var RawTexture = /** @class */ (function (_super) {
  75611. __extends(RawTexture, _super);
  75612. /**
  75613. * Instantiates a new RawTexture.
  75614. * Raw texture can help creating a texture directly from an array of data.
  75615. * This can be super useful if you either get the data from an uncompressed source or
  75616. * if you wish to create your texture pixel by pixel.
  75617. * @param data define the array of data to use to create the texture
  75618. * @param width define the width of the texture
  75619. * @param height define the height of the texture
  75620. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75621. * @param scene define the scene the texture belongs to
  75622. * @param generateMipMaps define whether mip maps should be generated or not
  75623. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75624. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75625. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75626. */
  75627. function RawTexture(data, width, height,
  75628. /**
  75629. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75630. */
  75631. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75632. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75633. if (invertY === void 0) { invertY = false; }
  75634. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75635. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75636. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75637. _this.format = format;
  75638. _this._engine = scene.getEngine();
  75639. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75640. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75641. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75642. return _this;
  75643. }
  75644. /**
  75645. * Updates the texture underlying data.
  75646. * @param data Define the new data of the texture
  75647. */
  75648. RawTexture.prototype.update = function (data) {
  75649. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75650. };
  75651. /**
  75652. * Creates a luminance texture from some data.
  75653. * @param data Define the texture data
  75654. * @param width Define the width of the texture
  75655. * @param height Define the height of the texture
  75656. * @param scene Define the scene the texture belongs to
  75657. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75658. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75659. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75660. * @returns the luminance texture
  75661. */
  75662. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75663. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75664. if (invertY === void 0) { invertY = false; }
  75665. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75666. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75667. };
  75668. /**
  75669. * Creates a luminance alpha texture from some data.
  75670. * @param data Define the texture data
  75671. * @param width Define the width of the texture
  75672. * @param height Define the height of the texture
  75673. * @param scene Define the scene the texture belongs to
  75674. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75675. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75676. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75677. * @returns the luminance alpha texture
  75678. */
  75679. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75680. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75681. if (invertY === void 0) { invertY = false; }
  75682. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75683. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75684. };
  75685. /**
  75686. * Creates an alpha texture from some data.
  75687. * @param data Define the texture data
  75688. * @param width Define the width of the texture
  75689. * @param height Define the height of the texture
  75690. * @param scene Define the scene the texture belongs to
  75691. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75692. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75693. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75694. * @returns the alpha texture
  75695. */
  75696. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75697. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75698. if (invertY === void 0) { invertY = false; }
  75699. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75700. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75701. };
  75702. /**
  75703. * Creates a RGB texture from some data.
  75704. * @param data Define the texture data
  75705. * @param width Define the width of the texture
  75706. * @param height Define the height of the texture
  75707. * @param scene Define the scene the texture belongs to
  75708. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75709. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75710. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75711. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75712. * @returns the RGB alpha texture
  75713. */
  75714. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75715. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75716. if (invertY === void 0) { invertY = false; }
  75717. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75718. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75719. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75720. };
  75721. /**
  75722. * Creates a RGBA texture from some data.
  75723. * @param data Define the texture data
  75724. * @param width Define the width of the texture
  75725. * @param height Define the height of the texture
  75726. * @param scene Define the scene the texture belongs to
  75727. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75728. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75729. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75730. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75731. * @returns the RGBA texture
  75732. */
  75733. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75734. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75735. if (invertY === void 0) { invertY = false; }
  75736. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75737. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75738. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75739. };
  75740. /**
  75741. * Creates a R texture from some data.
  75742. * @param data Define the texture data
  75743. * @param width Define the width of the texture
  75744. * @param height Define the height of the texture
  75745. * @param scene Define the scene the texture belongs to
  75746. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75747. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75748. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75749. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75750. * @returns the R texture
  75751. */
  75752. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75753. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75754. if (invertY === void 0) { invertY = false; }
  75755. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75756. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75757. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75758. };
  75759. return RawTexture;
  75760. }(BABYLON.Texture));
  75761. BABYLON.RawTexture = RawTexture;
  75762. })(BABYLON || (BABYLON = {}));
  75763. //# sourceMappingURL=babylon.rawTexture.js.map
  75764. var BABYLON;
  75765. (function (BABYLON) {
  75766. /**
  75767. * Class used to store 3D textures containing user data
  75768. */
  75769. var RawTexture3D = /** @class */ (function (_super) {
  75770. __extends(RawTexture3D, _super);
  75771. /**
  75772. * Create a new RawTexture3D
  75773. * @param data defines the data of the texture
  75774. * @param width defines the width of the texture
  75775. * @param height defines the height of the texture
  75776. * @param depth defines the depth of the texture
  75777. * @param format defines the texture format to use
  75778. * @param scene defines the hosting scene
  75779. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75780. * @param invertY defines if texture must be stored with Y axis inverted
  75781. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75782. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75783. */
  75784. function RawTexture3D(data, width, height, depth,
  75785. /** Gets or sets the texture format to use */
  75786. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75787. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75788. if (invertY === void 0) { invertY = false; }
  75789. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75790. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75791. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75792. _this.format = format;
  75793. _this._engine = scene.getEngine();
  75794. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75795. _this.is3D = true;
  75796. return _this;
  75797. }
  75798. /**
  75799. * Update the texture with new data
  75800. * @param data defines the data to store in the texture
  75801. */
  75802. RawTexture3D.prototype.update = function (data) {
  75803. if (!this._texture) {
  75804. return;
  75805. }
  75806. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75807. };
  75808. return RawTexture3D;
  75809. }(BABYLON.Texture));
  75810. BABYLON.RawTexture3D = RawTexture3D;
  75811. })(BABYLON || (BABYLON = {}));
  75812. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75813. var BABYLON;
  75814. (function (BABYLON) {
  75815. /**
  75816. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75817. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75818. */
  75819. var PostProcessManager = /** @class */ (function () {
  75820. /**
  75821. * Creates a new instance PostProcess
  75822. * @param scene The scene that the post process is associated with.
  75823. */
  75824. function PostProcessManager(scene) {
  75825. this._vertexBuffers = {};
  75826. this._scene = scene;
  75827. }
  75828. PostProcessManager.prototype._prepareBuffers = function () {
  75829. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75830. return;
  75831. }
  75832. // VBO
  75833. var vertices = [];
  75834. vertices.push(1, 1);
  75835. vertices.push(-1, 1);
  75836. vertices.push(-1, -1);
  75837. vertices.push(1, -1);
  75838. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75839. this._buildIndexBuffer();
  75840. };
  75841. PostProcessManager.prototype._buildIndexBuffer = function () {
  75842. // Indices
  75843. var indices = [];
  75844. indices.push(0);
  75845. indices.push(1);
  75846. indices.push(2);
  75847. indices.push(0);
  75848. indices.push(2);
  75849. indices.push(3);
  75850. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75851. };
  75852. /**
  75853. * Rebuilds the vertex buffers of the manager.
  75854. * @hidden
  75855. */
  75856. PostProcessManager.prototype._rebuild = function () {
  75857. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75858. if (!vb) {
  75859. return;
  75860. }
  75861. vb._rebuild();
  75862. this._buildIndexBuffer();
  75863. };
  75864. // Methods
  75865. /**
  75866. * Prepares a frame to be run through a post process.
  75867. * @param sourceTexture The input texture to the post procesess. (default: null)
  75868. * @param postProcesses An array of post processes to be run. (default: null)
  75869. * @returns True if the post processes were able to be run.
  75870. * @hidden
  75871. */
  75872. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75873. if (sourceTexture === void 0) { sourceTexture = null; }
  75874. if (postProcesses === void 0) { postProcesses = null; }
  75875. var camera = this._scene.activeCamera;
  75876. if (!camera) {
  75877. return false;
  75878. }
  75879. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75880. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75881. return false;
  75882. }
  75883. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75884. return true;
  75885. };
  75886. /**
  75887. * Manually render a set of post processes to a texture.
  75888. * @param postProcesses An array of post processes to be run.
  75889. * @param targetTexture The target texture to render to.
  75890. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75891. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75892. * @param lodLevel defines which lod of the texture to render to
  75893. */
  75894. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75895. if (targetTexture === void 0) { targetTexture = null; }
  75896. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75897. if (faceIndex === void 0) { faceIndex = 0; }
  75898. if (lodLevel === void 0) { lodLevel = 0; }
  75899. var engine = this._scene.getEngine();
  75900. for (var index = 0; index < postProcesses.length; index++) {
  75901. if (index < postProcesses.length - 1) {
  75902. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75903. }
  75904. else {
  75905. if (targetTexture) {
  75906. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75907. }
  75908. else {
  75909. engine.restoreDefaultFramebuffer();
  75910. }
  75911. }
  75912. var pp = postProcesses[index];
  75913. var effect = pp.apply();
  75914. if (effect) {
  75915. pp.onBeforeRenderObservable.notifyObservers(effect);
  75916. // VBOs
  75917. this._prepareBuffers();
  75918. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75919. // Draw order
  75920. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75921. pp.onAfterRenderObservable.notifyObservers(effect);
  75922. }
  75923. }
  75924. // Restore depth buffer
  75925. engine.setDepthBuffer(true);
  75926. engine.setDepthWrite(true);
  75927. };
  75928. /**
  75929. * Finalize the result of the output of the postprocesses.
  75930. * @param doNotPresent If true the result will not be displayed to the screen.
  75931. * @param targetTexture The target texture to render to.
  75932. * @param faceIndex The index of the face to bind the target texture to.
  75933. * @param postProcesses The array of post processes to render.
  75934. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75935. * @hidden
  75936. */
  75937. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75938. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75939. var camera = this._scene.activeCamera;
  75940. if (!camera) {
  75941. return;
  75942. }
  75943. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75944. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75945. return;
  75946. }
  75947. var engine = this._scene.getEngine();
  75948. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75949. var pp = postProcesses[index];
  75950. if (index < len - 1) {
  75951. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75952. }
  75953. else {
  75954. if (targetTexture) {
  75955. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75956. pp._outputTexture = targetTexture;
  75957. }
  75958. else {
  75959. engine.restoreDefaultFramebuffer();
  75960. pp._outputTexture = null;
  75961. }
  75962. }
  75963. if (doNotPresent) {
  75964. break;
  75965. }
  75966. var effect = pp.apply();
  75967. if (effect) {
  75968. pp.onBeforeRenderObservable.notifyObservers(effect);
  75969. // VBOs
  75970. this._prepareBuffers();
  75971. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75972. // Draw order
  75973. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75974. pp.onAfterRenderObservable.notifyObservers(effect);
  75975. }
  75976. }
  75977. // Restore states
  75978. engine.setDepthBuffer(true);
  75979. engine.setDepthWrite(true);
  75980. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75981. };
  75982. /**
  75983. * Disposes of the post process manager.
  75984. */
  75985. PostProcessManager.prototype.dispose = function () {
  75986. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75987. if (buffer) {
  75988. buffer.dispose();
  75989. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75990. }
  75991. if (this._indexBuffer) {
  75992. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75993. this._indexBuffer = null;
  75994. }
  75995. };
  75996. return PostProcessManager;
  75997. }());
  75998. BABYLON.PostProcessManager = PostProcessManager;
  75999. })(BABYLON || (BABYLON = {}));
  76000. //# sourceMappingURL=babylon.postProcessManager.js.map
  76001. var BABYLON;
  76002. (function (BABYLON) {
  76003. /**
  76004. * PostProcess can be used to apply a shader to a texture after it has been rendered
  76005. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  76006. */
  76007. var PostProcess = /** @class */ (function () {
  76008. /**
  76009. * Creates a new instance PostProcess
  76010. * @param name The name of the PostProcess.
  76011. * @param fragmentUrl The url of the fragment shader to be used.
  76012. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  76013. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  76014. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  76015. * @param camera The camera to apply the render pass to.
  76016. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76017. * @param engine The engine which the post process will be applied. (default: current engine)
  76018. * @param reusable If the post process can be reused on the same frame. (default: false)
  76019. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  76020. * @param textureType Type of textures used when performing the post process. (default: 0)
  76021. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  76022. * @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
  76023. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  76024. */
  76025. function PostProcess(
  76026. /** Name of the PostProcess. */
  76027. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  76028. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  76029. if (defines === void 0) { defines = null; }
  76030. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76031. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  76032. if (blockCompilation === void 0) { blockCompilation = false; }
  76033. this.name = name;
  76034. /**
  76035. * Width of the texture to apply the post process on
  76036. */
  76037. this.width = -1;
  76038. /**
  76039. * Height of the texture to apply the post process on
  76040. */
  76041. this.height = -1;
  76042. /**
  76043. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  76044. * @hidden
  76045. */
  76046. this._outputTexture = null;
  76047. /**
  76048. * If the buffer needs to be cleared before applying the post process. (default: true)
  76049. * Should be set to false if shader will overwrite all previous pixels.
  76050. */
  76051. this.autoClear = true;
  76052. /**
  76053. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  76054. */
  76055. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  76056. /**
  76057. * Animations to be used for the post processing
  76058. */
  76059. this.animations = new Array();
  76060. /**
  76061. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  76062. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  76063. */
  76064. this.enablePixelPerfectMode = false;
  76065. /**
  76066. * Force the postprocess to be applied without taking in account viewport
  76067. */
  76068. this.forceFullscreenViewport = true;
  76069. /**
  76070. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  76071. *
  76072. * | Value | Type | Description |
  76073. * | ----- | ----------------------------------- | ----------- |
  76074. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  76075. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  76076. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  76077. *
  76078. */
  76079. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  76080. /**
  76081. * Force textures to be a power of two (default: false)
  76082. */
  76083. this.alwaysForcePOT = false;
  76084. this._samples = 1;
  76085. /**
  76086. * Modify the scale of the post process to be the same as the viewport (default: false)
  76087. */
  76088. this.adaptScaleToCurrentViewport = false;
  76089. this._reusable = false;
  76090. /**
  76091. * Smart array of input and output textures for the post process.
  76092. * @hidden
  76093. */
  76094. this._textures = new BABYLON.SmartArray(2);
  76095. /**
  76096. * The index in _textures that corresponds to the output texture.
  76097. * @hidden
  76098. */
  76099. this._currentRenderTextureInd = 0;
  76100. this._scaleRatio = new BABYLON.Vector2(1, 1);
  76101. this._texelSize = BABYLON.Vector2.Zero();
  76102. // Events
  76103. /**
  76104. * An event triggered when the postprocess is activated.
  76105. */
  76106. this.onActivateObservable = new BABYLON.Observable();
  76107. /**
  76108. * An event triggered when the postprocess changes its size.
  76109. */
  76110. this.onSizeChangedObservable = new BABYLON.Observable();
  76111. /**
  76112. * An event triggered when the postprocess applies its effect.
  76113. */
  76114. this.onApplyObservable = new BABYLON.Observable();
  76115. /**
  76116. * An event triggered before rendering the postprocess
  76117. */
  76118. this.onBeforeRenderObservable = new BABYLON.Observable();
  76119. /**
  76120. * An event triggered after rendering the postprocess
  76121. */
  76122. this.onAfterRenderObservable = new BABYLON.Observable();
  76123. if (camera != null) {
  76124. this._camera = camera;
  76125. this._scene = camera.getScene();
  76126. camera.attachPostProcess(this);
  76127. this._engine = this._scene.getEngine();
  76128. this._scene.postProcesses.push(this);
  76129. }
  76130. else if (engine) {
  76131. this._engine = engine;
  76132. this._engine.postProcesses.push(this);
  76133. }
  76134. this._options = options;
  76135. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  76136. this._reusable = reusable || false;
  76137. this._textureType = textureType;
  76138. this._samplers = samplers || [];
  76139. this._samplers.push("textureSampler");
  76140. this._fragmentUrl = fragmentUrl;
  76141. this._vertexUrl = vertexUrl;
  76142. this._parameters = parameters || [];
  76143. this._parameters.push("scale");
  76144. this._indexParameters = indexParameters;
  76145. if (!blockCompilation) {
  76146. this.updateEffect(defines);
  76147. }
  76148. }
  76149. Object.defineProperty(PostProcess.prototype, "samples", {
  76150. /**
  76151. * Number of sample textures (default: 1)
  76152. */
  76153. get: function () {
  76154. return this._samples;
  76155. },
  76156. set: function (n) {
  76157. var _this = this;
  76158. this._samples = n;
  76159. this._textures.forEach(function (texture) {
  76160. if (texture.samples !== _this._samples) {
  76161. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76162. }
  76163. });
  76164. },
  76165. enumerable: true,
  76166. configurable: true
  76167. });
  76168. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76169. /**
  76170. * A function that is added to the onActivateObservable
  76171. */
  76172. set: function (callback) {
  76173. if (this._onActivateObserver) {
  76174. this.onActivateObservable.remove(this._onActivateObserver);
  76175. }
  76176. if (callback) {
  76177. this._onActivateObserver = this.onActivateObservable.add(callback);
  76178. }
  76179. },
  76180. enumerable: true,
  76181. configurable: true
  76182. });
  76183. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76184. /**
  76185. * A function that is added to the onSizeChangedObservable
  76186. */
  76187. set: function (callback) {
  76188. if (this._onSizeChangedObserver) {
  76189. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76190. }
  76191. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76192. },
  76193. enumerable: true,
  76194. configurable: true
  76195. });
  76196. Object.defineProperty(PostProcess.prototype, "onApply", {
  76197. /**
  76198. * A function that is added to the onApplyObservable
  76199. */
  76200. set: function (callback) {
  76201. if (this._onApplyObserver) {
  76202. this.onApplyObservable.remove(this._onApplyObserver);
  76203. }
  76204. this._onApplyObserver = this.onApplyObservable.add(callback);
  76205. },
  76206. enumerable: true,
  76207. configurable: true
  76208. });
  76209. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76210. /**
  76211. * A function that is added to the onBeforeRenderObservable
  76212. */
  76213. set: function (callback) {
  76214. if (this._onBeforeRenderObserver) {
  76215. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76216. }
  76217. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76218. },
  76219. enumerable: true,
  76220. configurable: true
  76221. });
  76222. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76223. /**
  76224. * A function that is added to the onAfterRenderObservable
  76225. */
  76226. set: function (callback) {
  76227. if (this._onAfterRenderObserver) {
  76228. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76229. }
  76230. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76231. },
  76232. enumerable: true,
  76233. configurable: true
  76234. });
  76235. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76236. /**
  76237. * 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
  76238. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76239. */
  76240. get: function () {
  76241. return this._textures.data[this._currentRenderTextureInd];
  76242. },
  76243. set: function (value) {
  76244. this._forcedOutputTexture = value;
  76245. },
  76246. enumerable: true,
  76247. configurable: true
  76248. });
  76249. /**
  76250. * Gets the camera which post process is applied to.
  76251. * @returns The camera the post process is applied to.
  76252. */
  76253. PostProcess.prototype.getCamera = function () {
  76254. return this._camera;
  76255. };
  76256. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76257. /**
  76258. * Gets the texel size of the postprocess.
  76259. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76260. */
  76261. get: function () {
  76262. if (this._shareOutputWithPostProcess) {
  76263. return this._shareOutputWithPostProcess.texelSize;
  76264. }
  76265. if (this._forcedOutputTexture) {
  76266. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76267. }
  76268. return this._texelSize;
  76269. },
  76270. enumerable: true,
  76271. configurable: true
  76272. });
  76273. /**
  76274. * Gets the engine which this post process belongs to.
  76275. * @returns The engine the post process was enabled with.
  76276. */
  76277. PostProcess.prototype.getEngine = function () {
  76278. return this._engine;
  76279. };
  76280. /**
  76281. * The effect that is created when initializing the post process.
  76282. * @returns The created effect corrisponding the the postprocess.
  76283. */
  76284. PostProcess.prototype.getEffect = function () {
  76285. return this._effect;
  76286. };
  76287. /**
  76288. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76289. * @param postProcess The post process to share the output with.
  76290. * @returns This post process.
  76291. */
  76292. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76293. this._disposeTextures();
  76294. this._shareOutputWithPostProcess = postProcess;
  76295. return this;
  76296. };
  76297. /**
  76298. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76299. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76300. */
  76301. PostProcess.prototype.useOwnOutput = function () {
  76302. if (this._textures.length == 0) {
  76303. this._textures = new BABYLON.SmartArray(2);
  76304. }
  76305. this._shareOutputWithPostProcess = null;
  76306. };
  76307. /**
  76308. * Updates the effect with the current post process compile time values and recompiles the shader.
  76309. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76310. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76311. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76312. * @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
  76313. * @param onCompiled Called when the shader has been compiled.
  76314. * @param onError Called if there is an error when compiling a shader.
  76315. */
  76316. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76317. if (defines === void 0) { defines = null; }
  76318. if (uniforms === void 0) { uniforms = null; }
  76319. if (samplers === void 0) { samplers = null; }
  76320. 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);
  76321. };
  76322. /**
  76323. * The post process is reusable if it can be used multiple times within one frame.
  76324. * @returns If the post process is reusable
  76325. */
  76326. PostProcess.prototype.isReusable = function () {
  76327. return this._reusable;
  76328. };
  76329. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76330. PostProcess.prototype.markTextureDirty = function () {
  76331. this.width = -1;
  76332. };
  76333. /**
  76334. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76335. * 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.
  76336. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76337. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76338. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76339. * @returns The target texture that was bound to be written to.
  76340. */
  76341. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76342. var _this = this;
  76343. if (sourceTexture === void 0) { sourceTexture = null; }
  76344. camera = camera || this._camera;
  76345. var scene = camera.getScene();
  76346. var engine = scene.getEngine();
  76347. var maxSize = engine.getCaps().maxTextureSize;
  76348. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76349. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76350. // 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
  76351. var webVRCamera = camera.parent;
  76352. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76353. requiredWidth /= 2;
  76354. }
  76355. var desiredWidth = (this._options.width || requiredWidth);
  76356. var desiredHeight = this._options.height || requiredHeight;
  76357. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76358. if (this.adaptScaleToCurrentViewport) {
  76359. var currentViewport = engine.currentViewport;
  76360. if (currentViewport) {
  76361. desiredWidth *= currentViewport.width;
  76362. desiredHeight *= currentViewport.height;
  76363. }
  76364. }
  76365. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76366. if (!this._options.width) {
  76367. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76368. }
  76369. if (!this._options.height) {
  76370. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76371. }
  76372. }
  76373. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76374. if (this._textures.length > 0) {
  76375. for (var i = 0; i < this._textures.length; i++) {
  76376. this._engine._releaseTexture(this._textures.data[i]);
  76377. }
  76378. this._textures.reset();
  76379. }
  76380. this.width = desiredWidth;
  76381. this.height = desiredHeight;
  76382. var textureSize = { width: this.width, height: this.height };
  76383. var textureOptions = {
  76384. generateMipMaps: false,
  76385. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76386. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76387. samplingMode: this.renderTargetSamplingMode,
  76388. type: this._textureType
  76389. };
  76390. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76391. if (this._reusable) {
  76392. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76393. }
  76394. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76395. this.onSizeChangedObservable.notifyObservers(this);
  76396. }
  76397. this._textures.forEach(function (texture) {
  76398. if (texture.samples !== _this.samples) {
  76399. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76400. }
  76401. });
  76402. }
  76403. var target;
  76404. if (this._shareOutputWithPostProcess) {
  76405. target = this._shareOutputWithPostProcess.inputTexture;
  76406. }
  76407. else if (this._forcedOutputTexture) {
  76408. target = this._forcedOutputTexture;
  76409. this.width = this._forcedOutputTexture.width;
  76410. this.height = this._forcedOutputTexture.height;
  76411. }
  76412. else {
  76413. target = this.inputTexture;
  76414. }
  76415. // Bind the input of this post process to be used as the output of the previous post process.
  76416. if (this.enablePixelPerfectMode) {
  76417. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76418. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76419. }
  76420. else {
  76421. this._scaleRatio.copyFromFloats(1, 1);
  76422. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76423. }
  76424. this.onActivateObservable.notifyObservers(camera);
  76425. // Clear
  76426. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76427. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76428. }
  76429. if (this._reusable) {
  76430. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76431. }
  76432. return target;
  76433. };
  76434. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76435. /**
  76436. * If the post process is supported.
  76437. */
  76438. get: function () {
  76439. return this._effect.isSupported;
  76440. },
  76441. enumerable: true,
  76442. configurable: true
  76443. });
  76444. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76445. /**
  76446. * The aspect ratio of the output texture.
  76447. */
  76448. get: function () {
  76449. if (this._shareOutputWithPostProcess) {
  76450. return this._shareOutputWithPostProcess.aspectRatio;
  76451. }
  76452. if (this._forcedOutputTexture) {
  76453. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76454. }
  76455. return this.width / this.height;
  76456. },
  76457. enumerable: true,
  76458. configurable: true
  76459. });
  76460. /**
  76461. * Get a value indicating if the post-process is ready to be used
  76462. * @returns true if the post-process is ready (shader is compiled)
  76463. */
  76464. PostProcess.prototype.isReady = function () {
  76465. return this._effect && this._effect.isReady();
  76466. };
  76467. /**
  76468. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76469. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76470. */
  76471. PostProcess.prototype.apply = function () {
  76472. // Check
  76473. if (!this._effect || !this._effect.isReady()) {
  76474. return null;
  76475. }
  76476. // States
  76477. this._engine.enableEffect(this._effect);
  76478. this._engine.setState(false);
  76479. this._engine.setDepthBuffer(false);
  76480. this._engine.setDepthWrite(false);
  76481. // Alpha
  76482. this._engine.setAlphaMode(this.alphaMode);
  76483. if (this.alphaConstants) {
  76484. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76485. }
  76486. // Bind the output texture of the preivous post process as the input to this post process.
  76487. var source;
  76488. if (this._shareOutputWithPostProcess) {
  76489. source = this._shareOutputWithPostProcess.inputTexture;
  76490. }
  76491. else if (this._forcedOutputTexture) {
  76492. source = this._forcedOutputTexture;
  76493. }
  76494. else {
  76495. source = this.inputTexture;
  76496. }
  76497. this._effect._bindTexture("textureSampler", source);
  76498. // Parameters
  76499. this._effect.setVector2("scale", this._scaleRatio);
  76500. this.onApplyObservable.notifyObservers(this._effect);
  76501. return this._effect;
  76502. };
  76503. PostProcess.prototype._disposeTextures = function () {
  76504. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76505. return;
  76506. }
  76507. if (this._textures.length > 0) {
  76508. for (var i = 0; i < this._textures.length; i++) {
  76509. this._engine._releaseTexture(this._textures.data[i]);
  76510. }
  76511. }
  76512. this._textures.dispose();
  76513. };
  76514. /**
  76515. * Disposes the post process.
  76516. * @param camera The camera to dispose the post process on.
  76517. */
  76518. PostProcess.prototype.dispose = function (camera) {
  76519. camera = camera || this._camera;
  76520. this._disposeTextures();
  76521. if (this._scene) {
  76522. var index_1 = this._scene.postProcesses.indexOf(this);
  76523. if (index_1 !== -1) {
  76524. this._scene.postProcesses.splice(index_1, 1);
  76525. }
  76526. }
  76527. else {
  76528. var index_2 = this._engine.postProcesses.indexOf(this);
  76529. if (index_2 !== -1) {
  76530. this._engine.postProcesses.splice(index_2, 1);
  76531. }
  76532. }
  76533. if (!camera) {
  76534. return;
  76535. }
  76536. camera.detachPostProcess(this);
  76537. var index = camera._postProcesses.indexOf(this);
  76538. if (index === 0 && camera._postProcesses.length > 0) {
  76539. var firstPostProcess = this._camera._getFirstPostProcess();
  76540. if (firstPostProcess) {
  76541. firstPostProcess.markTextureDirty();
  76542. }
  76543. }
  76544. this.onActivateObservable.clear();
  76545. this.onAfterRenderObservable.clear();
  76546. this.onApplyObservable.clear();
  76547. this.onBeforeRenderObservable.clear();
  76548. this.onSizeChangedObservable.clear();
  76549. };
  76550. return PostProcess;
  76551. }());
  76552. BABYLON.PostProcess = PostProcess;
  76553. })(BABYLON || (BABYLON = {}));
  76554. //# sourceMappingURL=babylon.postProcess.js.map
  76555. var BABYLON;
  76556. (function (BABYLON) {
  76557. /**
  76558. * PassPostProcess which produces an output the same as it's input
  76559. */
  76560. var PassPostProcess = /** @class */ (function (_super) {
  76561. __extends(PassPostProcess, _super);
  76562. /**
  76563. * Creates the PassPostProcess
  76564. * @param name The name of the effect.
  76565. * @param options The required width/height ratio to downsize to before computing the render pass.
  76566. * @param camera The camera to apply the render pass to.
  76567. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76568. * @param engine The engine which the post process will be applied. (default: current engine)
  76569. * @param reusable If the post process can be reused on the same frame. (default: false)
  76570. * @param textureType The type of texture to be used when performing the post processing.
  76571. * @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)
  76572. */
  76573. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76574. if (camera === void 0) { camera = null; }
  76575. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76576. if (blockCompilation === void 0) { blockCompilation = false; }
  76577. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76578. }
  76579. return PassPostProcess;
  76580. }(BABYLON.PostProcess));
  76581. BABYLON.PassPostProcess = PassPostProcess;
  76582. /**
  76583. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76584. */
  76585. var PassCubePostProcess = /** @class */ (function (_super) {
  76586. __extends(PassCubePostProcess, _super);
  76587. /**
  76588. * Creates the PassCubePostProcess
  76589. * @param name The name of the effect.
  76590. * @param options The required width/height ratio to downsize to before computing the render pass.
  76591. * @param camera The camera to apply the render pass to.
  76592. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76593. * @param engine The engine which the post process will be applied. (default: current engine)
  76594. * @param reusable If the post process can be reused on the same frame. (default: false)
  76595. * @param textureType The type of texture to be used when performing the post processing.
  76596. * @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)
  76597. */
  76598. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76599. if (camera === void 0) { camera = null; }
  76600. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76601. if (blockCompilation === void 0) { blockCompilation = false; }
  76602. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76603. _this._face = 0;
  76604. return _this;
  76605. }
  76606. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76607. /**
  76608. * Gets or sets the cube face to display.
  76609. * * 0 is +X
  76610. * * 1 is -X
  76611. * * 2 is +Y
  76612. * * 3 is -Y
  76613. * * 4 is +Z
  76614. * * 5 is -Z
  76615. */
  76616. get: function () {
  76617. return this._face;
  76618. },
  76619. set: function (value) {
  76620. if (value < 0 || value > 5) {
  76621. return;
  76622. }
  76623. this._face = value;
  76624. switch (this._face) {
  76625. case 0:
  76626. this.updateEffect("#define POSITIVEX");
  76627. break;
  76628. case 1:
  76629. this.updateEffect("#define NEGATIVEX");
  76630. break;
  76631. case 2:
  76632. this.updateEffect("#define POSITIVEY");
  76633. break;
  76634. case 3:
  76635. this.updateEffect("#define NEGATIVEY");
  76636. break;
  76637. case 4:
  76638. this.updateEffect("#define POSITIVEZ");
  76639. break;
  76640. case 5:
  76641. this.updateEffect("#define NEGATIVEZ");
  76642. break;
  76643. }
  76644. },
  76645. enumerable: true,
  76646. configurable: true
  76647. });
  76648. return PassCubePostProcess;
  76649. }(BABYLON.PostProcess));
  76650. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76651. })(BABYLON || (BABYLON = {}));
  76652. //# sourceMappingURL=babylon.passPostProcess.js.map
  76653. var __assign = (this && this.__assign) || function () {
  76654. __assign = Object.assign || function(t) {
  76655. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76656. s = arguments[i];
  76657. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76658. t[p] = s[p];
  76659. }
  76660. return t;
  76661. };
  76662. return __assign.apply(this, arguments);
  76663. };
  76664. var BABYLON;
  76665. (function (BABYLON) {
  76666. /**
  76667. * Default implementation IShadowGenerator.
  76668. * This is the main object responsible of generating shadows in the framework.
  76669. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76670. */
  76671. var ShadowGenerator = /** @class */ (function () {
  76672. /**
  76673. * Creates a ShadowGenerator object.
  76674. * A ShadowGenerator is the required tool to use the shadows.
  76675. * Each light casting shadows needs to use its own ShadowGenerator.
  76676. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76677. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76678. * @param light The light object generating the shadows.
  76679. * @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.
  76680. */
  76681. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76682. this._bias = 0.00005;
  76683. this._normalBias = 0;
  76684. this._blurBoxOffset = 1;
  76685. this._blurScale = 2;
  76686. this._blurKernel = 1;
  76687. this._useKernelBlur = false;
  76688. this._filter = ShadowGenerator.FILTER_NONE;
  76689. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76690. this._contactHardeningLightSizeUVRatio = 0.1;
  76691. this._darkness = 0;
  76692. this._transparencyShadow = false;
  76693. /**
  76694. * Controls the extent to which the shadows fade out at the edge of the frustum
  76695. * Used only by directionals and spots
  76696. */
  76697. this.frustumEdgeFalloff = 0;
  76698. /**
  76699. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76700. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76701. * It might on the other hand introduce peter panning.
  76702. */
  76703. this.forceBackFacesOnly = false;
  76704. this._lightDirection = BABYLON.Vector3.Zero();
  76705. this._viewMatrix = BABYLON.Matrix.Zero();
  76706. this._projectionMatrix = BABYLON.Matrix.Zero();
  76707. this._transformMatrix = BABYLON.Matrix.Zero();
  76708. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76709. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76710. this._currentFaceIndex = 0;
  76711. this._currentFaceIndexCache = 0;
  76712. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76713. this._mapSize = mapSize;
  76714. this._light = light;
  76715. this._scene = light.getScene();
  76716. light._shadowGenerator = this;
  76717. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76718. if (!component) {
  76719. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76720. this._scene._addComponent(component);
  76721. }
  76722. // Texture type fallback from float to int if not supported.
  76723. var caps = this._scene.getEngine().getCaps();
  76724. if (!usefulFloatFirst) {
  76725. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76726. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76727. }
  76728. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76729. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76730. }
  76731. else {
  76732. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76733. }
  76734. }
  76735. else {
  76736. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76737. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76738. }
  76739. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76740. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76741. }
  76742. else {
  76743. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76744. }
  76745. }
  76746. this._initializeGenerator();
  76747. this._applyFilterValues();
  76748. }
  76749. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76750. /**
  76751. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76752. */
  76753. get: function () {
  76754. return this._bias;
  76755. },
  76756. /**
  76757. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76758. */
  76759. set: function (bias) {
  76760. this._bias = bias;
  76761. },
  76762. enumerable: true,
  76763. configurable: true
  76764. });
  76765. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76766. /**
  76767. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76768. */
  76769. get: function () {
  76770. return this._normalBias;
  76771. },
  76772. /**
  76773. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76774. */
  76775. set: function (normalBias) {
  76776. this._normalBias = normalBias;
  76777. },
  76778. enumerable: true,
  76779. configurable: true
  76780. });
  76781. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76782. /**
  76783. * Gets the blur box offset: offset applied during the blur pass.
  76784. * Only useful if useKernelBlur = false
  76785. */
  76786. get: function () {
  76787. return this._blurBoxOffset;
  76788. },
  76789. /**
  76790. * Sets the blur box offset: offset applied during the blur pass.
  76791. * Only useful if useKernelBlur = false
  76792. */
  76793. set: function (value) {
  76794. if (this._blurBoxOffset === value) {
  76795. return;
  76796. }
  76797. this._blurBoxOffset = value;
  76798. this._disposeBlurPostProcesses();
  76799. },
  76800. enumerable: true,
  76801. configurable: true
  76802. });
  76803. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76804. /**
  76805. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76806. * 2 means half of the size.
  76807. */
  76808. get: function () {
  76809. return this._blurScale;
  76810. },
  76811. /**
  76812. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76813. * 2 means half of the size.
  76814. */
  76815. set: function (value) {
  76816. if (this._blurScale === value) {
  76817. return;
  76818. }
  76819. this._blurScale = value;
  76820. this._disposeBlurPostProcesses();
  76821. },
  76822. enumerable: true,
  76823. configurable: true
  76824. });
  76825. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76826. /**
  76827. * Gets the blur kernel: kernel size of the blur pass.
  76828. * Only useful if useKernelBlur = true
  76829. */
  76830. get: function () {
  76831. return this._blurKernel;
  76832. },
  76833. /**
  76834. * Sets the blur kernel: kernel size of the blur pass.
  76835. * Only useful if useKernelBlur = true
  76836. */
  76837. set: function (value) {
  76838. if (this._blurKernel === value) {
  76839. return;
  76840. }
  76841. this._blurKernel = value;
  76842. this._disposeBlurPostProcesses();
  76843. },
  76844. enumerable: true,
  76845. configurable: true
  76846. });
  76847. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76848. /**
  76849. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76850. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76851. */
  76852. get: function () {
  76853. return this._useKernelBlur;
  76854. },
  76855. /**
  76856. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76857. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76858. */
  76859. set: function (value) {
  76860. if (this._useKernelBlur === value) {
  76861. return;
  76862. }
  76863. this._useKernelBlur = value;
  76864. this._disposeBlurPostProcesses();
  76865. },
  76866. enumerable: true,
  76867. configurable: true
  76868. });
  76869. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76870. /**
  76871. * Gets the depth scale used in ESM mode.
  76872. */
  76873. get: function () {
  76874. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76875. },
  76876. /**
  76877. * Sets the depth scale used in ESM mode.
  76878. * This can override the scale stored on the light.
  76879. */
  76880. set: function (value) {
  76881. this._depthScale = value;
  76882. },
  76883. enumerable: true,
  76884. configurable: true
  76885. });
  76886. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76887. /**
  76888. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76889. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76890. */
  76891. get: function () {
  76892. return this._filter;
  76893. },
  76894. /**
  76895. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76896. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76897. */
  76898. set: function (value) {
  76899. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76900. if (this._light.needCube()) {
  76901. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76902. this.useExponentialShadowMap = true;
  76903. return;
  76904. }
  76905. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76906. this.useCloseExponentialShadowMap = true;
  76907. return;
  76908. }
  76909. // PCF on cubemap would also be expensive
  76910. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76911. this.usePoissonSampling = true;
  76912. return;
  76913. }
  76914. }
  76915. // Weblg1 fallback for PCF.
  76916. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76917. if (this._scene.getEngine().webGLVersion === 1) {
  76918. this.usePoissonSampling = true;
  76919. return;
  76920. }
  76921. }
  76922. if (this._filter === value) {
  76923. return;
  76924. }
  76925. this._filter = value;
  76926. this._disposeBlurPostProcesses();
  76927. this._applyFilterValues();
  76928. this._light._markMeshesAsLightDirty();
  76929. },
  76930. enumerable: true,
  76931. configurable: true
  76932. });
  76933. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76934. /**
  76935. * Gets if the current filter is set to Poisson Sampling.
  76936. */
  76937. get: function () {
  76938. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76939. },
  76940. /**
  76941. * Sets the current filter to Poisson Sampling.
  76942. */
  76943. set: function (value) {
  76944. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76945. return;
  76946. }
  76947. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76948. },
  76949. enumerable: true,
  76950. configurable: true
  76951. });
  76952. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76953. /**
  76954. * Gets if the current filter is set to ESM.
  76955. */
  76956. get: function () {
  76957. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76958. },
  76959. /**
  76960. * Sets the current filter is to ESM.
  76961. */
  76962. set: function (value) {
  76963. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76964. return;
  76965. }
  76966. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76967. },
  76968. enumerable: true,
  76969. configurable: true
  76970. });
  76971. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76972. /**
  76973. * Gets if the current filter is set to filtered ESM.
  76974. */
  76975. get: function () {
  76976. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76977. },
  76978. /**
  76979. * Gets if the current filter is set to filtered ESM.
  76980. */
  76981. set: function (value) {
  76982. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76983. return;
  76984. }
  76985. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76986. },
  76987. enumerable: true,
  76988. configurable: true
  76989. });
  76990. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76991. /**
  76992. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76993. * exponential to prevent steep falloff artifacts).
  76994. */
  76995. get: function () {
  76996. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76997. },
  76998. /**
  76999. * Sets the current filter to "close ESM" (using the inverse of the
  77000. * exponential to prevent steep falloff artifacts).
  77001. */
  77002. set: function (value) {
  77003. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  77004. return;
  77005. }
  77006. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77007. },
  77008. enumerable: true,
  77009. configurable: true
  77010. });
  77011. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  77012. /**
  77013. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77014. * exponential to prevent steep falloff artifacts).
  77015. */
  77016. get: function () {
  77017. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  77018. },
  77019. /**
  77020. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77021. * exponential to prevent steep falloff artifacts).
  77022. */
  77023. set: function (value) {
  77024. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  77025. return;
  77026. }
  77027. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77028. },
  77029. enumerable: true,
  77030. configurable: true
  77031. });
  77032. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  77033. /**
  77034. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77035. */
  77036. get: function () {
  77037. return this.filter === ShadowGenerator.FILTER_PCF;
  77038. },
  77039. /**
  77040. * Sets the current filter to "PCF" (percentage closer filtering).
  77041. */
  77042. set: function (value) {
  77043. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  77044. return;
  77045. }
  77046. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  77047. },
  77048. enumerable: true,
  77049. configurable: true
  77050. });
  77051. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  77052. /**
  77053. * Gets the PCF or PCSS Quality.
  77054. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77055. */
  77056. get: function () {
  77057. return this._filteringQuality;
  77058. },
  77059. /**
  77060. * Sets the PCF or PCSS Quality.
  77061. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77062. */
  77063. set: function (filteringQuality) {
  77064. this._filteringQuality = filteringQuality;
  77065. },
  77066. enumerable: true,
  77067. configurable: true
  77068. });
  77069. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  77070. /**
  77071. * Gets if the current filter is set to "PCSS" (contact hardening).
  77072. */
  77073. get: function () {
  77074. return this.filter === ShadowGenerator.FILTER_PCSS;
  77075. },
  77076. /**
  77077. * Sets the current filter to "PCSS" (contact hardening).
  77078. */
  77079. set: function (value) {
  77080. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  77081. return;
  77082. }
  77083. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  77084. },
  77085. enumerable: true,
  77086. configurable: true
  77087. });
  77088. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  77089. /**
  77090. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77091. * Using a ratio helps keeping shape stability independently of the map size.
  77092. *
  77093. * It does not account for the light projection as it was having too much
  77094. * instability during the light setup or during light position changes.
  77095. *
  77096. * Only valid if useContactHardeningShadow is true.
  77097. */
  77098. get: function () {
  77099. return this._contactHardeningLightSizeUVRatio;
  77100. },
  77101. /**
  77102. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77103. * Using a ratio helps keeping shape stability independently of the map size.
  77104. *
  77105. * It does not account for the light projection as it was having too much
  77106. * instability during the light setup or during light position changes.
  77107. *
  77108. * Only valid if useContactHardeningShadow is true.
  77109. */
  77110. set: function (contactHardeningLightSizeUVRatio) {
  77111. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  77112. },
  77113. enumerable: true,
  77114. configurable: true
  77115. });
  77116. /**
  77117. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77118. * 0 means strongest and 1 would means no shadow.
  77119. * @returns the darkness.
  77120. */
  77121. ShadowGenerator.prototype.getDarkness = function () {
  77122. return this._darkness;
  77123. };
  77124. /**
  77125. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77126. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77127. * @returns the shadow generator allowing fluent coding.
  77128. */
  77129. ShadowGenerator.prototype.setDarkness = function (darkness) {
  77130. if (darkness >= 1.0) {
  77131. this._darkness = 1.0;
  77132. }
  77133. else if (darkness <= 0.0) {
  77134. this._darkness = 0.0;
  77135. }
  77136. else {
  77137. this._darkness = darkness;
  77138. }
  77139. return this;
  77140. };
  77141. /**
  77142. * Sets the ability to have transparent shadow (boolean).
  77143. * @param transparent True if transparent else False
  77144. * @returns the shadow generator allowing fluent coding
  77145. */
  77146. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  77147. this._transparencyShadow = transparent;
  77148. return this;
  77149. };
  77150. /**
  77151. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77152. * @returns The render target texture if present otherwise, null
  77153. */
  77154. ShadowGenerator.prototype.getShadowMap = function () {
  77155. return this._shadowMap;
  77156. };
  77157. /**
  77158. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77159. * @returns The render target texture if the shadow map is present otherwise, null
  77160. */
  77161. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77162. if (this._shadowMap2) {
  77163. return this._shadowMap2;
  77164. }
  77165. return this._shadowMap;
  77166. };
  77167. /**
  77168. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77169. * @param mesh Mesh to add
  77170. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77171. * @returns the Shadow Generator itself
  77172. */
  77173. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77174. if (includeDescendants === void 0) { includeDescendants = true; }
  77175. var _a;
  77176. if (!this._shadowMap) {
  77177. return this;
  77178. }
  77179. if (!this._shadowMap.renderList) {
  77180. this._shadowMap.renderList = [];
  77181. }
  77182. this._shadowMap.renderList.push(mesh);
  77183. if (includeDescendants) {
  77184. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77185. }
  77186. return this;
  77187. };
  77188. /**
  77189. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77190. * @param mesh Mesh to remove
  77191. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77192. * @returns the Shadow Generator itself
  77193. */
  77194. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77195. if (includeDescendants === void 0) { includeDescendants = true; }
  77196. if (!this._shadowMap || !this._shadowMap.renderList) {
  77197. return this;
  77198. }
  77199. var index = this._shadowMap.renderList.indexOf(mesh);
  77200. if (index !== -1) {
  77201. this._shadowMap.renderList.splice(index, 1);
  77202. }
  77203. if (includeDescendants) {
  77204. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77205. var child = _a[_i];
  77206. this.removeShadowCaster(child);
  77207. }
  77208. }
  77209. return this;
  77210. };
  77211. /**
  77212. * Returns the associated light object.
  77213. * @returns the light generating the shadow
  77214. */
  77215. ShadowGenerator.prototype.getLight = function () {
  77216. return this._light;
  77217. };
  77218. ShadowGenerator.prototype._initializeGenerator = function () {
  77219. this._light._markMeshesAsLightDirty();
  77220. this._initializeShadowMap();
  77221. };
  77222. ShadowGenerator.prototype._initializeShadowMap = function () {
  77223. var _this = this;
  77224. // Render target
  77225. var engine = this._scene.getEngine();
  77226. if (engine.webGLVersion > 1) {
  77227. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77228. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77229. }
  77230. else {
  77231. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77232. }
  77233. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77234. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77235. this._shadowMap.anisotropicFilteringLevel = 1;
  77236. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77237. this._shadowMap.renderParticles = false;
  77238. this._shadowMap.ignoreCameraViewport = true;
  77239. // Record Face Index before render.
  77240. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77241. _this._currentFaceIndex = faceIndex;
  77242. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77243. engine.setColorWrite(false);
  77244. }
  77245. });
  77246. // Custom render function.
  77247. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77248. // Blur if required afer render.
  77249. this._shadowMap.onAfterUnbindObservable.add(function () {
  77250. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77251. engine.setColorWrite(true);
  77252. }
  77253. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77254. return;
  77255. }
  77256. var shadowMap = _this.getShadowMapForRendering();
  77257. if (shadowMap) {
  77258. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77259. }
  77260. });
  77261. // Clear according to the chosen filter.
  77262. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77263. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77264. this._shadowMap.onClearObservable.add(function (engine) {
  77265. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77266. engine.clear(clearOne, false, true, false);
  77267. }
  77268. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77269. engine.clear(clearZero, true, true, false);
  77270. }
  77271. else {
  77272. engine.clear(clearOne, true, true, false);
  77273. }
  77274. });
  77275. };
  77276. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77277. var _this = this;
  77278. var engine = this._scene.getEngine();
  77279. var targetSize = this._mapSize / this.blurScale;
  77280. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77281. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77282. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77283. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77284. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77285. }
  77286. if (this.useKernelBlur) {
  77287. 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);
  77288. this._kernelBlurXPostprocess.width = targetSize;
  77289. this._kernelBlurXPostprocess.height = targetSize;
  77290. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77291. effect.setTexture("textureSampler", _this._shadowMap);
  77292. });
  77293. 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);
  77294. this._kernelBlurXPostprocess.autoClear = false;
  77295. this._kernelBlurYPostprocess.autoClear = false;
  77296. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77297. this._kernelBlurXPostprocess.packedFloat = true;
  77298. this._kernelBlurYPostprocess.packedFloat = true;
  77299. }
  77300. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77301. }
  77302. else {
  77303. 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);
  77304. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77305. effect.setFloat2("screenSize", targetSize, targetSize);
  77306. effect.setTexture("textureSampler", _this._shadowMap);
  77307. });
  77308. this._boxBlurPostprocess.autoClear = false;
  77309. this._blurPostProcesses = [this._boxBlurPostprocess];
  77310. }
  77311. };
  77312. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77313. var index;
  77314. var engine = this._scene.getEngine();
  77315. if (depthOnlySubMeshes.length) {
  77316. engine.setColorWrite(false);
  77317. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77318. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77319. }
  77320. engine.setColorWrite(true);
  77321. }
  77322. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77323. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77324. }
  77325. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77326. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77327. }
  77328. if (this._transparencyShadow) {
  77329. for (index = 0; index < transparentSubMeshes.length; index++) {
  77330. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77331. }
  77332. }
  77333. };
  77334. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77335. var _this = this;
  77336. var mesh = subMesh.getRenderingMesh();
  77337. var scene = this._scene;
  77338. var engine = scene.getEngine();
  77339. var material = subMesh.getMaterial();
  77340. if (!material || subMesh.verticesCount === 0) {
  77341. return;
  77342. }
  77343. // Culling
  77344. engine.setState(material.backFaceCulling);
  77345. // Managing instances
  77346. var batch = mesh._getInstancesRenderList(subMesh._id);
  77347. if (batch.mustReturn) {
  77348. return;
  77349. }
  77350. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77351. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77352. engine.enableEffect(this._effect);
  77353. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77354. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77355. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77356. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77357. this._effect.setVector3("lightData", this._cachedDirection);
  77358. }
  77359. else {
  77360. this._effect.setVector3("lightData", this._cachedPosition);
  77361. }
  77362. if (scene.activeCamera) {
  77363. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77364. }
  77365. // Alpha test
  77366. if (material && material.needAlphaTesting()) {
  77367. var alphaTexture = material.getAlphaTestTexture();
  77368. if (alphaTexture) {
  77369. this._effect.setTexture("diffuseSampler", alphaTexture);
  77370. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77371. }
  77372. }
  77373. // Bones
  77374. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77375. var skeleton = mesh.skeleton;
  77376. if (skeleton.isUsingTextureForMatrices) {
  77377. var boneTexture = skeleton.getTransformMatrixTexture();
  77378. if (!boneTexture) {
  77379. return;
  77380. }
  77381. this._effect.setTexture("boneSampler", boneTexture);
  77382. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77383. }
  77384. else {
  77385. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77386. }
  77387. }
  77388. // Morph targets
  77389. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77390. if (this.forceBackFacesOnly) {
  77391. engine.setState(true, 0, false, true);
  77392. }
  77393. // Draw
  77394. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77395. if (this.forceBackFacesOnly) {
  77396. engine.setState(true, 0, false, false);
  77397. }
  77398. }
  77399. else {
  77400. // Need to reset refresh rate of the shadowMap
  77401. if (this._shadowMap) {
  77402. this._shadowMap.resetRefreshCounter();
  77403. }
  77404. }
  77405. };
  77406. ShadowGenerator.prototype._applyFilterValues = function () {
  77407. if (!this._shadowMap) {
  77408. return;
  77409. }
  77410. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77411. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77412. }
  77413. else {
  77414. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77415. }
  77416. };
  77417. /**
  77418. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77419. * @param onCompiled Callback triggered at the and of the effects compilation
  77420. * @param options Sets of optional options forcing the compilation with different modes
  77421. */
  77422. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77423. var _this = this;
  77424. var localOptions = __assign({ useInstances: false }, options);
  77425. var shadowMap = this.getShadowMap();
  77426. if (!shadowMap) {
  77427. if (onCompiled) {
  77428. onCompiled(this);
  77429. }
  77430. return;
  77431. }
  77432. var renderList = shadowMap.renderList;
  77433. if (!renderList) {
  77434. if (onCompiled) {
  77435. onCompiled(this);
  77436. }
  77437. return;
  77438. }
  77439. var subMeshes = new Array();
  77440. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77441. var mesh = renderList_1[_i];
  77442. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77443. }
  77444. if (subMeshes.length === 0) {
  77445. if (onCompiled) {
  77446. onCompiled(this);
  77447. }
  77448. return;
  77449. }
  77450. var currentIndex = 0;
  77451. var checkReady = function () {
  77452. if (!_this._scene || !_this._scene.getEngine()) {
  77453. return;
  77454. }
  77455. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77456. currentIndex++;
  77457. if (currentIndex >= subMeshes.length) {
  77458. if (onCompiled) {
  77459. onCompiled(_this);
  77460. }
  77461. return;
  77462. }
  77463. }
  77464. setTimeout(checkReady, 16);
  77465. };
  77466. checkReady();
  77467. };
  77468. /**
  77469. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77470. * @param options Sets of optional options forcing the compilation with different modes
  77471. * @returns A promise that resolves when the compilation completes
  77472. */
  77473. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77474. var _this = this;
  77475. return new Promise(function (resolve) {
  77476. _this.forceCompilation(function () {
  77477. resolve();
  77478. }, options);
  77479. });
  77480. };
  77481. /**
  77482. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77483. * @param subMesh The submesh we want to render in the shadow map
  77484. * @param useInstances Defines wether will draw in the map using instances
  77485. * @returns true if ready otherwise, false
  77486. */
  77487. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77488. var defines = [];
  77489. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77490. defines.push("#define FLOAT");
  77491. }
  77492. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77493. defines.push("#define ESM");
  77494. }
  77495. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77496. defines.push("#define DEPTHTEXTURE");
  77497. }
  77498. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77499. var mesh = subMesh.getMesh();
  77500. var material = subMesh.getMaterial();
  77501. // Normal bias.
  77502. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77503. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77504. defines.push("#define NORMAL");
  77505. if (mesh.nonUniformScaling) {
  77506. defines.push("#define NONUNIFORMSCALING");
  77507. }
  77508. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77509. defines.push("#define DIRECTIONINLIGHTDATA");
  77510. }
  77511. }
  77512. // Alpha test
  77513. if (material && material.needAlphaTesting()) {
  77514. var alphaTexture = material.getAlphaTestTexture();
  77515. if (alphaTexture) {
  77516. defines.push("#define ALPHATEST");
  77517. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77518. attribs.push(BABYLON.VertexBuffer.UVKind);
  77519. defines.push("#define UV1");
  77520. }
  77521. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77522. if (alphaTexture.coordinatesIndex === 1) {
  77523. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77524. defines.push("#define UV2");
  77525. }
  77526. }
  77527. }
  77528. }
  77529. // Bones
  77530. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77531. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77532. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77533. if (mesh.numBoneInfluencers > 4) {
  77534. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77535. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77536. }
  77537. var skeleton = mesh.skeleton;
  77538. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77539. if (skeleton.isUsingTextureForMatrices) {
  77540. defines.push("#define BONETEXTURE");
  77541. }
  77542. else {
  77543. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77544. }
  77545. }
  77546. else {
  77547. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77548. }
  77549. // Morph targets
  77550. var manager = mesh.morphTargetManager;
  77551. var morphInfluencers = 0;
  77552. if (manager) {
  77553. if (manager.numInfluencers > 0) {
  77554. defines.push("#define MORPHTARGETS");
  77555. morphInfluencers = manager.numInfluencers;
  77556. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77557. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77558. }
  77559. }
  77560. // Instances
  77561. if (useInstances) {
  77562. defines.push("#define INSTANCES");
  77563. attribs.push("world0");
  77564. attribs.push("world1");
  77565. attribs.push("world2");
  77566. attribs.push("world3");
  77567. }
  77568. // Get correct effect
  77569. var join = defines.join("\n");
  77570. if (this._cachedDefines !== join) {
  77571. this._cachedDefines = join;
  77572. 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 });
  77573. }
  77574. if (!this._effect.isReady()) {
  77575. return false;
  77576. }
  77577. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77578. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77579. this._initializeBlurRTTAndPostProcesses();
  77580. }
  77581. }
  77582. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77583. return false;
  77584. }
  77585. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77586. return false;
  77587. }
  77588. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77589. return false;
  77590. }
  77591. return true;
  77592. };
  77593. /**
  77594. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77595. * @param defines Defines of the material we want to update
  77596. * @param lightIndex Index of the light in the enabled light list of the material
  77597. */
  77598. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77599. var scene = this._scene;
  77600. var light = this._light;
  77601. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77602. return;
  77603. }
  77604. defines["SHADOW" + lightIndex] = true;
  77605. if (this.useContactHardeningShadow) {
  77606. defines["SHADOWPCSS" + lightIndex] = true;
  77607. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77608. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77609. }
  77610. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77611. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77612. }
  77613. // else default to high.
  77614. }
  77615. if (this.usePercentageCloserFiltering) {
  77616. defines["SHADOWPCF" + lightIndex] = true;
  77617. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77618. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77619. }
  77620. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77621. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77622. }
  77623. // else default to high.
  77624. }
  77625. else if (this.usePoissonSampling) {
  77626. defines["SHADOWPOISSON" + lightIndex] = true;
  77627. }
  77628. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77629. defines["SHADOWESM" + lightIndex] = true;
  77630. }
  77631. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77632. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77633. }
  77634. if (light.needCube()) {
  77635. defines["SHADOWCUBE" + lightIndex] = true;
  77636. }
  77637. };
  77638. /**
  77639. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77640. * defined in the generator but impacting the effect).
  77641. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77642. * @param effect The effect we are binfing the information for
  77643. */
  77644. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77645. var light = this._light;
  77646. var scene = this._scene;
  77647. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77648. return;
  77649. }
  77650. var camera = scene.activeCamera;
  77651. if (!camera) {
  77652. return;
  77653. }
  77654. var shadowMap = this.getShadowMap();
  77655. if (!shadowMap) {
  77656. return;
  77657. }
  77658. if (!light.needCube()) {
  77659. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77660. }
  77661. // Only PCF uses depth stencil texture.
  77662. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77663. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77664. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77665. }
  77666. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77667. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77668. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77669. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77670. }
  77671. else {
  77672. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77673. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77674. }
  77675. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77676. };
  77677. /**
  77678. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77679. * (eq to shadow prjection matrix * light transform matrix)
  77680. * @returns The transform matrix used to create the shadow map
  77681. */
  77682. ShadowGenerator.prototype.getTransformMatrix = function () {
  77683. var scene = this._scene;
  77684. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77685. return this._transformMatrix;
  77686. }
  77687. this._currentRenderID = scene.getRenderId();
  77688. this._currentFaceIndexCache = this._currentFaceIndex;
  77689. var lightPosition = this._light.position;
  77690. if (this._light.computeTransformedInformation()) {
  77691. lightPosition = this._light.transformedPosition;
  77692. }
  77693. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77694. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77695. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77696. }
  77697. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77698. this._cachedPosition.copyFrom(lightPosition);
  77699. this._cachedDirection.copyFrom(this._lightDirection);
  77700. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77701. var shadowMap = this.getShadowMap();
  77702. if (shadowMap) {
  77703. var renderList = shadowMap.renderList;
  77704. if (renderList) {
  77705. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77706. }
  77707. }
  77708. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77709. }
  77710. return this._transformMatrix;
  77711. };
  77712. /**
  77713. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77714. * Cube and 2D textures for instance.
  77715. */
  77716. ShadowGenerator.prototype.recreateShadowMap = function () {
  77717. var shadowMap = this._shadowMap;
  77718. if (!shadowMap) {
  77719. return;
  77720. }
  77721. // Track render list.
  77722. var renderList = shadowMap.renderList;
  77723. // Clean up existing data.
  77724. this._disposeRTTandPostProcesses();
  77725. // Reinitializes.
  77726. this._initializeGenerator();
  77727. // Reaffect the filter to ensure a correct fallback if necessary.
  77728. this.filter = this.filter;
  77729. // Reaffect the filter.
  77730. this._applyFilterValues();
  77731. // Reaffect Render List.
  77732. this._shadowMap.renderList = renderList;
  77733. };
  77734. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77735. if (this._shadowMap2) {
  77736. this._shadowMap2.dispose();
  77737. this._shadowMap2 = null;
  77738. }
  77739. if (this._boxBlurPostprocess) {
  77740. this._boxBlurPostprocess.dispose();
  77741. this._boxBlurPostprocess = null;
  77742. }
  77743. if (this._kernelBlurXPostprocess) {
  77744. this._kernelBlurXPostprocess.dispose();
  77745. this._kernelBlurXPostprocess = null;
  77746. }
  77747. if (this._kernelBlurYPostprocess) {
  77748. this._kernelBlurYPostprocess.dispose();
  77749. this._kernelBlurYPostprocess = null;
  77750. }
  77751. this._blurPostProcesses = [];
  77752. };
  77753. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77754. if (this._shadowMap) {
  77755. this._shadowMap.dispose();
  77756. this._shadowMap = null;
  77757. }
  77758. this._disposeBlurPostProcesses();
  77759. };
  77760. /**
  77761. * Disposes the ShadowGenerator.
  77762. * Returns nothing.
  77763. */
  77764. ShadowGenerator.prototype.dispose = function () {
  77765. this._disposeRTTandPostProcesses();
  77766. if (this._light) {
  77767. this._light._shadowGenerator = null;
  77768. this._light._markMeshesAsLightDirty();
  77769. }
  77770. };
  77771. /**
  77772. * Serializes the shadow generator setup to a json object.
  77773. * @returns The serialized JSON object
  77774. */
  77775. ShadowGenerator.prototype.serialize = function () {
  77776. var serializationObject = {};
  77777. var shadowMap = this.getShadowMap();
  77778. if (!shadowMap) {
  77779. return serializationObject;
  77780. }
  77781. serializationObject.lightId = this._light.id;
  77782. serializationObject.mapSize = shadowMap.getRenderSize();
  77783. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77784. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77785. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77786. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77787. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77788. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77789. serializationObject.depthScale = this.depthScale;
  77790. serializationObject.darkness = this.getDarkness();
  77791. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77792. serializationObject.blurKernel = this.blurKernel;
  77793. serializationObject.blurScale = this.blurScale;
  77794. serializationObject.useKernelBlur = this.useKernelBlur;
  77795. serializationObject.transparencyShadow = this._transparencyShadow;
  77796. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77797. serializationObject.bias = this.bias;
  77798. serializationObject.normalBias = this.normalBias;
  77799. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77800. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77801. serializationObject.filteringQuality = this.filteringQuality;
  77802. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77803. serializationObject.renderList = [];
  77804. if (shadowMap.renderList) {
  77805. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77806. var mesh = shadowMap.renderList[meshIndex];
  77807. serializationObject.renderList.push(mesh.id);
  77808. }
  77809. }
  77810. return serializationObject;
  77811. };
  77812. /**
  77813. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77814. * @param parsedShadowGenerator The JSON object to parse
  77815. * @param scene The scene to create the shadow map for
  77816. * @returns The parsed shadow generator
  77817. */
  77818. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77819. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77820. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77821. var shadowMap = shadowGenerator.getShadowMap();
  77822. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77823. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77824. meshes.forEach(function (mesh) {
  77825. if (!shadowMap) {
  77826. return;
  77827. }
  77828. if (!shadowMap.renderList) {
  77829. shadowMap.renderList = [];
  77830. }
  77831. shadowMap.renderList.push(mesh);
  77832. });
  77833. }
  77834. if (parsedShadowGenerator.usePoissonSampling) {
  77835. shadowGenerator.usePoissonSampling = true;
  77836. }
  77837. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77838. shadowGenerator.useExponentialShadowMap = true;
  77839. }
  77840. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77841. shadowGenerator.useBlurExponentialShadowMap = true;
  77842. }
  77843. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77844. shadowGenerator.useCloseExponentialShadowMap = true;
  77845. }
  77846. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77847. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77848. }
  77849. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77850. shadowGenerator.usePercentageCloserFiltering = true;
  77851. }
  77852. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77853. shadowGenerator.useContactHardeningShadow = true;
  77854. }
  77855. if (parsedShadowGenerator.filteringQuality) {
  77856. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77857. }
  77858. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77859. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77860. }
  77861. // Backward compat
  77862. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77863. shadowGenerator.useExponentialShadowMap = true;
  77864. }
  77865. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77866. shadowGenerator.useBlurExponentialShadowMap = true;
  77867. }
  77868. if (parsedShadowGenerator.depthScale) {
  77869. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77870. }
  77871. if (parsedShadowGenerator.blurScale) {
  77872. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77873. }
  77874. if (parsedShadowGenerator.blurBoxOffset) {
  77875. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77876. }
  77877. if (parsedShadowGenerator.useKernelBlur) {
  77878. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77879. }
  77880. if (parsedShadowGenerator.blurKernel) {
  77881. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77882. }
  77883. if (parsedShadowGenerator.bias !== undefined) {
  77884. shadowGenerator.bias = parsedShadowGenerator.bias;
  77885. }
  77886. if (parsedShadowGenerator.normalBias !== undefined) {
  77887. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77888. }
  77889. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77890. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77891. }
  77892. if (parsedShadowGenerator.darkness) {
  77893. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77894. }
  77895. if (parsedShadowGenerator.transparencyShadow) {
  77896. shadowGenerator.setTransparencyShadow(true);
  77897. }
  77898. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77899. return shadowGenerator;
  77900. };
  77901. /**
  77902. * Shadow generator mode None: no filtering applied.
  77903. */
  77904. ShadowGenerator.FILTER_NONE = 0;
  77905. /**
  77906. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77907. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77908. */
  77909. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77910. /**
  77911. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77912. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77913. */
  77914. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77915. /**
  77916. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77917. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77918. */
  77919. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77920. /**
  77921. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77922. * edge artifacts on steep falloff.
  77923. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77924. */
  77925. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77926. /**
  77927. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77928. * edge artifacts on steep falloff.
  77929. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77930. */
  77931. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77932. /**
  77933. * Shadow generator mode PCF: Percentage Closer Filtering
  77934. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77935. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77936. */
  77937. ShadowGenerator.FILTER_PCF = 6;
  77938. /**
  77939. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77940. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77941. * Contact Hardening
  77942. */
  77943. ShadowGenerator.FILTER_PCSS = 7;
  77944. /**
  77945. * Reserved for PCF and PCSS
  77946. * Highest Quality.
  77947. *
  77948. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77949. *
  77950. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77951. */
  77952. ShadowGenerator.QUALITY_HIGH = 0;
  77953. /**
  77954. * Reserved for PCF and PCSS
  77955. * Good tradeoff for quality/perf cross devices
  77956. *
  77957. * Execute PCF on a 3*3 kernel.
  77958. *
  77959. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77960. */
  77961. ShadowGenerator.QUALITY_MEDIUM = 1;
  77962. /**
  77963. * Reserved for PCF and PCSS
  77964. * The lowest quality but the fastest.
  77965. *
  77966. * Execute PCF on a 1*1 kernel.
  77967. *
  77968. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77969. */
  77970. ShadowGenerator.QUALITY_LOW = 2;
  77971. return ShadowGenerator;
  77972. }());
  77973. BABYLON.ShadowGenerator = ShadowGenerator;
  77974. })(BABYLON || (BABYLON = {}));
  77975. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77976. var BABYLON;
  77977. (function (BABYLON) {
  77978. // Adds the parser to the scene parsers.
  77979. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77980. // Shadows
  77981. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77982. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77983. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77984. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77985. // SG would be available on their associated lights
  77986. }
  77987. }
  77988. });
  77989. /**
  77990. * Defines the shadow generator component responsible to manage any shadow generators
  77991. * in a given scene.
  77992. */
  77993. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77994. /**
  77995. * Creates a new instance of the component for the given scene
  77996. * @param scene Defines the scene to register the component in
  77997. */
  77998. function ShadowGeneratorSceneComponent(scene) {
  77999. /**
  78000. * The component name helpfull to identify the component in the list of scene components.
  78001. */
  78002. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  78003. this.scene = scene;
  78004. }
  78005. /**
  78006. * Registers the component in a given scene
  78007. */
  78008. ShadowGeneratorSceneComponent.prototype.register = function () {
  78009. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  78010. };
  78011. /**
  78012. * Rebuilds the elements related to this component in case of
  78013. * context lost for instance.
  78014. */
  78015. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  78016. // Nothing To Do Here.
  78017. };
  78018. /**
  78019. * Serializes the component data to the specified json object
  78020. * @param serializationObject The object to serialize to
  78021. */
  78022. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  78023. // Shadows
  78024. serializationObject.shadowGenerators = [];
  78025. var lights = this.scene.lights;
  78026. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  78027. var light = lights_1[_i];
  78028. var shadowGenerator = light.getShadowGenerator();
  78029. if (shadowGenerator) {
  78030. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  78031. }
  78032. }
  78033. };
  78034. /**
  78035. * Adds all the element from the container to the scene
  78036. * @param container the container holding the elements
  78037. */
  78038. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  78039. // Nothing To Do Here. (directly attached to a light)
  78040. };
  78041. /**
  78042. * Removes all the elements in the container from the scene
  78043. * @param container contains the elements to remove
  78044. */
  78045. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  78046. // Nothing To Do Here. (directly attached to a light)
  78047. };
  78048. /**
  78049. * Rebuilds the elements related to this component in case of
  78050. * context lost for instance.
  78051. */
  78052. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  78053. // Nothing To Do Here.
  78054. };
  78055. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  78056. // Shadows
  78057. var scene = this.scene;
  78058. if (this.scene.shadowsEnabled) {
  78059. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  78060. var light = scene.lights[lightIndex];
  78061. var shadowGenerator = light.getShadowGenerator();
  78062. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  78063. var shadowMap = (shadowGenerator.getShadowMap());
  78064. if (scene.textures.indexOf(shadowMap) !== -1) {
  78065. renderTargets.push(shadowMap);
  78066. }
  78067. }
  78068. }
  78069. }
  78070. };
  78071. return ShadowGeneratorSceneComponent;
  78072. }());
  78073. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  78074. })(BABYLON || (BABYLON = {}));
  78075. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  78076. var BABYLON;
  78077. (function (BABYLON) {
  78078. /**
  78079. * Class used for the default loading screen
  78080. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  78081. */
  78082. var DefaultLoadingScreen = /** @class */ (function () {
  78083. /**
  78084. * Creates a new default loading screen
  78085. * @param _renderingCanvas defines the canvas used to render the scene
  78086. * @param _loadingText defines the default text to display
  78087. * @param _loadingDivBackgroundColor defines the default background color
  78088. */
  78089. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  78090. if (_loadingText === void 0) { _loadingText = ""; }
  78091. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  78092. var _this = this;
  78093. this._renderingCanvas = _renderingCanvas;
  78094. this._loadingText = _loadingText;
  78095. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  78096. // Resize
  78097. this._resizeLoadingUI = function () {
  78098. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  78099. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  78100. if (!_this._loadingDiv) {
  78101. return;
  78102. }
  78103. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  78104. _this._loadingDiv.style.left = canvasRect.left + "px";
  78105. _this._loadingDiv.style.top = canvasRect.top + "px";
  78106. _this._loadingDiv.style.width = canvasRect.width + "px";
  78107. _this._loadingDiv.style.height = canvasRect.height + "px";
  78108. };
  78109. }
  78110. /**
  78111. * Function called to display the loading screen
  78112. */
  78113. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  78114. if (this._loadingDiv) {
  78115. // Do not add a loading screen if there is already one
  78116. return;
  78117. }
  78118. this._loadingDiv = document.createElement("div");
  78119. this._loadingDiv.id = "babylonjsLoadingDiv";
  78120. this._loadingDiv.style.opacity = "0";
  78121. this._loadingDiv.style.transition = "opacity 1.5s ease";
  78122. this._loadingDiv.style.pointerEvents = "none";
  78123. // Loading text
  78124. this._loadingTextDiv = document.createElement("div");
  78125. this._loadingTextDiv.style.position = "absolute";
  78126. this._loadingTextDiv.style.left = "0";
  78127. this._loadingTextDiv.style.top = "50%";
  78128. this._loadingTextDiv.style.marginTop = "80px";
  78129. this._loadingTextDiv.style.width = "100%";
  78130. this._loadingTextDiv.style.height = "20px";
  78131. this._loadingTextDiv.style.fontFamily = "Arial";
  78132. this._loadingTextDiv.style.fontSize = "14px";
  78133. this._loadingTextDiv.style.color = "white";
  78134. this._loadingTextDiv.style.textAlign = "center";
  78135. this._loadingTextDiv.innerHTML = "Loading";
  78136. this._loadingDiv.appendChild(this._loadingTextDiv);
  78137. //set the predefined text
  78138. this._loadingTextDiv.innerHTML = this._loadingText;
  78139. // Generating keyframes
  78140. var style = document.createElement('style');
  78141. style.type = 'text/css';
  78142. 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 }";
  78143. style.innerHTML = keyFrames;
  78144. document.getElementsByTagName('head')[0].appendChild(style);
  78145. // Loading img
  78146. var imgBack = new Image();
  78147. imgBack.src = "data:image/png;base64,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";
  78148. imgBack.style.position = "absolute";
  78149. imgBack.style.left = "50%";
  78150. imgBack.style.top = "50%";
  78151. imgBack.style.marginLeft = "-60px";
  78152. imgBack.style.marginTop = "-60px";
  78153. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  78154. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  78155. imgBack.style.transformOrigin = "50% 50%";
  78156. imgBack.style.webkitTransformOrigin = "50% 50%";
  78157. this._loadingDiv.appendChild(imgBack);
  78158. this._resizeLoadingUI();
  78159. window.addEventListener("resize", this._resizeLoadingUI);
  78160. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78161. document.body.appendChild(this._loadingDiv);
  78162. this._loadingDiv.style.opacity = "1";
  78163. };
  78164. /**
  78165. * Function called to hide the loading screen
  78166. */
  78167. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78168. var _this = this;
  78169. if (!this._loadingDiv) {
  78170. return;
  78171. }
  78172. var onTransitionEnd = function () {
  78173. if (!_this._loadingDiv) {
  78174. return;
  78175. }
  78176. if (_this._loadingDiv.parentElement) {
  78177. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78178. }
  78179. window.removeEventListener("resize", _this._resizeLoadingUI);
  78180. _this._loadingDiv = null;
  78181. };
  78182. this._loadingDiv.style.opacity = "0";
  78183. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78184. };
  78185. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78186. get: function () {
  78187. return this._loadingText;
  78188. },
  78189. /**
  78190. * Gets or sets the text to display while loading
  78191. */
  78192. set: function (text) {
  78193. this._loadingText = text;
  78194. if (this._loadingTextDiv) {
  78195. this._loadingTextDiv.innerHTML = this._loadingText;
  78196. }
  78197. },
  78198. enumerable: true,
  78199. configurable: true
  78200. });
  78201. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78202. /**
  78203. * Gets or sets the color to use for the background
  78204. */
  78205. get: function () {
  78206. return this._loadingDivBackgroundColor;
  78207. },
  78208. set: function (color) {
  78209. this._loadingDivBackgroundColor = color;
  78210. if (!this._loadingDiv) {
  78211. return;
  78212. }
  78213. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78214. },
  78215. enumerable: true,
  78216. configurable: true
  78217. });
  78218. return DefaultLoadingScreen;
  78219. }());
  78220. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78221. })(BABYLON || (BABYLON = {}));
  78222. //# sourceMappingURL=babylon.loadingScreen.js.map
  78223. var BABYLON;
  78224. (function (BABYLON) {
  78225. /**
  78226. * Class used to represent data loading progression
  78227. */
  78228. var SceneLoaderProgressEvent = /** @class */ (function () {
  78229. /**
  78230. * Create a new progress event
  78231. * @param lengthComputable defines if data length to load can be evaluated
  78232. * @param loaded defines the loaded data length
  78233. * @param total defines the data length to load
  78234. */
  78235. function SceneLoaderProgressEvent(
  78236. /** defines if data length to load can be evaluated */
  78237. lengthComputable,
  78238. /** defines the loaded data length */
  78239. loaded,
  78240. /** defines the data length to load */
  78241. total) {
  78242. this.lengthComputable = lengthComputable;
  78243. this.loaded = loaded;
  78244. this.total = total;
  78245. }
  78246. /**
  78247. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78248. * @param event defines the source event
  78249. * @returns a new SceneLoaderProgressEvent
  78250. */
  78251. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78252. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78253. };
  78254. return SceneLoaderProgressEvent;
  78255. }());
  78256. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78257. /**
  78258. * Class used to load scene from various file formats using registered plugins
  78259. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78260. */
  78261. var SceneLoader = /** @class */ (function () {
  78262. function SceneLoader() {
  78263. }
  78264. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78265. /**
  78266. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78267. */
  78268. get: function () {
  78269. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78270. },
  78271. set: function (value) {
  78272. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78273. },
  78274. enumerable: true,
  78275. configurable: true
  78276. });
  78277. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78278. /**
  78279. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78280. */
  78281. get: function () {
  78282. return SceneLoader._ShowLoadingScreen;
  78283. },
  78284. set: function (value) {
  78285. SceneLoader._ShowLoadingScreen = value;
  78286. },
  78287. enumerable: true,
  78288. configurable: true
  78289. });
  78290. Object.defineProperty(SceneLoader, "loggingLevel", {
  78291. /**
  78292. * Defines the current logging level (while loading the scene)
  78293. * @ignorenaming
  78294. */
  78295. get: function () {
  78296. return SceneLoader._loggingLevel;
  78297. },
  78298. set: function (value) {
  78299. SceneLoader._loggingLevel = value;
  78300. },
  78301. enumerable: true,
  78302. configurable: true
  78303. });
  78304. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78305. /**
  78306. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78307. */
  78308. get: function () {
  78309. return SceneLoader._CleanBoneMatrixWeights;
  78310. },
  78311. set: function (value) {
  78312. SceneLoader._CleanBoneMatrixWeights = value;
  78313. },
  78314. enumerable: true,
  78315. configurable: true
  78316. });
  78317. SceneLoader._getDefaultPlugin = function () {
  78318. return SceneLoader._registeredPlugins[".babylon"];
  78319. };
  78320. SceneLoader._getPluginForExtension = function (extension) {
  78321. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78322. if (registeredPlugin) {
  78323. return registeredPlugin;
  78324. }
  78325. 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");
  78326. return SceneLoader._getDefaultPlugin();
  78327. };
  78328. SceneLoader._getPluginForDirectLoad = function (data) {
  78329. for (var extension in SceneLoader._registeredPlugins) {
  78330. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78331. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78332. return SceneLoader._registeredPlugins[extension];
  78333. }
  78334. }
  78335. return SceneLoader._getDefaultPlugin();
  78336. };
  78337. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78338. var queryStringPosition = sceneFilename.indexOf("?");
  78339. if (queryStringPosition !== -1) {
  78340. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78341. }
  78342. var dotPosition = sceneFilename.lastIndexOf(".");
  78343. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78344. return SceneLoader._getPluginForExtension(extension);
  78345. };
  78346. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78347. SceneLoader._getDirectLoad = function (sceneFilename) {
  78348. if (sceneFilename.substr(0, 5) === "data:") {
  78349. return sceneFilename.substr(5);
  78350. }
  78351. return null;
  78352. };
  78353. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78354. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78355. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78356. var plugin;
  78357. if (registeredPlugin.plugin.createPlugin) {
  78358. plugin = registeredPlugin.plugin.createPlugin();
  78359. }
  78360. else {
  78361. plugin = registeredPlugin.plugin;
  78362. }
  78363. var useArrayBuffer = registeredPlugin.isBinary;
  78364. var offlineProvider;
  78365. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78366. var dataCallback = function (data, responseURL) {
  78367. if (scene.isDisposed) {
  78368. onError("Scene has been disposed");
  78369. return;
  78370. }
  78371. scene.offlineProvider = offlineProvider;
  78372. onSuccess(plugin, data, responseURL);
  78373. };
  78374. var request = null;
  78375. var pluginDisposed = false;
  78376. var onDisposeObservable = plugin.onDisposeObservable;
  78377. if (onDisposeObservable) {
  78378. onDisposeObservable.add(function () {
  78379. pluginDisposed = true;
  78380. if (request) {
  78381. request.abort();
  78382. request = null;
  78383. }
  78384. onDispose();
  78385. });
  78386. }
  78387. var manifestChecked = function () {
  78388. if (pluginDisposed) {
  78389. return;
  78390. }
  78391. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78392. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78393. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78394. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78395. });
  78396. };
  78397. if (directLoad) {
  78398. dataCallback(directLoad);
  78399. return plugin;
  78400. }
  78401. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78402. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78403. var engine = scene.getEngine();
  78404. var canUseOfflineSupport = engine.enableOfflineSupport;
  78405. if (canUseOfflineSupport) {
  78406. // Also check for exceptions
  78407. var exceptionFound = false;
  78408. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78409. var regex = _a[_i];
  78410. if (regex.test(fileInfo.url)) {
  78411. exceptionFound = true;
  78412. break;
  78413. }
  78414. }
  78415. canUseOfflineSupport = !exceptionFound;
  78416. }
  78417. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78418. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78419. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78420. }
  78421. else {
  78422. manifestChecked();
  78423. }
  78424. }
  78425. // Loading file from disk via input file or drag'n'drop
  78426. else {
  78427. if (file) {
  78428. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78429. }
  78430. else {
  78431. onError("Unable to find file named " + fileInfo.name);
  78432. }
  78433. }
  78434. return plugin;
  78435. };
  78436. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78437. var url;
  78438. var name;
  78439. var file = null;
  78440. if (!sceneFilename) {
  78441. url = rootUrl;
  78442. name = BABYLON.Tools.GetFilename(rootUrl);
  78443. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78444. }
  78445. else if (sceneFilename instanceof File) {
  78446. url = rootUrl + sceneFilename.name;
  78447. name = sceneFilename.name;
  78448. file = sceneFilename;
  78449. }
  78450. else {
  78451. if (sceneFilename.substr(0, 1) === "/") {
  78452. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78453. return null;
  78454. }
  78455. url = rootUrl + sceneFilename;
  78456. name = sceneFilename;
  78457. }
  78458. return {
  78459. url: url,
  78460. rootUrl: rootUrl,
  78461. name: name,
  78462. file: file
  78463. };
  78464. };
  78465. // Public functions
  78466. /**
  78467. * Gets a plugin that can load the given extension
  78468. * @param extension defines the extension to load
  78469. * @returns a plugin or null if none works
  78470. */
  78471. SceneLoader.GetPluginForExtension = function (extension) {
  78472. return SceneLoader._getPluginForExtension(extension).plugin;
  78473. };
  78474. /**
  78475. * Gets a boolean indicating that the given extension can be loaded
  78476. * @param extension defines the extension to load
  78477. * @returns true if the extension is supported
  78478. */
  78479. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78480. return !!SceneLoader._registeredPlugins[extension];
  78481. };
  78482. /**
  78483. * Adds a new plugin to the list of registered plugins
  78484. * @param plugin defines the plugin to add
  78485. */
  78486. SceneLoader.RegisterPlugin = function (plugin) {
  78487. if (typeof plugin.extensions === "string") {
  78488. var extension = plugin.extensions;
  78489. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78490. plugin: plugin,
  78491. isBinary: false
  78492. };
  78493. }
  78494. else {
  78495. var extensions = plugin.extensions;
  78496. Object.keys(extensions).forEach(function (extension) {
  78497. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78498. plugin: plugin,
  78499. isBinary: extensions[extension].isBinary
  78500. };
  78501. });
  78502. }
  78503. };
  78504. /**
  78505. * Import meshes into a scene
  78506. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78507. * @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)
  78508. * @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)
  78509. * @param scene the instance of BABYLON.Scene to append to
  78510. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78511. * @param onProgress a callback with a progress event for each file being loaded
  78512. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78513. * @param pluginExtension the extension used to determine the plugin
  78514. * @returns The loaded plugin
  78515. */
  78516. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78517. if (sceneFilename === void 0) { sceneFilename = ""; }
  78518. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78519. if (onSuccess === void 0) { onSuccess = null; }
  78520. if (onProgress === void 0) { onProgress = null; }
  78521. if (onError === void 0) { onError = null; }
  78522. if (pluginExtension === void 0) { pluginExtension = null; }
  78523. if (!scene) {
  78524. BABYLON.Tools.Error("No scene available to import mesh to");
  78525. return null;
  78526. }
  78527. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78528. if (!fileInfo) {
  78529. return null;
  78530. }
  78531. var loadingToken = {};
  78532. scene._addPendingData(loadingToken);
  78533. var disposeHandler = function () {
  78534. scene._removePendingData(loadingToken);
  78535. };
  78536. var errorHandler = function (message, exception) {
  78537. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78538. if (onError) {
  78539. onError(scene, errorMessage, exception);
  78540. }
  78541. else {
  78542. BABYLON.Tools.Error(errorMessage);
  78543. // should the exception be thrown?
  78544. }
  78545. disposeHandler();
  78546. };
  78547. var progressHandler = onProgress ? function (event) {
  78548. try {
  78549. onProgress(event);
  78550. }
  78551. catch (e) {
  78552. errorHandler("Error in onProgress callback", e);
  78553. }
  78554. } : undefined;
  78555. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78556. scene.importedMeshesFiles.push(fileInfo.url);
  78557. if (onSuccess) {
  78558. try {
  78559. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78560. }
  78561. catch (e) {
  78562. errorHandler("Error in onSuccess callback", e);
  78563. }
  78564. }
  78565. scene._removePendingData(loadingToken);
  78566. };
  78567. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78568. if (plugin.rewriteRootURL) {
  78569. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78570. }
  78571. if (plugin.importMesh) {
  78572. var syncedPlugin = plugin;
  78573. var meshes = new Array();
  78574. var particleSystems = new Array();
  78575. var skeletons = new Array();
  78576. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78577. return;
  78578. }
  78579. scene.loadingPluginName = plugin.name;
  78580. successHandler(meshes, particleSystems, skeletons, []);
  78581. }
  78582. else {
  78583. var asyncedPlugin = plugin;
  78584. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78585. scene.loadingPluginName = plugin.name;
  78586. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78587. }).catch(function (error) {
  78588. errorHandler(error.message, error);
  78589. });
  78590. }
  78591. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78592. };
  78593. /**
  78594. * Import meshes into a scene
  78595. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78596. * @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)
  78597. * @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)
  78598. * @param scene the instance of BABYLON.Scene to append to
  78599. * @param onProgress a callback with a progress event for each file being loaded
  78600. * @param pluginExtension the extension used to determine the plugin
  78601. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78602. */
  78603. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78604. if (sceneFilename === void 0) { sceneFilename = ""; }
  78605. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78606. if (onProgress === void 0) { onProgress = null; }
  78607. if (pluginExtension === void 0) { pluginExtension = null; }
  78608. return new Promise(function (resolve, reject) {
  78609. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78610. resolve({
  78611. meshes: meshes,
  78612. particleSystems: particleSystems,
  78613. skeletons: skeletons,
  78614. animationGroups: animationGroups
  78615. });
  78616. }, onProgress, function (scene, message, exception) {
  78617. reject(exception || new Error(message));
  78618. }, pluginExtension);
  78619. });
  78620. };
  78621. /**
  78622. * Load a scene
  78623. * @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)
  78624. * @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)
  78625. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78626. * @param onSuccess a callback with the scene when import succeeds
  78627. * @param onProgress a callback with a progress event for each file being loaded
  78628. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78629. * @param pluginExtension the extension used to determine the plugin
  78630. * @returns The loaded plugin
  78631. */
  78632. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78633. if (sceneFilename === void 0) { sceneFilename = ""; }
  78634. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78635. if (onSuccess === void 0) { onSuccess = null; }
  78636. if (onProgress === void 0) { onProgress = null; }
  78637. if (onError === void 0) { onError = null; }
  78638. if (pluginExtension === void 0) { pluginExtension = null; }
  78639. if (!engine) {
  78640. BABYLON.Tools.Error("No engine available");
  78641. return null;
  78642. }
  78643. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78644. };
  78645. /**
  78646. * Load a scene
  78647. * @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)
  78648. * @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)
  78649. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78650. * @param onProgress a callback with a progress event for each file being loaded
  78651. * @param pluginExtension the extension used to determine the plugin
  78652. * @returns The loaded scene
  78653. */
  78654. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78655. if (sceneFilename === void 0) { sceneFilename = ""; }
  78656. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78657. if (onProgress === void 0) { onProgress = null; }
  78658. if (pluginExtension === void 0) { pluginExtension = null; }
  78659. return new Promise(function (resolve, reject) {
  78660. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78661. resolve(scene);
  78662. }, onProgress, function (scene, message, exception) {
  78663. reject(exception || new Error(message));
  78664. }, pluginExtension);
  78665. });
  78666. };
  78667. /**
  78668. * Append a scene
  78669. * @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)
  78670. * @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)
  78671. * @param scene is the instance of BABYLON.Scene to append to
  78672. * @param onSuccess a callback with the scene when import succeeds
  78673. * @param onProgress a callback with a progress event for each file being loaded
  78674. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78675. * @param pluginExtension the extension used to determine the plugin
  78676. * @returns The loaded plugin
  78677. */
  78678. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78679. if (sceneFilename === void 0) { sceneFilename = ""; }
  78680. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78681. if (onSuccess === void 0) { onSuccess = null; }
  78682. if (onProgress === void 0) { onProgress = null; }
  78683. if (onError === void 0) { onError = null; }
  78684. if (pluginExtension === void 0) { pluginExtension = null; }
  78685. if (!scene) {
  78686. BABYLON.Tools.Error("No scene available to append to");
  78687. return null;
  78688. }
  78689. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78690. if (!fileInfo) {
  78691. return null;
  78692. }
  78693. if (SceneLoader.ShowLoadingScreen) {
  78694. scene.getEngine().displayLoadingUI();
  78695. }
  78696. var loadingToken = {};
  78697. scene._addPendingData(loadingToken);
  78698. var disposeHandler = function () {
  78699. scene._removePendingData(loadingToken);
  78700. scene.getEngine().hideLoadingUI();
  78701. };
  78702. var errorHandler = function (message, exception) {
  78703. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78704. if (onError) {
  78705. onError(scene, errorMessage, exception);
  78706. }
  78707. else {
  78708. BABYLON.Tools.Error(errorMessage);
  78709. // should the exception be thrown?
  78710. }
  78711. disposeHandler();
  78712. };
  78713. var progressHandler = onProgress ? function (event) {
  78714. try {
  78715. onProgress(event);
  78716. }
  78717. catch (e) {
  78718. errorHandler("Error in onProgress callback", e);
  78719. }
  78720. } : undefined;
  78721. var successHandler = function () {
  78722. if (onSuccess) {
  78723. try {
  78724. onSuccess(scene);
  78725. }
  78726. catch (e) {
  78727. errorHandler("Error in onSuccess callback", e);
  78728. }
  78729. }
  78730. scene._removePendingData(loadingToken);
  78731. };
  78732. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78733. if (plugin.load) {
  78734. var syncedPlugin = plugin;
  78735. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78736. return;
  78737. }
  78738. scene.loadingPluginName = plugin.name;
  78739. successHandler();
  78740. }
  78741. else {
  78742. var asyncedPlugin = plugin;
  78743. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78744. scene.loadingPluginName = plugin.name;
  78745. successHandler();
  78746. }).catch(function (error) {
  78747. errorHandler(error.message, error);
  78748. });
  78749. }
  78750. if (SceneLoader.ShowLoadingScreen) {
  78751. scene.executeWhenReady(function () {
  78752. scene.getEngine().hideLoadingUI();
  78753. });
  78754. }
  78755. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78756. };
  78757. /**
  78758. * Append a scene
  78759. * @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)
  78760. * @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)
  78761. * @param scene is the instance of BABYLON.Scene to append to
  78762. * @param onProgress a callback with a progress event for each file being loaded
  78763. * @param pluginExtension the extension used to determine the plugin
  78764. * @returns The given scene
  78765. */
  78766. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78767. if (sceneFilename === void 0) { sceneFilename = ""; }
  78768. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78769. if (onProgress === void 0) { onProgress = null; }
  78770. if (pluginExtension === void 0) { pluginExtension = null; }
  78771. return new Promise(function (resolve, reject) {
  78772. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78773. resolve(scene);
  78774. }, onProgress, function (scene, message, exception) {
  78775. reject(exception || new Error(message));
  78776. }, pluginExtension);
  78777. });
  78778. };
  78779. /**
  78780. * Load a scene into an asset container
  78781. * @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)
  78782. * @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)
  78783. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78784. * @param onSuccess a callback with the scene when import succeeds
  78785. * @param onProgress a callback with a progress event for each file being loaded
  78786. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78787. * @param pluginExtension the extension used to determine the plugin
  78788. * @returns The loaded plugin
  78789. */
  78790. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78791. if (sceneFilename === void 0) { sceneFilename = ""; }
  78792. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78793. if (onSuccess === void 0) { onSuccess = null; }
  78794. if (onProgress === void 0) { onProgress = null; }
  78795. if (onError === void 0) { onError = null; }
  78796. if (pluginExtension === void 0) { pluginExtension = null; }
  78797. if (!scene) {
  78798. BABYLON.Tools.Error("No scene available to load asset container to");
  78799. return null;
  78800. }
  78801. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78802. if (!fileInfo) {
  78803. return null;
  78804. }
  78805. var loadingToken = {};
  78806. scene._addPendingData(loadingToken);
  78807. var disposeHandler = function () {
  78808. scene._removePendingData(loadingToken);
  78809. };
  78810. var errorHandler = function (message, exception) {
  78811. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78812. if (onError) {
  78813. onError(scene, errorMessage, exception);
  78814. }
  78815. else {
  78816. BABYLON.Tools.Error(errorMessage);
  78817. // should the exception be thrown?
  78818. }
  78819. disposeHandler();
  78820. };
  78821. var progressHandler = onProgress ? function (event) {
  78822. try {
  78823. onProgress(event);
  78824. }
  78825. catch (e) {
  78826. errorHandler("Error in onProgress callback", e);
  78827. }
  78828. } : undefined;
  78829. var successHandler = function (assets) {
  78830. if (onSuccess) {
  78831. try {
  78832. onSuccess(assets);
  78833. }
  78834. catch (e) {
  78835. errorHandler("Error in onSuccess callback", e);
  78836. }
  78837. }
  78838. scene._removePendingData(loadingToken);
  78839. };
  78840. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78841. if (plugin.loadAssetContainer) {
  78842. var syncedPlugin = plugin;
  78843. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78844. if (!assetContainer) {
  78845. return;
  78846. }
  78847. scene.loadingPluginName = plugin.name;
  78848. successHandler(assetContainer);
  78849. }
  78850. else if (plugin.loadAssetContainerAsync) {
  78851. var asyncedPlugin = plugin;
  78852. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78853. scene.loadingPluginName = plugin.name;
  78854. successHandler(assetContainer);
  78855. }).catch(function (error) {
  78856. errorHandler(error.message, error);
  78857. });
  78858. }
  78859. else {
  78860. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78861. }
  78862. if (SceneLoader.ShowLoadingScreen) {
  78863. scene.executeWhenReady(function () {
  78864. scene.getEngine().hideLoadingUI();
  78865. });
  78866. }
  78867. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78868. };
  78869. /**
  78870. * Load a scene into an asset container
  78871. * @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)
  78872. * @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)
  78873. * @param scene is the instance of BABYLON.Scene to append to
  78874. * @param onProgress a callback with a progress event for each file being loaded
  78875. * @param pluginExtension the extension used to determine the plugin
  78876. * @returns The loaded asset container
  78877. */
  78878. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78879. if (sceneFilename === void 0) { sceneFilename = ""; }
  78880. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78881. if (onProgress === void 0) { onProgress = null; }
  78882. if (pluginExtension === void 0) { pluginExtension = null; }
  78883. return new Promise(function (resolve, reject) {
  78884. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78885. resolve(assetContainer);
  78886. }, onProgress, function (scene, message, exception) {
  78887. reject(exception || new Error(message));
  78888. }, pluginExtension);
  78889. });
  78890. };
  78891. // Flags
  78892. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78893. SceneLoader._ShowLoadingScreen = true;
  78894. SceneLoader._CleanBoneMatrixWeights = false;
  78895. /**
  78896. * No logging while loading
  78897. */
  78898. SceneLoader.NO_LOGGING = 0;
  78899. /**
  78900. * Minimal logging while loading
  78901. */
  78902. SceneLoader.MINIMAL_LOGGING = 1;
  78903. /**
  78904. * Summary logging while loading
  78905. */
  78906. SceneLoader.SUMMARY_LOGGING = 2;
  78907. /**
  78908. * Detailled logging while loading
  78909. */
  78910. SceneLoader.DETAILED_LOGGING = 3;
  78911. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78912. // Members
  78913. /**
  78914. * Event raised when a plugin is used to load a scene
  78915. */
  78916. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78917. SceneLoader._registeredPlugins = {};
  78918. return SceneLoader;
  78919. }());
  78920. BABYLON.SceneLoader = SceneLoader;
  78921. })(BABYLON || (BABYLON = {}));
  78922. //# sourceMappingURL=babylon.sceneLoader.js.map
  78923. var BABYLON;
  78924. (function (BABYLON) {
  78925. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78926. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78927. var parsedMaterial = parsedData.materials[index];
  78928. if (parsedMaterial.id === id) {
  78929. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78930. }
  78931. }
  78932. return null;
  78933. };
  78934. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78935. for (var i in names) {
  78936. if (mesh.name === names[i]) {
  78937. hierarchyIds.push(mesh.id);
  78938. return true;
  78939. }
  78940. }
  78941. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78942. hierarchyIds.push(mesh.id);
  78943. return true;
  78944. }
  78945. return false;
  78946. };
  78947. var logOperation = function (operation, producer) {
  78948. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78949. };
  78950. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78951. if (addToScene === void 0) { addToScene = false; }
  78952. var container = new BABYLON.AssetContainer(scene);
  78953. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78954. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78955. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78956. // and avoid problems with multiple concurrent .babylon loads.
  78957. var log = "importScene has failed JSON parse";
  78958. try {
  78959. var parsedData = JSON.parse(data);
  78960. log = "";
  78961. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78962. var index;
  78963. var cache;
  78964. // Lights
  78965. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78966. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78967. var parsedLight = parsedData.lights[index];
  78968. var light = BABYLON.Light.Parse(parsedLight, scene);
  78969. if (light) {
  78970. container.lights.push(light);
  78971. log += (index === 0 ? "\n\tLights:" : "");
  78972. log += "\n\t\t" + light.toString(fullDetails);
  78973. }
  78974. }
  78975. }
  78976. // Reflection probes
  78977. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78978. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78979. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78980. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78981. if (reflectionProbe) {
  78982. container.reflectionProbes.push(reflectionProbe);
  78983. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78984. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78985. }
  78986. }
  78987. }
  78988. // Animations
  78989. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78990. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78991. var parsedAnimation = parsedData.animations[index];
  78992. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78993. scene.animations.push(animation);
  78994. container.animations.push(animation);
  78995. log += (index === 0 ? "\n\tAnimations:" : "");
  78996. log += "\n\t\t" + animation.toString(fullDetails);
  78997. }
  78998. }
  78999. // Materials
  79000. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  79001. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  79002. var parsedMaterial = parsedData.materials[index];
  79003. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  79004. container.materials.push(mat);
  79005. log += (index === 0 ? "\n\tMaterials:" : "");
  79006. log += "\n\t\t" + mat.toString(fullDetails);
  79007. }
  79008. }
  79009. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79010. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  79011. var parsedMultiMaterial = parsedData.multiMaterials[index];
  79012. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79013. container.multiMaterials.push(mmat);
  79014. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  79015. log += "\n\t\t" + mmat.toString(fullDetails);
  79016. }
  79017. }
  79018. // Morph targets
  79019. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79020. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79021. var managerData = _a[_i];
  79022. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  79023. }
  79024. }
  79025. // Skeletons
  79026. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79027. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  79028. var parsedSkeleton = parsedData.skeletons[index];
  79029. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79030. container.skeletons.push(skeleton);
  79031. log += (index === 0 ? "\n\tSkeletons:" : "");
  79032. log += "\n\t\t" + skeleton.toString(fullDetails);
  79033. }
  79034. }
  79035. // Geometries
  79036. var geometries = parsedData.geometries;
  79037. if (geometries !== undefined && geometries !== null) {
  79038. var addedGeometry = new Array();
  79039. // Boxes
  79040. var boxes = geometries.boxes;
  79041. if (boxes !== undefined && boxes !== null) {
  79042. for (index = 0, cache = boxes.length; index < cache; index++) {
  79043. var parsedBox = boxes[index];
  79044. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  79045. }
  79046. }
  79047. // Spheres
  79048. var spheres = geometries.spheres;
  79049. if (spheres !== undefined && spheres !== null) {
  79050. for (index = 0, cache = spheres.length; index < cache; index++) {
  79051. var parsedSphere = spheres[index];
  79052. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  79053. }
  79054. }
  79055. // Cylinders
  79056. var cylinders = geometries.cylinders;
  79057. if (cylinders !== undefined && cylinders !== null) {
  79058. for (index = 0, cache = cylinders.length; index < cache; index++) {
  79059. var parsedCylinder = cylinders[index];
  79060. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  79061. }
  79062. }
  79063. // Toruses
  79064. var toruses = geometries.toruses;
  79065. if (toruses !== undefined && toruses !== null) {
  79066. for (index = 0, cache = toruses.length; index < cache; index++) {
  79067. var parsedTorus = toruses[index];
  79068. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  79069. }
  79070. }
  79071. // Grounds
  79072. var grounds = geometries.grounds;
  79073. if (grounds !== undefined && grounds !== null) {
  79074. for (index = 0, cache = grounds.length; index < cache; index++) {
  79075. var parsedGround = grounds[index];
  79076. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  79077. }
  79078. }
  79079. // Planes
  79080. var planes = geometries.planes;
  79081. if (planes !== undefined && planes !== null) {
  79082. for (index = 0, cache = planes.length; index < cache; index++) {
  79083. var parsedPlane = planes[index];
  79084. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  79085. }
  79086. }
  79087. // TorusKnots
  79088. var torusKnots = geometries.torusKnots;
  79089. if (torusKnots !== undefined && torusKnots !== null) {
  79090. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  79091. var parsedTorusKnot = torusKnots[index];
  79092. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  79093. }
  79094. }
  79095. // VertexData
  79096. var vertexData = geometries.vertexData;
  79097. if (vertexData !== undefined && vertexData !== null) {
  79098. for (index = 0, cache = vertexData.length; index < cache; index++) {
  79099. var parsedVertexData = vertexData[index];
  79100. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  79101. }
  79102. }
  79103. addedGeometry.forEach(function (g) {
  79104. if (g) {
  79105. container.geometries.push(g);
  79106. }
  79107. });
  79108. }
  79109. // Transform nodes
  79110. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  79111. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  79112. var parsedTransformNode = parsedData.transformNodes[index];
  79113. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  79114. container.transformNodes.push(node);
  79115. }
  79116. }
  79117. // Meshes
  79118. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79119. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79120. var parsedMesh = parsedData.meshes[index];
  79121. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79122. container.meshes.push(mesh);
  79123. log += (index === 0 ? "\n\tMeshes:" : "");
  79124. log += "\n\t\t" + mesh.toString(fullDetails);
  79125. }
  79126. }
  79127. // Cameras
  79128. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  79129. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  79130. var parsedCamera = parsedData.cameras[index];
  79131. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  79132. container.cameras.push(camera);
  79133. log += (index === 0 ? "\n\tCameras:" : "");
  79134. log += "\n\t\t" + camera.toString(fullDetails);
  79135. }
  79136. }
  79137. // Animation Groups
  79138. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  79139. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  79140. var parsedAnimationGroup = parsedData.animationGroups[index];
  79141. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  79142. container.animationGroups.push(animationGroup);
  79143. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  79144. log += "\n\t\t" + animationGroup.toString(fullDetails);
  79145. }
  79146. }
  79147. // Browsing all the graph to connect the dots
  79148. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  79149. var camera = scene.cameras[index];
  79150. if (camera._waitingParentId) {
  79151. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  79152. camera._waitingParentId = null;
  79153. }
  79154. }
  79155. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79156. var light_1 = scene.lights[index];
  79157. if (light_1 && light_1._waitingParentId) {
  79158. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  79159. light_1._waitingParentId = null;
  79160. }
  79161. }
  79162. // Connect parents & children and parse actions
  79163. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79164. var transformNode = scene.transformNodes[index];
  79165. if (transformNode._waitingParentId) {
  79166. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79167. transformNode._waitingParentId = null;
  79168. }
  79169. }
  79170. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79171. var mesh = scene.meshes[index];
  79172. if (mesh._waitingParentId) {
  79173. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79174. mesh._waitingParentId = null;
  79175. }
  79176. }
  79177. // freeze world matrix application
  79178. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79179. var currentMesh = scene.meshes[index];
  79180. if (currentMesh._waitingFreezeWorldMatrix) {
  79181. currentMesh.freezeWorldMatrix();
  79182. currentMesh._waitingFreezeWorldMatrix = null;
  79183. }
  79184. else {
  79185. currentMesh.computeWorldMatrix(true);
  79186. }
  79187. }
  79188. // Lights exclusions / inclusions
  79189. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79190. var light_2 = scene.lights[index];
  79191. // Excluded check
  79192. if (light_2._excludedMeshesIds.length > 0) {
  79193. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79194. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79195. if (excludedMesh) {
  79196. light_2.excludedMeshes.push(excludedMesh);
  79197. }
  79198. }
  79199. light_2._excludedMeshesIds = [];
  79200. }
  79201. // Included check
  79202. if (light_2._includedOnlyMeshesIds.length > 0) {
  79203. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79204. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79205. if (includedOnlyMesh) {
  79206. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79207. }
  79208. }
  79209. light_2._includedOnlyMeshesIds = [];
  79210. }
  79211. }
  79212. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79213. // Actions (scene) Done last as it can access other objects.
  79214. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79215. var mesh = scene.meshes[index];
  79216. if (mesh._waitingActions) {
  79217. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79218. mesh._waitingActions = null;
  79219. }
  79220. }
  79221. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79222. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79223. }
  79224. if (!addToScene) {
  79225. container.removeAllFromScene();
  79226. }
  79227. }
  79228. catch (err) {
  79229. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79230. if (onError) {
  79231. onError(msg, err);
  79232. }
  79233. else {
  79234. BABYLON.Tools.Log(msg);
  79235. throw err;
  79236. }
  79237. }
  79238. finally {
  79239. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79240. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79241. }
  79242. }
  79243. return container;
  79244. };
  79245. BABYLON.SceneLoader.RegisterPlugin({
  79246. name: "babylon.js",
  79247. extensions: ".babylon",
  79248. canDirectLoad: function (data) {
  79249. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79250. return true;
  79251. }
  79252. return false;
  79253. },
  79254. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79255. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79256. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79257. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79258. // and avoid problems with multiple concurrent .babylon loads.
  79259. var log = "importMesh has failed JSON parse";
  79260. try {
  79261. var parsedData = JSON.parse(data);
  79262. log = "";
  79263. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79264. if (!meshesNames) {
  79265. meshesNames = null;
  79266. }
  79267. else if (!Array.isArray(meshesNames)) {
  79268. meshesNames = [meshesNames];
  79269. }
  79270. var hierarchyIds = new Array();
  79271. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79272. var loadedSkeletonsIds = [];
  79273. var loadedMaterialsIds = [];
  79274. var index;
  79275. var cache;
  79276. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79277. var parsedMesh = parsedData.meshes[index];
  79278. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79279. if (meshesNames !== null) {
  79280. // Remove found mesh name from list.
  79281. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79282. }
  79283. //Geometry?
  79284. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79285. //does the file contain geometries?
  79286. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79287. //find the correct geometry and add it to the scene
  79288. var found = false;
  79289. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79290. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79291. return;
  79292. }
  79293. else {
  79294. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79295. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79296. switch (geometryType) {
  79297. case "boxes":
  79298. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79299. break;
  79300. case "spheres":
  79301. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79302. break;
  79303. case "cylinders":
  79304. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79305. break;
  79306. case "toruses":
  79307. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79308. break;
  79309. case "grounds":
  79310. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79311. break;
  79312. case "planes":
  79313. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79314. break;
  79315. case "torusKnots":
  79316. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79317. break;
  79318. case "vertexData":
  79319. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79320. break;
  79321. }
  79322. found = true;
  79323. }
  79324. });
  79325. }
  79326. });
  79327. if (found === false) {
  79328. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79329. }
  79330. }
  79331. }
  79332. // Material ?
  79333. if (parsedMesh.materialId) {
  79334. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79335. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79336. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79337. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79338. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79339. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79340. var subMatId = parsedMultiMaterial.materials[matIndex];
  79341. loadedMaterialsIds.push(subMatId);
  79342. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79343. if (mat) {
  79344. log += "\n\tMaterial " + mat.toString(fullDetails);
  79345. }
  79346. }
  79347. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79348. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79349. if (mmat) {
  79350. materialFound = true;
  79351. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79352. }
  79353. break;
  79354. }
  79355. }
  79356. }
  79357. if (materialFound === false) {
  79358. loadedMaterialsIds.push(parsedMesh.materialId);
  79359. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79360. if (!mat) {
  79361. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79362. }
  79363. else {
  79364. log += "\n\tMaterial " + mat.toString(fullDetails);
  79365. }
  79366. }
  79367. }
  79368. // Skeleton ?
  79369. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79370. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79371. if (skeletonAlreadyLoaded === false) {
  79372. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79373. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79374. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79375. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79376. skeletons.push(skeleton);
  79377. loadedSkeletonsIds.push(parsedSkeleton.id);
  79378. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79379. }
  79380. }
  79381. }
  79382. }
  79383. // Morph targets ?
  79384. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79385. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79386. var managerData = _a[_i];
  79387. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79388. }
  79389. }
  79390. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79391. meshes.push(mesh);
  79392. log += "\n\tMesh " + mesh.toString(fullDetails);
  79393. }
  79394. }
  79395. // Connecting parents
  79396. var currentMesh;
  79397. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79398. currentMesh = scene.meshes[index];
  79399. if (currentMesh._waitingParentId) {
  79400. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79401. currentMesh._waitingParentId = null;
  79402. }
  79403. }
  79404. // freeze and compute world matrix application
  79405. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79406. currentMesh = scene.meshes[index];
  79407. if (currentMesh._waitingFreezeWorldMatrix) {
  79408. currentMesh.freezeWorldMatrix();
  79409. currentMesh._waitingFreezeWorldMatrix = null;
  79410. }
  79411. else {
  79412. currentMesh.computeWorldMatrix(true);
  79413. }
  79414. }
  79415. }
  79416. // Particles
  79417. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79418. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79419. if (parser) {
  79420. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79421. var parsedParticleSystem = parsedData.particleSystems[index];
  79422. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79423. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79424. }
  79425. }
  79426. }
  79427. }
  79428. return true;
  79429. }
  79430. catch (err) {
  79431. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79432. if (onError) {
  79433. onError(msg, err);
  79434. }
  79435. else {
  79436. BABYLON.Tools.Log(msg);
  79437. throw err;
  79438. }
  79439. }
  79440. finally {
  79441. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79442. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79443. }
  79444. }
  79445. return false;
  79446. },
  79447. load: function (scene, data, rootUrl, onError) {
  79448. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79449. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79450. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79451. // and avoid problems with multiple concurrent .babylon loads.
  79452. var log = "importScene has failed JSON parse";
  79453. try {
  79454. var parsedData = JSON.parse(data);
  79455. log = "";
  79456. // Scene
  79457. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79458. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79459. }
  79460. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79461. scene.autoClear = parsedData.autoClear;
  79462. }
  79463. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79464. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79465. }
  79466. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79467. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79468. }
  79469. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79470. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79471. }
  79472. // Fog
  79473. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79474. scene.fogMode = parsedData.fogMode;
  79475. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79476. scene.fogStart = parsedData.fogStart;
  79477. scene.fogEnd = parsedData.fogEnd;
  79478. scene.fogDensity = parsedData.fogDensity;
  79479. log += "\tFog mode for scene: ";
  79480. switch (scene.fogMode) {
  79481. // getters not compiling, so using hardcoded
  79482. case 1:
  79483. log += "exp\n";
  79484. break;
  79485. case 2:
  79486. log += "exp2\n";
  79487. break;
  79488. case 3:
  79489. log += "linear\n";
  79490. break;
  79491. }
  79492. }
  79493. //Physics
  79494. if (parsedData.physicsEnabled) {
  79495. var physicsPlugin;
  79496. if (parsedData.physicsEngine === "cannon") {
  79497. physicsPlugin = new BABYLON.CannonJSPlugin();
  79498. }
  79499. else if (parsedData.physicsEngine === "oimo") {
  79500. physicsPlugin = new BABYLON.OimoJSPlugin();
  79501. }
  79502. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79503. //else - default engine, which is currently oimo
  79504. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79505. scene.enablePhysics(physicsGravity, physicsPlugin);
  79506. }
  79507. // Metadata
  79508. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79509. scene.metadata = parsedData.metadata;
  79510. }
  79511. //collisions, if defined. otherwise, default is true
  79512. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79513. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79514. }
  79515. scene.workerCollisions = !!parsedData.workerCollisions;
  79516. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79517. if (!container) {
  79518. return false;
  79519. }
  79520. if (parsedData.autoAnimate) {
  79521. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79522. }
  79523. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79524. scene.setActiveCameraByID(parsedData.activeCameraID);
  79525. }
  79526. // Environment texture
  79527. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79528. // PBR needed for both HDR texture (gamma space) & a sky box
  79529. var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
  79530. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79531. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79532. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
  79533. if (parsedData.environmentTextureRotationY) {
  79534. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79535. }
  79536. scene.environmentTexture = hdrTexture;
  79537. }
  79538. else {
  79539. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79540. if (parsedData.environmentTextureRotationY) {
  79541. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79542. }
  79543. scene.environmentTexture = cubeTexture;
  79544. }
  79545. if (parsedData.createDefaultSkybox === true) {
  79546. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79547. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79548. scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
  79549. }
  79550. }
  79551. // Finish
  79552. return true;
  79553. }
  79554. catch (err) {
  79555. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79556. if (onError) {
  79557. onError(msg, err);
  79558. }
  79559. else {
  79560. BABYLON.Tools.Log(msg);
  79561. throw err;
  79562. }
  79563. }
  79564. finally {
  79565. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79566. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79567. }
  79568. }
  79569. return false;
  79570. },
  79571. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79572. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79573. return container;
  79574. }
  79575. });
  79576. })(BABYLON || (BABYLON = {}));
  79577. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79578. var BABYLON;
  79579. (function (BABYLON) {
  79580. /**
  79581. * Class used to help managing file picking and drag'n'drop
  79582. */
  79583. var FilesInput = /** @class */ (function () {
  79584. /**
  79585. * Creates a new FilesInput
  79586. * @param engine defines the rendering engine
  79587. * @param scene defines the hosting scene
  79588. * @param sceneLoadedCallback callback called when scene is loaded
  79589. * @param progressCallback callback called to track progress
  79590. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79591. * @param textureLoadingCallback callback called when a texture is loading
  79592. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79593. * @param onReloadCallback callback called when a reload is requested
  79594. * @param errorCallback callback call if an error occurs
  79595. */
  79596. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79597. /**
  79598. * Callback called when a file is processed
  79599. */
  79600. this.onProcessFileCallback = function () { return true; };
  79601. this._engine = engine;
  79602. this._currentScene = scene;
  79603. this._sceneLoadedCallback = sceneLoadedCallback;
  79604. this._progressCallback = progressCallback;
  79605. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79606. this._textureLoadingCallback = textureLoadingCallback;
  79607. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79608. this._onReloadCallback = onReloadCallback;
  79609. this._errorCallback = errorCallback;
  79610. }
  79611. /**
  79612. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79613. * @param elementToMonitor defines the DOM element to track
  79614. */
  79615. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79616. var _this = this;
  79617. if (elementToMonitor) {
  79618. this._elementToMonitor = elementToMonitor;
  79619. this._dragEnterHandler = function (e) { _this.drag(e); };
  79620. this._dragOverHandler = function (e) { _this.drag(e); };
  79621. this._dropHandler = function (e) { _this.drop(e); };
  79622. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79623. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79624. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79625. }
  79626. };
  79627. /**
  79628. * Release all associated resources
  79629. */
  79630. FilesInput.prototype.dispose = function () {
  79631. if (!this._elementToMonitor) {
  79632. return;
  79633. }
  79634. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79635. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79636. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79637. };
  79638. FilesInput.prototype.renderFunction = function () {
  79639. if (this._additionalRenderLoopLogicCallback) {
  79640. this._additionalRenderLoopLogicCallback();
  79641. }
  79642. if (this._currentScene) {
  79643. if (this._textureLoadingCallback) {
  79644. var remaining = this._currentScene.getWaitingItemsCount();
  79645. if (remaining > 0) {
  79646. this._textureLoadingCallback(remaining);
  79647. }
  79648. }
  79649. this._currentScene.render();
  79650. }
  79651. };
  79652. FilesInput.prototype.drag = function (e) {
  79653. e.stopPropagation();
  79654. e.preventDefault();
  79655. };
  79656. FilesInput.prototype.drop = function (eventDrop) {
  79657. eventDrop.stopPropagation();
  79658. eventDrop.preventDefault();
  79659. this.loadFiles(eventDrop);
  79660. };
  79661. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79662. var _this = this;
  79663. var reader = folder.createReader();
  79664. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79665. reader.readEntries(function (entries) {
  79666. remaining.count += entries.length;
  79667. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79668. var entry = entries_1[_i];
  79669. if (entry.isFile) {
  79670. entry.file(function (file) {
  79671. file.correctName = relativePath + file.name;
  79672. files.push(file);
  79673. if (--remaining.count === 0) {
  79674. callback();
  79675. }
  79676. });
  79677. }
  79678. else if (entry.isDirectory) {
  79679. _this._traverseFolder(entry, files, remaining, callback);
  79680. }
  79681. }
  79682. if (--remaining.count) {
  79683. callback();
  79684. }
  79685. });
  79686. };
  79687. FilesInput.prototype._processFiles = function (files) {
  79688. for (var i = 0; i < files.length; i++) {
  79689. var name = files[i].correctName.toLowerCase();
  79690. var extension = name.split('.').pop();
  79691. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79692. continue;
  79693. }
  79694. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79695. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79696. this._sceneFileToLoad = files[i];
  79697. }
  79698. FilesInput.FilesToLoad[name] = files[i];
  79699. }
  79700. };
  79701. /**
  79702. * Load files from a drop event
  79703. * @param event defines the drop event to use as source
  79704. */
  79705. FilesInput.prototype.loadFiles = function (event) {
  79706. var _this = this;
  79707. // Handling data transfer via drag'n'drop
  79708. if (event && event.dataTransfer && event.dataTransfer.files) {
  79709. this._filesToLoad = event.dataTransfer.files;
  79710. }
  79711. // Handling files from input files
  79712. if (event && event.target && event.target.files) {
  79713. this._filesToLoad = event.target.files;
  79714. }
  79715. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79716. return;
  79717. }
  79718. if (this._startingProcessingFilesCallback) {
  79719. this._startingProcessingFilesCallback(this._filesToLoad);
  79720. }
  79721. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79722. var files_1 = new Array();
  79723. var folders = [];
  79724. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79725. for (var i = 0; i < this._filesToLoad.length; i++) {
  79726. var fileToLoad = this._filesToLoad[i];
  79727. var name_1 = fileToLoad.name.toLowerCase();
  79728. var entry = void 0;
  79729. fileToLoad.correctName = name_1;
  79730. if (items) {
  79731. var item = items[i];
  79732. if (item.getAsEntry) {
  79733. entry = item.getAsEntry();
  79734. }
  79735. else if (item.webkitGetAsEntry) {
  79736. entry = item.webkitGetAsEntry();
  79737. }
  79738. }
  79739. if (!entry) {
  79740. files_1.push(fileToLoad);
  79741. }
  79742. else {
  79743. if (entry.isDirectory) {
  79744. folders.push(entry);
  79745. }
  79746. else {
  79747. files_1.push(fileToLoad);
  79748. }
  79749. }
  79750. }
  79751. if (folders.length === 0) {
  79752. this._processFiles(files_1);
  79753. this._processReload();
  79754. }
  79755. else {
  79756. var remaining = { count: folders.length };
  79757. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79758. var folder = folders_1[_i];
  79759. this._traverseFolder(folder, files_1, remaining, function () {
  79760. _this._processFiles(files_1);
  79761. if (remaining.count === 0) {
  79762. _this._processReload();
  79763. }
  79764. });
  79765. }
  79766. }
  79767. }
  79768. };
  79769. FilesInput.prototype._processReload = function () {
  79770. if (this._onReloadCallback) {
  79771. this._onReloadCallback(this._sceneFileToLoad);
  79772. }
  79773. else {
  79774. this.reload();
  79775. }
  79776. };
  79777. /**
  79778. * Reload the current scene from the loaded files
  79779. */
  79780. FilesInput.prototype.reload = function () {
  79781. var _this = this;
  79782. // If a scene file has been provided
  79783. if (this._sceneFileToLoad) {
  79784. if (this._currentScene) {
  79785. if (BABYLON.Tools.errorsCount > 0) {
  79786. BABYLON.Tools.ClearLogCache();
  79787. }
  79788. this._engine.stopRenderLoop();
  79789. }
  79790. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79791. if (_this._progressCallback) {
  79792. _this._progressCallback(progress);
  79793. }
  79794. }).then(function (scene) {
  79795. if (_this._currentScene) {
  79796. _this._currentScene.dispose();
  79797. }
  79798. _this._currentScene = scene;
  79799. if (_this._sceneLoadedCallback) {
  79800. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79801. }
  79802. // Wait for textures and shaders to be ready
  79803. _this._currentScene.executeWhenReady(function () {
  79804. _this._engine.runRenderLoop(function () {
  79805. _this.renderFunction();
  79806. });
  79807. });
  79808. }).catch(function (error) {
  79809. if (_this._errorCallback) {
  79810. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79811. }
  79812. });
  79813. }
  79814. else {
  79815. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79816. }
  79817. };
  79818. /**
  79819. * List of files ready to be loaded
  79820. */
  79821. FilesInput.FilesToLoad = {};
  79822. return FilesInput;
  79823. }());
  79824. BABYLON.FilesInput = FilesInput;
  79825. })(BABYLON || (BABYLON = {}));
  79826. //# sourceMappingURL=babylon.filesInput.js.map
  79827. var BABYLON;
  79828. (function (BABYLON) {
  79829. /**
  79830. * Class used to store custom tags
  79831. */
  79832. var Tags = /** @class */ (function () {
  79833. function Tags() {
  79834. }
  79835. /**
  79836. * Adds support for tags on the given object
  79837. * @param obj defines the object to use
  79838. */
  79839. Tags.EnableFor = function (obj) {
  79840. obj._tags = obj._tags || {};
  79841. obj.hasTags = function () {
  79842. return Tags.HasTags(obj);
  79843. };
  79844. obj.addTags = function (tagsString) {
  79845. return Tags.AddTagsTo(obj, tagsString);
  79846. };
  79847. obj.removeTags = function (tagsString) {
  79848. return Tags.RemoveTagsFrom(obj, tagsString);
  79849. };
  79850. obj.matchesTagsQuery = function (tagsQuery) {
  79851. return Tags.MatchesQuery(obj, tagsQuery);
  79852. };
  79853. };
  79854. /**
  79855. * Removes tags support
  79856. * @param obj defines the object to use
  79857. */
  79858. Tags.DisableFor = function (obj) {
  79859. delete obj._tags;
  79860. delete obj.hasTags;
  79861. delete obj.addTags;
  79862. delete obj.removeTags;
  79863. delete obj.matchesTagsQuery;
  79864. };
  79865. /**
  79866. * Gets a boolean indicating if the given object has tags
  79867. * @param obj defines the object to use
  79868. * @returns a boolean
  79869. */
  79870. Tags.HasTags = function (obj) {
  79871. if (!obj._tags) {
  79872. return false;
  79873. }
  79874. return !BABYLON.Tools.IsEmpty(obj._tags);
  79875. };
  79876. /**
  79877. * Gets the tags available on a given object
  79878. * @param obj defines the object to use
  79879. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79880. * @returns the tags
  79881. */
  79882. Tags.GetTags = function (obj, asString) {
  79883. if (asString === void 0) { asString = true; }
  79884. if (!obj._tags) {
  79885. return null;
  79886. }
  79887. if (asString) {
  79888. var tagsArray = [];
  79889. for (var tag in obj._tags) {
  79890. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79891. tagsArray.push(tag);
  79892. }
  79893. }
  79894. return tagsArray.join(" ");
  79895. }
  79896. else {
  79897. return obj._tags;
  79898. }
  79899. };
  79900. /**
  79901. * Adds tags to an object
  79902. * @param obj defines the object to use
  79903. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79904. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79905. */
  79906. Tags.AddTagsTo = function (obj, tagsString) {
  79907. if (!tagsString) {
  79908. return;
  79909. }
  79910. if (typeof tagsString !== "string") {
  79911. return;
  79912. }
  79913. var tags = tagsString.split(" ");
  79914. tags.forEach(function (tag, index, array) {
  79915. Tags._AddTagTo(obj, tag);
  79916. });
  79917. };
  79918. /**
  79919. * @hidden
  79920. */
  79921. Tags._AddTagTo = function (obj, tag) {
  79922. tag = tag.trim();
  79923. if (tag === "" || tag === "true" || tag === "false") {
  79924. return;
  79925. }
  79926. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79927. return;
  79928. }
  79929. Tags.EnableFor(obj);
  79930. obj._tags[tag] = true;
  79931. };
  79932. /**
  79933. * Removes specific tags from a specific object
  79934. * @param obj defines the object to use
  79935. * @param tagsString defines the tags to remove
  79936. */
  79937. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79938. if (!Tags.HasTags(obj)) {
  79939. return;
  79940. }
  79941. var tags = tagsString.split(" ");
  79942. for (var t in tags) {
  79943. Tags._RemoveTagFrom(obj, tags[t]);
  79944. }
  79945. };
  79946. /**
  79947. * @hidden
  79948. */
  79949. Tags._RemoveTagFrom = function (obj, tag) {
  79950. delete obj._tags[tag];
  79951. };
  79952. /**
  79953. * Defines if tags hosted on an object match a given query
  79954. * @param obj defines the object to use
  79955. * @param tagsQuery defines the tag query
  79956. * @returns a boolean
  79957. */
  79958. Tags.MatchesQuery = function (obj, tagsQuery) {
  79959. if (tagsQuery === undefined) {
  79960. return true;
  79961. }
  79962. if (tagsQuery === "") {
  79963. return Tags.HasTags(obj);
  79964. }
  79965. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79966. };
  79967. return Tags;
  79968. }());
  79969. BABYLON.Tags = Tags;
  79970. })(BABYLON || (BABYLON = {}));
  79971. //# sourceMappingURL=babylon.tags.js.map
  79972. var BABYLON;
  79973. (function (BABYLON) {
  79974. /**
  79975. * Class used to evalaute queries containing `and` and `or` operators
  79976. */
  79977. var AndOrNotEvaluator = /** @class */ (function () {
  79978. function AndOrNotEvaluator() {
  79979. }
  79980. /**
  79981. * Evaluate a query
  79982. * @param query defines the query to evaluate
  79983. * @param evaluateCallback defines the callback used to filter result
  79984. * @returns true if the query matches
  79985. */
  79986. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79987. if (!query.match(/\([^\(\)]*\)/g)) {
  79988. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79989. }
  79990. else {
  79991. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79992. // remove parenthesis
  79993. r = r.slice(1, r.length - 1);
  79994. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79995. });
  79996. }
  79997. if (query === "true") {
  79998. return true;
  79999. }
  80000. if (query === "false") {
  80001. return false;
  80002. }
  80003. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  80004. };
  80005. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  80006. evaluateCallback = evaluateCallback || (function (r) {
  80007. return r === "true" ? true : false;
  80008. });
  80009. var result;
  80010. var or = parenthesisContent.split("||");
  80011. for (var i in or) {
  80012. if (or.hasOwnProperty(i)) {
  80013. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  80014. var and = ori.split("&&");
  80015. if (and.length > 1) {
  80016. for (var j = 0; j < and.length; ++j) {
  80017. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  80018. if (andj !== "true" && andj !== "false") {
  80019. if (andj[0] === "!") {
  80020. result = !evaluateCallback(andj.substring(1));
  80021. }
  80022. else {
  80023. result = evaluateCallback(andj);
  80024. }
  80025. }
  80026. else {
  80027. result = andj === "true" ? true : false;
  80028. }
  80029. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  80030. ori = "false";
  80031. break;
  80032. }
  80033. }
  80034. }
  80035. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  80036. result = true;
  80037. break;
  80038. }
  80039. // result equals false (or undefined)
  80040. if (ori !== "true" && ori !== "false") {
  80041. if (ori[0] === "!") {
  80042. result = !evaluateCallback(ori.substring(1));
  80043. }
  80044. else {
  80045. result = evaluateCallback(ori);
  80046. }
  80047. }
  80048. else {
  80049. result = ori === "true" ? true : false;
  80050. }
  80051. }
  80052. }
  80053. // the whole parenthesis scope is replaced by 'true' or 'false'
  80054. return result ? "true" : "false";
  80055. };
  80056. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  80057. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  80058. // remove whitespaces
  80059. r = r.replace(/[\s]/g, function () { return ""; });
  80060. return r.length % 2 ? "!" : "";
  80061. });
  80062. booleanString = booleanString.trim();
  80063. if (booleanString === "!true") {
  80064. booleanString = "false";
  80065. }
  80066. else if (booleanString === "!false") {
  80067. booleanString = "true";
  80068. }
  80069. return booleanString;
  80070. };
  80071. return AndOrNotEvaluator;
  80072. }());
  80073. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  80074. })(BABYLON || (BABYLON = {}));
  80075. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  80076. var BABYLON;
  80077. (function (BABYLON) {
  80078. // Sets the default offline provider to Babylon.js
  80079. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  80080. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80081. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  80082. };
  80083. /**
  80084. * Class used to enable access to IndexedDB
  80085. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  80086. */
  80087. var Database = /** @class */ (function () {
  80088. /**
  80089. * Creates a new Database
  80090. * @param urlToScene defines the url to load the scene
  80091. * @param callbackManifestChecked defines the callback to use when manifest is checked
  80092. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  80093. */
  80094. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  80095. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80096. var _this = this;
  80097. // Handling various flavors of prefixed version of IndexedDB
  80098. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  80099. this._callbackManifestChecked = callbackManifestChecked;
  80100. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  80101. this._db = null;
  80102. this._enableSceneOffline = false;
  80103. this._enableTexturesOffline = false;
  80104. this._manifestVersionFound = 0;
  80105. this._mustUpdateRessources = false;
  80106. this._hasReachedQuota = false;
  80107. if (!Database.IDBStorageEnabled) {
  80108. this._callbackManifestChecked(true);
  80109. }
  80110. else {
  80111. if (disableManifestCheck) {
  80112. this._enableSceneOffline = true;
  80113. this._enableTexturesOffline = true;
  80114. this._manifestVersionFound = 1;
  80115. BABYLON.Tools.SetImmediate(function () {
  80116. _this._callbackManifestChecked(true);
  80117. });
  80118. }
  80119. else {
  80120. this._checkManifestFile();
  80121. }
  80122. }
  80123. }
  80124. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  80125. /**
  80126. * Gets a boolean indicating if scene must be saved in the database
  80127. */
  80128. get: function () {
  80129. return this._enableSceneOffline;
  80130. },
  80131. enumerable: true,
  80132. configurable: true
  80133. });
  80134. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  80135. /**
  80136. * Gets a boolean indicating if textures must be saved in the database
  80137. */
  80138. get: function () {
  80139. return this._enableTexturesOffline;
  80140. },
  80141. enumerable: true,
  80142. configurable: true
  80143. });
  80144. Database.prototype._checkManifestFile = function () {
  80145. var _this = this;
  80146. var noManifestFile = function () {
  80147. _this._enableSceneOffline = false;
  80148. _this._enableTexturesOffline = false;
  80149. _this._callbackManifestChecked(false);
  80150. };
  80151. var timeStampUsed = false;
  80152. var manifestURL = this._currentSceneUrl + ".manifest";
  80153. var xhr = new XMLHttpRequest();
  80154. if (navigator.onLine) {
  80155. // Adding a timestamp to by-pass browsers' cache
  80156. timeStampUsed = true;
  80157. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  80158. }
  80159. xhr.open("GET", manifestURL, true);
  80160. xhr.addEventListener("load", function () {
  80161. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80162. try {
  80163. var manifestFile = JSON.parse(xhr.response);
  80164. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80165. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80166. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80167. _this._manifestVersionFound = manifestFile.version;
  80168. }
  80169. if (_this._callbackManifestChecked) {
  80170. _this._callbackManifestChecked(true);
  80171. }
  80172. }
  80173. catch (ex) {
  80174. noManifestFile();
  80175. }
  80176. }
  80177. else {
  80178. noManifestFile();
  80179. }
  80180. }, false);
  80181. xhr.addEventListener("error", function (event) {
  80182. if (timeStampUsed) {
  80183. timeStampUsed = false;
  80184. // Let's retry without the timeStamp
  80185. // It could fail when coupled with HTML5 Offline API
  80186. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80187. xhr.open("GET", retryManifestURL, true);
  80188. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80189. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80190. }
  80191. xhr.send();
  80192. }
  80193. else {
  80194. noManifestFile();
  80195. }
  80196. }, false);
  80197. try {
  80198. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80199. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80200. }
  80201. xhr.send();
  80202. }
  80203. catch (ex) {
  80204. BABYLON.Tools.Error("Error on XHR send request.");
  80205. this._callbackManifestChecked(false);
  80206. }
  80207. };
  80208. /**
  80209. * Open the database and make it available
  80210. * @param successCallback defines the callback to call on success
  80211. * @param errorCallback defines the callback to call on error
  80212. */
  80213. Database.prototype.open = function (successCallback, errorCallback) {
  80214. var _this = this;
  80215. var handleError = function () {
  80216. _this._isSupported = false;
  80217. if (errorCallback) {
  80218. errorCallback();
  80219. }
  80220. };
  80221. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80222. // Your browser doesn't support IndexedDB
  80223. this._isSupported = false;
  80224. if (errorCallback) {
  80225. errorCallback();
  80226. }
  80227. }
  80228. else {
  80229. // If the DB hasn't been opened or created yet
  80230. if (!this._db) {
  80231. this._hasReachedQuota = false;
  80232. this._isSupported = true;
  80233. var request = this._idbFactory.open("babylonjs", 1);
  80234. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80235. request.onerror = function (event) {
  80236. handleError();
  80237. };
  80238. // executes when a version change transaction cannot complete due to other active transactions
  80239. request.onblocked = function (event) {
  80240. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80241. handleError();
  80242. };
  80243. // DB has been opened successfully
  80244. request.onsuccess = function (event) {
  80245. _this._db = request.result;
  80246. successCallback();
  80247. };
  80248. // Initialization of the DB. Creating Scenes & Textures stores
  80249. request.onupgradeneeded = function (event) {
  80250. _this._db = (event.target).result;
  80251. if (_this._db) {
  80252. try {
  80253. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80254. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80255. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80256. }
  80257. catch (ex) {
  80258. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80259. handleError();
  80260. }
  80261. }
  80262. };
  80263. }
  80264. // DB has already been created and opened
  80265. else {
  80266. if (successCallback) {
  80267. successCallback();
  80268. }
  80269. }
  80270. }
  80271. };
  80272. /**
  80273. * Loads an image from the database
  80274. * @param url defines the url to load from
  80275. * @param image defines the target DOM image
  80276. */
  80277. Database.prototype.loadImage = function (url, image) {
  80278. var _this = this;
  80279. var completeURL = Database._ReturnFullUrlLocation(url);
  80280. var saveAndLoadImage = function () {
  80281. if (!_this._hasReachedQuota && _this._db !== null) {
  80282. // the texture is not yet in the DB, let's try to save it
  80283. _this._saveImageIntoDBAsync(completeURL, image);
  80284. }
  80285. // If the texture is not in the DB and we've reached the DB quota limit
  80286. // let's load it directly from the web
  80287. else {
  80288. image.src = url;
  80289. }
  80290. };
  80291. if (!this._mustUpdateRessources) {
  80292. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80293. }
  80294. // First time we're download the images or update requested in the manifest file by a version change
  80295. else {
  80296. saveAndLoadImage();
  80297. }
  80298. };
  80299. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80300. if (this._isSupported && this._db !== null) {
  80301. var texture;
  80302. var transaction = this._db.transaction(["textures"]);
  80303. transaction.onabort = function (event) {
  80304. image.src = url;
  80305. };
  80306. transaction.oncomplete = function (event) {
  80307. var blobTextureURL;
  80308. if (texture) {
  80309. var URL = window.URL || window.webkitURL;
  80310. blobTextureURL = URL.createObjectURL(texture.data);
  80311. image.onerror = function () {
  80312. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80313. image.src = url;
  80314. };
  80315. image.src = blobTextureURL;
  80316. }
  80317. else {
  80318. notInDBCallback();
  80319. }
  80320. };
  80321. var getRequest = transaction.objectStore("textures").get(url);
  80322. getRequest.onsuccess = function (event) {
  80323. texture = (event.target).result;
  80324. };
  80325. getRequest.onerror = function (event) {
  80326. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80327. image.src = url;
  80328. };
  80329. }
  80330. else {
  80331. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80332. image.src = url;
  80333. }
  80334. };
  80335. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80336. var _this = this;
  80337. if (this._isSupported) {
  80338. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80339. var generateBlobUrl = function () {
  80340. var blobTextureURL;
  80341. if (blob) {
  80342. var URL = window.URL || window.webkitURL;
  80343. try {
  80344. blobTextureURL = URL.createObjectURL(blob);
  80345. }
  80346. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80347. catch (ex) {
  80348. blobTextureURL = URL.createObjectURL(blob);
  80349. }
  80350. }
  80351. if (blobTextureURL) {
  80352. image.src = blobTextureURL;
  80353. }
  80354. };
  80355. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80356. var xhr = new XMLHttpRequest(), blob;
  80357. xhr.open("GET", url, true);
  80358. xhr.responseType = "blob";
  80359. xhr.addEventListener("load", function () {
  80360. if (xhr.status === 200 && _this._db) {
  80361. // Blob as response (XHR2)
  80362. blob = xhr.response;
  80363. var transaction = _this._db.transaction(["textures"], "readwrite");
  80364. // the transaction could abort because of a QuotaExceededError error
  80365. transaction.onabort = function (event) {
  80366. try {
  80367. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80368. var srcElement = (event.srcElement || event.target);
  80369. var error = srcElement.error;
  80370. if (error && error.name === "QuotaExceededError") {
  80371. _this._hasReachedQuota = true;
  80372. }
  80373. }
  80374. catch (ex) { }
  80375. generateBlobUrl();
  80376. };
  80377. transaction.oncomplete = function (event) {
  80378. generateBlobUrl();
  80379. };
  80380. var newTexture = { textureUrl: url, data: blob };
  80381. try {
  80382. // Put the blob into the dabase
  80383. var addRequest = transaction.objectStore("textures").put(newTexture);
  80384. addRequest.onsuccess = function (event) {
  80385. };
  80386. addRequest.onerror = function (event) {
  80387. generateBlobUrl();
  80388. };
  80389. }
  80390. catch (ex) {
  80391. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80392. if (ex.code === 25) {
  80393. Database.IsUASupportingBlobStorage = false;
  80394. _this._enableTexturesOffline = false;
  80395. }
  80396. image.src = url;
  80397. }
  80398. }
  80399. else {
  80400. image.src = url;
  80401. }
  80402. }, false);
  80403. xhr.addEventListener("error", function (event) {
  80404. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80405. image.src = url;
  80406. }, false);
  80407. if (BABYLON.Tools.CustomRequestHeaders) {
  80408. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80409. }
  80410. xhr.send();
  80411. }
  80412. else {
  80413. image.src = url;
  80414. }
  80415. }
  80416. else {
  80417. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80418. image.src = url;
  80419. }
  80420. };
  80421. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80422. var _this = this;
  80423. var updateVersion = function () {
  80424. // the version is not yet in the DB or we need to update it
  80425. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80426. };
  80427. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80428. };
  80429. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80430. var _this = this;
  80431. if (this._isSupported && this._db) {
  80432. var version;
  80433. try {
  80434. var transaction = this._db.transaction(["versions"]);
  80435. transaction.oncomplete = function (event) {
  80436. if (version) {
  80437. // If the version in the JSON file is different from the version in DB
  80438. if (_this._manifestVersionFound !== version.data) {
  80439. _this._mustUpdateRessources = true;
  80440. updateInDBCallback();
  80441. }
  80442. else {
  80443. callback(version.data);
  80444. }
  80445. }
  80446. // version was not found in DB
  80447. else {
  80448. _this._mustUpdateRessources = true;
  80449. updateInDBCallback();
  80450. }
  80451. };
  80452. transaction.onabort = function (event) {
  80453. callback(-1);
  80454. };
  80455. var getRequest = transaction.objectStore("versions").get(url);
  80456. getRequest.onsuccess = function (event) {
  80457. version = (event.target).result;
  80458. };
  80459. getRequest.onerror = function (event) {
  80460. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80461. callback(-1);
  80462. };
  80463. }
  80464. catch (ex) {
  80465. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80466. callback(-1);
  80467. }
  80468. }
  80469. else {
  80470. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80471. callback(-1);
  80472. }
  80473. };
  80474. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80475. var _this = this;
  80476. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80477. try {
  80478. // Open a transaction to the database
  80479. var transaction = this._db.transaction(["versions"], "readwrite");
  80480. // the transaction could abort because of a QuotaExceededError error
  80481. transaction.onabort = function (event) {
  80482. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80483. var error = event.srcElement['error'];
  80484. if (error && error.name === "QuotaExceededError") {
  80485. _this._hasReachedQuota = true;
  80486. }
  80487. }
  80488. catch (ex) { }
  80489. callback(-1);
  80490. };
  80491. transaction.oncomplete = function (event) {
  80492. callback(_this._manifestVersionFound);
  80493. };
  80494. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80495. // Put the scene into the database
  80496. var addRequest = transaction.objectStore("versions").put(newVersion);
  80497. addRequest.onsuccess = function (event) {
  80498. };
  80499. addRequest.onerror = function (event) {
  80500. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80501. };
  80502. }
  80503. catch (ex) {
  80504. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80505. callback(-1);
  80506. }
  80507. }
  80508. else {
  80509. callback(-1);
  80510. }
  80511. };
  80512. /**
  80513. * Loads a file from database
  80514. * @param url defines the URL to load from
  80515. * @param sceneLoaded defines a callback to call on success
  80516. * @param progressCallBack defines a callback to call when progress changed
  80517. * @param errorCallback defines a callback to call on error
  80518. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80519. */
  80520. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80521. var _this = this;
  80522. var completeUrl = Database._ReturnFullUrlLocation(url);
  80523. var saveAndLoadFile = function () {
  80524. // the scene is not yet in the DB, let's try to save it
  80525. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80526. };
  80527. this._checkVersionFromDB(completeUrl, function (version) {
  80528. if (version !== -1) {
  80529. if (!_this._mustUpdateRessources) {
  80530. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80531. }
  80532. else {
  80533. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80534. }
  80535. }
  80536. else {
  80537. if (errorCallback) {
  80538. errorCallback();
  80539. }
  80540. }
  80541. });
  80542. };
  80543. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80544. if (this._isSupported && this._db) {
  80545. var targetStore;
  80546. if (url.indexOf(".babylon") !== -1) {
  80547. targetStore = "scenes";
  80548. }
  80549. else {
  80550. targetStore = "textures";
  80551. }
  80552. var file;
  80553. var transaction = this._db.transaction([targetStore]);
  80554. transaction.oncomplete = function (event) {
  80555. if (file) {
  80556. callback(file.data);
  80557. }
  80558. // file was not found in DB
  80559. else {
  80560. notInDBCallback();
  80561. }
  80562. };
  80563. transaction.onabort = function (event) {
  80564. notInDBCallback();
  80565. };
  80566. var getRequest = transaction.objectStore(targetStore).get(url);
  80567. getRequest.onsuccess = function (event) {
  80568. file = (event.target).result;
  80569. };
  80570. getRequest.onerror = function (event) {
  80571. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80572. notInDBCallback();
  80573. };
  80574. }
  80575. else {
  80576. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80577. callback();
  80578. }
  80579. };
  80580. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80581. var _this = this;
  80582. if (this._isSupported) {
  80583. var targetStore;
  80584. if (url.indexOf(".babylon") !== -1) {
  80585. targetStore = "scenes";
  80586. }
  80587. else {
  80588. targetStore = "textures";
  80589. }
  80590. // Create XHR
  80591. var xhr = new XMLHttpRequest();
  80592. var fileData;
  80593. xhr.open("GET", url + "?" + Date.now(), true);
  80594. if (useArrayBuffer) {
  80595. xhr.responseType = "arraybuffer";
  80596. }
  80597. if (progressCallback) {
  80598. xhr.onprogress = progressCallback;
  80599. }
  80600. xhr.addEventListener("load", function () {
  80601. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80602. // Blob as response (XHR2)
  80603. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80604. if (!_this._hasReachedQuota && _this._db) {
  80605. // Open a transaction to the database
  80606. var transaction = _this._db.transaction([targetStore], "readwrite");
  80607. // the transaction could abort because of a QuotaExceededError error
  80608. transaction.onabort = function (event) {
  80609. try {
  80610. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80611. var error = event.srcElement['error'];
  80612. if (error && error.name === "QuotaExceededError") {
  80613. _this._hasReachedQuota = true;
  80614. }
  80615. }
  80616. catch (ex) { }
  80617. callback(fileData);
  80618. };
  80619. transaction.oncomplete = function (event) {
  80620. callback(fileData);
  80621. };
  80622. var newFile;
  80623. if (targetStore === "scenes") {
  80624. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80625. }
  80626. else {
  80627. newFile = { textureUrl: url, data: fileData };
  80628. }
  80629. try {
  80630. // Put the scene into the database
  80631. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80632. addRequest.onsuccess = function (event) {
  80633. };
  80634. addRequest.onerror = function (event) {
  80635. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80636. };
  80637. }
  80638. catch (ex) {
  80639. callback(fileData);
  80640. }
  80641. }
  80642. else {
  80643. callback(fileData);
  80644. }
  80645. }
  80646. else {
  80647. if (xhr.status >= 400 && errorCallback) {
  80648. errorCallback(xhr);
  80649. }
  80650. else {
  80651. callback();
  80652. }
  80653. }
  80654. }, false);
  80655. xhr.addEventListener("error", function (event) {
  80656. BABYLON.Tools.Error("error on XHR request.");
  80657. callback();
  80658. }, false);
  80659. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80660. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80661. }
  80662. xhr.send();
  80663. }
  80664. else {
  80665. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80666. callback();
  80667. }
  80668. };
  80669. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80670. Database.IsUASupportingBlobStorage = true;
  80671. /**
  80672. * Gets a boolean indicating if Database storate is enabled (off by default)
  80673. */
  80674. Database.IDBStorageEnabled = false;
  80675. Database._ParseURL = function (url) {
  80676. var a = document.createElement('a');
  80677. a.href = url;
  80678. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80679. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80680. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80681. return absLocation;
  80682. };
  80683. Database._ReturnFullUrlLocation = function (url) {
  80684. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80685. return (Database._ParseURL(window.location.href) + url);
  80686. }
  80687. else {
  80688. return url;
  80689. }
  80690. };
  80691. return Database;
  80692. }());
  80693. BABYLON.Database = Database;
  80694. })(BABYLON || (BABYLON = {}));
  80695. //# sourceMappingURL=babylon.database.js.map
  80696. var BABYLON;
  80697. (function (BABYLON) {
  80698. /**
  80699. * This represents all the required information to add a fresnel effect on a material:
  80700. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80701. */
  80702. var FresnelParameters = /** @class */ (function () {
  80703. function FresnelParameters() {
  80704. this._isEnabled = true;
  80705. /**
  80706. * Define the color used on edges (grazing angle)
  80707. */
  80708. this.leftColor = BABYLON.Color3.White();
  80709. /**
  80710. * Define the color used on center
  80711. */
  80712. this.rightColor = BABYLON.Color3.Black();
  80713. /**
  80714. * Define bias applied to computed fresnel term
  80715. */
  80716. this.bias = 0;
  80717. /**
  80718. * Defined the power exponent applied to fresnel term
  80719. */
  80720. this.power = 1;
  80721. }
  80722. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80723. /**
  80724. * Define if the fresnel effect is enable or not.
  80725. */
  80726. get: function () {
  80727. return this._isEnabled;
  80728. },
  80729. set: function (value) {
  80730. if (this._isEnabled === value) {
  80731. return;
  80732. }
  80733. this._isEnabled = value;
  80734. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80735. },
  80736. enumerable: true,
  80737. configurable: true
  80738. });
  80739. /**
  80740. * Clones the current fresnel and its valuues
  80741. * @returns a clone fresnel configuration
  80742. */
  80743. FresnelParameters.prototype.clone = function () {
  80744. var newFresnelParameters = new FresnelParameters();
  80745. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80746. return newFresnelParameters;
  80747. };
  80748. /**
  80749. * Serializes the current fresnel parameters to a JSON representation.
  80750. * @return the JSON serialization
  80751. */
  80752. FresnelParameters.prototype.serialize = function () {
  80753. var serializationObject = {};
  80754. serializationObject.isEnabled = this.isEnabled;
  80755. serializationObject.leftColor = this.leftColor.asArray();
  80756. serializationObject.rightColor = this.rightColor.asArray();
  80757. serializationObject.bias = this.bias;
  80758. serializationObject.power = this.power;
  80759. return serializationObject;
  80760. };
  80761. /**
  80762. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80763. * @param parsedFresnelParameters Define the JSON representation
  80764. * @returns the parsed parameters
  80765. */
  80766. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80767. var fresnelParameters = new FresnelParameters();
  80768. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80769. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80770. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80771. fresnelParameters.bias = parsedFresnelParameters.bias;
  80772. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80773. return fresnelParameters;
  80774. };
  80775. return FresnelParameters;
  80776. }());
  80777. BABYLON.FresnelParameters = FresnelParameters;
  80778. })(BABYLON || (BABYLON = {}));
  80779. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80780. var BABYLON;
  80781. (function (BABYLON) {
  80782. /**
  80783. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80784. * separate meshes. This can be use to improve performances.
  80785. * @see http://doc.babylonjs.com/how_to/multi_materials
  80786. */
  80787. var MultiMaterial = /** @class */ (function (_super) {
  80788. __extends(MultiMaterial, _super);
  80789. /**
  80790. * Instantiates a new Multi Material
  80791. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80792. * separate meshes. This can be use to improve performances.
  80793. * @see http://doc.babylonjs.com/how_to/multi_materials
  80794. * @param name Define the name in the scene
  80795. * @param scene Define the scene the material belongs to
  80796. */
  80797. function MultiMaterial(name, scene) {
  80798. var _this = _super.call(this, name, scene, true) || this;
  80799. scene.multiMaterials.push(_this);
  80800. _this.subMaterials = new Array();
  80801. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80802. return _this;
  80803. }
  80804. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80805. /**
  80806. * Gets or Sets the list of Materials used within the multi material.
  80807. * They need to be ordered according to the submeshes order in the associated mesh
  80808. */
  80809. get: function () {
  80810. return this._subMaterials;
  80811. },
  80812. set: function (value) {
  80813. this._subMaterials = value;
  80814. this._hookArray(value);
  80815. },
  80816. enumerable: true,
  80817. configurable: true
  80818. });
  80819. /**
  80820. * Function used to align with Node.getChildren()
  80821. * @returns the list of Materials used within the multi material
  80822. */
  80823. MultiMaterial.prototype.getChildren = function () {
  80824. return this.subMaterials;
  80825. };
  80826. MultiMaterial.prototype._hookArray = function (array) {
  80827. var _this = this;
  80828. var oldPush = array.push;
  80829. array.push = function () {
  80830. var items = [];
  80831. for (var _i = 0; _i < arguments.length; _i++) {
  80832. items[_i] = arguments[_i];
  80833. }
  80834. var result = oldPush.apply(array, items);
  80835. _this._markAllSubMeshesAsTexturesDirty();
  80836. return result;
  80837. };
  80838. var oldSplice = array.splice;
  80839. array.splice = function (index, deleteCount) {
  80840. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80841. _this._markAllSubMeshesAsTexturesDirty();
  80842. return deleted;
  80843. };
  80844. };
  80845. /**
  80846. * Get one of the submaterial by its index in the submaterials array
  80847. * @param index The index to look the sub material at
  80848. * @returns The Material if the index has been defined
  80849. */
  80850. MultiMaterial.prototype.getSubMaterial = function (index) {
  80851. if (index < 0 || index >= this.subMaterials.length) {
  80852. return this.getScene().defaultMaterial;
  80853. }
  80854. return this.subMaterials[index];
  80855. };
  80856. /**
  80857. * Get the list of active textures for the whole sub materials list.
  80858. * @returns All the textures that will be used during the rendering
  80859. */
  80860. MultiMaterial.prototype.getActiveTextures = function () {
  80861. var _a;
  80862. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80863. if (subMaterial) {
  80864. return subMaterial.getActiveTextures();
  80865. }
  80866. else {
  80867. return [];
  80868. }
  80869. }));
  80870. };
  80871. /**
  80872. * Gets the current class name of the material e.g. "MultiMaterial"
  80873. * Mainly use in serialization.
  80874. * @returns the class name
  80875. */
  80876. MultiMaterial.prototype.getClassName = function () {
  80877. return "MultiMaterial";
  80878. };
  80879. /**
  80880. * Checks if the material is ready to render the requested sub mesh
  80881. * @param mesh Define the mesh the submesh belongs to
  80882. * @param subMesh Define the sub mesh to look readyness for
  80883. * @param useInstances Define whether or not the material is used with instances
  80884. * @returns true if ready, otherwise false
  80885. */
  80886. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80887. for (var index = 0; index < this.subMaterials.length; index++) {
  80888. var subMaterial = this.subMaterials[index];
  80889. if (subMaterial) {
  80890. if (subMaterial._storeEffectOnSubMeshes) {
  80891. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80892. return false;
  80893. }
  80894. continue;
  80895. }
  80896. if (!subMaterial.isReady(mesh)) {
  80897. return false;
  80898. }
  80899. }
  80900. }
  80901. return true;
  80902. };
  80903. /**
  80904. * Clones the current material and its related sub materials
  80905. * @param name Define the name of the newly cloned material
  80906. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80907. * @returns the cloned material
  80908. */
  80909. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80910. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80911. for (var index = 0; index < this.subMaterials.length; index++) {
  80912. var subMaterial = null;
  80913. var current = this.subMaterials[index];
  80914. if (cloneChildren && current) {
  80915. subMaterial = current.clone(name + "-" + current.name);
  80916. }
  80917. else {
  80918. subMaterial = this.subMaterials[index];
  80919. }
  80920. newMultiMaterial.subMaterials.push(subMaterial);
  80921. }
  80922. return newMultiMaterial;
  80923. };
  80924. /**
  80925. * Serializes the materials into a JSON representation.
  80926. * @returns the JSON representation
  80927. */
  80928. MultiMaterial.prototype.serialize = function () {
  80929. var serializationObject = {};
  80930. serializationObject.name = this.name;
  80931. serializationObject.id = this.id;
  80932. if (BABYLON.Tags) {
  80933. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80934. }
  80935. serializationObject.materials = [];
  80936. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80937. var subMat = this.subMaterials[matIndex];
  80938. if (subMat) {
  80939. serializationObject.materials.push(subMat.id);
  80940. }
  80941. else {
  80942. serializationObject.materials.push(null);
  80943. }
  80944. }
  80945. return serializationObject;
  80946. };
  80947. /**
  80948. * Dispose the material and release its associated resources
  80949. * @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)
  80950. * @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)
  80951. */
  80952. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80953. var scene = this.getScene();
  80954. if (!scene) {
  80955. return;
  80956. }
  80957. var index = scene.multiMaterials.indexOf(this);
  80958. if (index >= 0) {
  80959. scene.multiMaterials.splice(index, 1);
  80960. }
  80961. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80962. };
  80963. return MultiMaterial;
  80964. }(BABYLON.Material));
  80965. BABYLON.MultiMaterial = MultiMaterial;
  80966. })(BABYLON || (BABYLON = {}));
  80967. //# sourceMappingURL=babylon.multiMaterial.js.map
  80968. var BABYLON;
  80969. (function (BABYLON) {
  80970. /**
  80971. * Manage the touch inputs to control the movement of a free camera.
  80972. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80973. */
  80974. var FreeCameraTouchInput = /** @class */ (function () {
  80975. function FreeCameraTouchInput() {
  80976. /**
  80977. * Defines the touch sensibility for rotation.
  80978. * The higher the faster.
  80979. */
  80980. this.touchAngularSensibility = 200000.0;
  80981. /**
  80982. * Defines the touch sensibility for move.
  80983. * The higher the faster.
  80984. */
  80985. this.touchMoveSensibility = 250.0;
  80986. this._offsetX = null;
  80987. this._offsetY = null;
  80988. this._pointerPressed = new Array();
  80989. }
  80990. /**
  80991. * Attach the input controls to a specific dom element to get the input from.
  80992. * @param element Defines the element the controls should be listened from
  80993. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80994. */
  80995. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80996. var _this = this;
  80997. var previousPosition = null;
  80998. if (this._pointerInput === undefined) {
  80999. this._onLostFocus = function (evt) {
  81000. _this._offsetX = null;
  81001. _this._offsetY = null;
  81002. };
  81003. this._pointerInput = function (p, s) {
  81004. var evt = p.event;
  81005. if (evt.pointerType === "mouse") {
  81006. return;
  81007. }
  81008. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  81009. if (!noPreventDefault) {
  81010. evt.preventDefault();
  81011. }
  81012. _this._pointerPressed.push(evt.pointerId);
  81013. if (_this._pointerPressed.length !== 1) {
  81014. return;
  81015. }
  81016. previousPosition = {
  81017. x: evt.clientX,
  81018. y: evt.clientY
  81019. };
  81020. }
  81021. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  81022. if (!noPreventDefault) {
  81023. evt.preventDefault();
  81024. }
  81025. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81026. if (index === -1) {
  81027. return;
  81028. }
  81029. _this._pointerPressed.splice(index, 1);
  81030. if (index != 0) {
  81031. return;
  81032. }
  81033. previousPosition = null;
  81034. _this._offsetX = null;
  81035. _this._offsetY = null;
  81036. }
  81037. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  81038. if (!noPreventDefault) {
  81039. evt.preventDefault();
  81040. }
  81041. if (!previousPosition) {
  81042. return;
  81043. }
  81044. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81045. if (index != 0) {
  81046. return;
  81047. }
  81048. _this._offsetX = evt.clientX - previousPosition.x;
  81049. _this._offsetY = -(evt.clientY - previousPosition.y);
  81050. }
  81051. };
  81052. }
  81053. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  81054. if (this._onLostFocus) {
  81055. element.addEventListener("blur", this._onLostFocus);
  81056. }
  81057. };
  81058. /**
  81059. * Detach the current controls from the specified dom element.
  81060. * @param element Defines the element to stop listening the inputs from
  81061. */
  81062. FreeCameraTouchInput.prototype.detachControl = function (element) {
  81063. if (this._pointerInput && element) {
  81064. if (this._observer) {
  81065. this.camera.getScene().onPointerObservable.remove(this._observer);
  81066. this._observer = null;
  81067. }
  81068. if (this._onLostFocus) {
  81069. element.removeEventListener("blur", this._onLostFocus);
  81070. this._onLostFocus = null;
  81071. }
  81072. this._pointerPressed = [];
  81073. this._offsetX = null;
  81074. this._offsetY = null;
  81075. }
  81076. };
  81077. /**
  81078. * Update the current camera state depending on the inputs that have been used this frame.
  81079. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81080. */
  81081. FreeCameraTouchInput.prototype.checkInputs = function () {
  81082. if (this._offsetX && this._offsetY) {
  81083. var camera = this.camera;
  81084. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  81085. if (this._pointerPressed.length > 1) {
  81086. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  81087. }
  81088. else {
  81089. var speed = camera._computeLocalCameraSpeed();
  81090. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  81091. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  81092. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  81093. }
  81094. }
  81095. };
  81096. /**
  81097. * Gets the class name of the current intput.
  81098. * @returns the class name
  81099. */
  81100. FreeCameraTouchInput.prototype.getClassName = function () {
  81101. return "FreeCameraTouchInput";
  81102. };
  81103. /**
  81104. * Get the friendly name associated with the input class.
  81105. * @returns the input friendly name
  81106. */
  81107. FreeCameraTouchInput.prototype.getSimpleName = function () {
  81108. return "touch";
  81109. };
  81110. __decorate([
  81111. BABYLON.serialize()
  81112. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  81113. __decorate([
  81114. BABYLON.serialize()
  81115. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  81116. return FreeCameraTouchInput;
  81117. }());
  81118. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  81119. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  81120. })(BABYLON || (BABYLON = {}));
  81121. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  81122. var BABYLON;
  81123. (function (BABYLON) {
  81124. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  81125. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  81126. });
  81127. /**
  81128. * This represents a FPS type of camera controlled by touch.
  81129. * This is like a universal camera minus the Gamepad controls.
  81130. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81131. */
  81132. var TouchCamera = /** @class */ (function (_super) {
  81133. __extends(TouchCamera, _super);
  81134. /**
  81135. * Instantiates a new touch camera.
  81136. * This represents a FPS type of camera controlled by touch.
  81137. * This is like a universal camera minus the Gamepad controls.
  81138. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81139. * @param name Define the name of the camera in the scene
  81140. * @param position Define the start position of the camera in the scene
  81141. * @param scene Define the scene the camera belongs to
  81142. */
  81143. function TouchCamera(name, position, scene) {
  81144. var _this = _super.call(this, name, position, scene) || this;
  81145. _this.inputs.addTouch();
  81146. _this._setupInputs();
  81147. return _this;
  81148. }
  81149. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  81150. /**
  81151. * Defines the touch sensibility for rotation.
  81152. * The higher the faster.
  81153. */
  81154. get: function () {
  81155. var touch = this.inputs.attached["touch"];
  81156. if (touch) {
  81157. return touch.touchAngularSensibility;
  81158. }
  81159. return 0;
  81160. },
  81161. set: function (value) {
  81162. var touch = this.inputs.attached["touch"];
  81163. if (touch) {
  81164. touch.touchAngularSensibility = value;
  81165. }
  81166. },
  81167. enumerable: true,
  81168. configurable: true
  81169. });
  81170. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81171. /**
  81172. * Defines the touch sensibility for move.
  81173. * The higher the faster.
  81174. */
  81175. get: function () {
  81176. var touch = this.inputs.attached["touch"];
  81177. if (touch) {
  81178. return touch.touchMoveSensibility;
  81179. }
  81180. return 0;
  81181. },
  81182. set: function (value) {
  81183. var touch = this.inputs.attached["touch"];
  81184. if (touch) {
  81185. touch.touchMoveSensibility = value;
  81186. }
  81187. },
  81188. enumerable: true,
  81189. configurable: true
  81190. });
  81191. /**
  81192. * Gets the current object class name.
  81193. * @return the class name
  81194. */
  81195. TouchCamera.prototype.getClassName = function () {
  81196. return "TouchCamera";
  81197. };
  81198. /** @hidden */
  81199. TouchCamera.prototype._setupInputs = function () {
  81200. var mouse = this.inputs.attached["mouse"];
  81201. if (mouse) {
  81202. mouse.touchEnabled = false;
  81203. }
  81204. };
  81205. return TouchCamera;
  81206. }(BABYLON.FreeCamera));
  81207. BABYLON.TouchCamera = TouchCamera;
  81208. })(BABYLON || (BABYLON = {}));
  81209. //# sourceMappingURL=babylon.touchCamera.js.map
  81210. var BABYLON;
  81211. (function (BABYLON) {
  81212. /**
  81213. * 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.
  81214. * This is the base class of any Procedural texture and contains most of the shareable code.
  81215. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81216. */
  81217. var ProceduralTexture = /** @class */ (function (_super) {
  81218. __extends(ProceduralTexture, _super);
  81219. /**
  81220. * Instantiates a new procedural texture.
  81221. * 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.
  81222. * This is the base class of any Procedural texture and contains most of the shareable code.
  81223. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81224. * @param name Define the name of the texture
  81225. * @param size Define the size of the texture to create
  81226. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81227. * @param scene Define the scene the texture belongs to
  81228. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81229. * @param generateMipMaps Define if the texture should creates mip maps or not
  81230. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81231. */
  81232. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81233. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81234. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81235. if (isCube === void 0) { isCube = false; }
  81236. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81237. _this.isCube = isCube;
  81238. /**
  81239. * Define if the texture is enabled or not (disabled texture will not render)
  81240. */
  81241. _this.isEnabled = true;
  81242. /**
  81243. * Define if the texture must be cleared before rendering (default is true)
  81244. */
  81245. _this.autoClear = true;
  81246. /**
  81247. * Event raised when the texture is generated
  81248. */
  81249. _this.onGeneratedObservable = new BABYLON.Observable();
  81250. /** @hidden */
  81251. _this._textures = {};
  81252. _this._currentRefreshId = -1;
  81253. _this._refreshRate = 1;
  81254. _this._vertexBuffers = {};
  81255. _this._uniforms = new Array();
  81256. _this._samplers = new Array();
  81257. _this._floats = {};
  81258. _this._ints = {};
  81259. _this._floatsArrays = {};
  81260. _this._colors3 = {};
  81261. _this._colors4 = {};
  81262. _this._vectors2 = {};
  81263. _this._vectors3 = {};
  81264. _this._matrices = {};
  81265. _this._fallbackTextureUsed = false;
  81266. _this._cachedDefines = "";
  81267. _this._contentUpdateId = -1;
  81268. scene = _this.getScene();
  81269. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81270. if (!component) {
  81271. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81272. scene._addComponent(component);
  81273. }
  81274. scene.proceduralTextures.push(_this);
  81275. _this._engine = scene.getEngine();
  81276. _this.name = name;
  81277. _this.isRenderTarget = true;
  81278. _this._size = size;
  81279. _this._generateMipMaps = generateMipMaps;
  81280. _this.setFragment(fragment);
  81281. _this._fallbackTexture = fallbackTexture;
  81282. if (isCube) {
  81283. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81284. _this.setFloat("face", 0);
  81285. }
  81286. else {
  81287. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81288. }
  81289. // VBO
  81290. var vertices = [];
  81291. vertices.push(1, 1);
  81292. vertices.push(-1, 1);
  81293. vertices.push(-1, -1);
  81294. vertices.push(1, -1);
  81295. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81296. _this._createIndexBuffer();
  81297. return _this;
  81298. }
  81299. /**
  81300. * The effect that is created when initializing the post process.
  81301. * @returns The created effect corrisponding the the postprocess.
  81302. */
  81303. ProceduralTexture.prototype.getEffect = function () {
  81304. return this._effect;
  81305. };
  81306. /**
  81307. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81308. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81309. */
  81310. ProceduralTexture.prototype.getContent = function () {
  81311. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81312. return this._contentData;
  81313. }
  81314. this._contentData = this.readPixels(0, 0, this._contentData);
  81315. this._contentUpdateId = this._currentRefreshId;
  81316. return this._contentData;
  81317. };
  81318. ProceduralTexture.prototype._createIndexBuffer = function () {
  81319. var engine = this._engine;
  81320. // Indices
  81321. var indices = [];
  81322. indices.push(0);
  81323. indices.push(1);
  81324. indices.push(2);
  81325. indices.push(0);
  81326. indices.push(2);
  81327. indices.push(3);
  81328. this._indexBuffer = engine.createIndexBuffer(indices);
  81329. };
  81330. /** @hidden */
  81331. ProceduralTexture.prototype._rebuild = function () {
  81332. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81333. if (vb) {
  81334. vb._rebuild();
  81335. }
  81336. this._createIndexBuffer();
  81337. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81338. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81339. }
  81340. };
  81341. /**
  81342. * Resets the texture in order to recreate its associated resources.
  81343. * This can be called in case of context loss
  81344. */
  81345. ProceduralTexture.prototype.reset = function () {
  81346. if (this._effect === undefined) {
  81347. return;
  81348. }
  81349. var engine = this._engine;
  81350. engine._releaseEffect(this._effect);
  81351. };
  81352. ProceduralTexture.prototype._getDefines = function () {
  81353. return "";
  81354. };
  81355. /**
  81356. * Is the texture ready to be used ? (rendered at least once)
  81357. * @returns true if ready, otherwise, false.
  81358. */
  81359. ProceduralTexture.prototype.isReady = function () {
  81360. var _this = this;
  81361. var engine = this._engine;
  81362. var shaders;
  81363. if (!this._fragment) {
  81364. return false;
  81365. }
  81366. if (this._fallbackTextureUsed) {
  81367. return true;
  81368. }
  81369. var defines = this._getDefines();
  81370. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81371. return true;
  81372. }
  81373. if (this._fragment.fragmentElement !== undefined) {
  81374. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81375. }
  81376. else {
  81377. shaders = { vertex: "procedural", fragment: this._fragment };
  81378. }
  81379. this._cachedDefines = defines;
  81380. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81381. _this.releaseInternalTexture();
  81382. if (_this._fallbackTexture) {
  81383. _this._texture = _this._fallbackTexture._texture;
  81384. if (_this._texture) {
  81385. _this._texture.incrementReferences();
  81386. }
  81387. }
  81388. _this._fallbackTextureUsed = true;
  81389. });
  81390. return this._effect.isReady();
  81391. };
  81392. /**
  81393. * Resets the refresh counter of the texture and start bak from scratch.
  81394. * Could be useful to regenerate the texture if it is setup to render only once.
  81395. */
  81396. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81397. this._currentRefreshId = -1;
  81398. };
  81399. /**
  81400. * Set the fragment shader to use in order to render the texture.
  81401. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81402. */
  81403. ProceduralTexture.prototype.setFragment = function (fragment) {
  81404. this._fragment = fragment;
  81405. };
  81406. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81407. /**
  81408. * Define the refresh rate of the texture or the rendering frequency.
  81409. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81410. */
  81411. get: function () {
  81412. return this._refreshRate;
  81413. },
  81414. set: function (value) {
  81415. this._refreshRate = value;
  81416. this.resetRefreshCounter();
  81417. },
  81418. enumerable: true,
  81419. configurable: true
  81420. });
  81421. /** @hidden */
  81422. ProceduralTexture.prototype._shouldRender = function () {
  81423. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81424. if (this._texture) {
  81425. this._texture.isReady = false;
  81426. }
  81427. return false;
  81428. }
  81429. if (this._fallbackTextureUsed) {
  81430. return false;
  81431. }
  81432. if (this._currentRefreshId === -1) { // At least render once
  81433. this._currentRefreshId = 1;
  81434. return true;
  81435. }
  81436. if (this.refreshRate === this._currentRefreshId) {
  81437. this._currentRefreshId = 1;
  81438. return true;
  81439. }
  81440. this._currentRefreshId++;
  81441. return false;
  81442. };
  81443. /**
  81444. * Get the size the texture is rendering at.
  81445. * @returns the size (texture is always squared)
  81446. */
  81447. ProceduralTexture.prototype.getRenderSize = function () {
  81448. return this._size;
  81449. };
  81450. /**
  81451. * Resize the texture to new value.
  81452. * @param size Define the new size the texture should have
  81453. * @param generateMipMaps Define whether the new texture should create mip maps
  81454. */
  81455. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81456. if (this._fallbackTextureUsed) {
  81457. return;
  81458. }
  81459. this.releaseInternalTexture();
  81460. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81461. // Update properties
  81462. this._size = size;
  81463. this._generateMipMaps = generateMipMaps;
  81464. };
  81465. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81466. if (this._uniforms.indexOf(uniformName) === -1) {
  81467. this._uniforms.push(uniformName);
  81468. }
  81469. };
  81470. /**
  81471. * Set a texture in the shader program used to render.
  81472. * @param name Define the name of the uniform samplers as defined in the shader
  81473. * @param texture Define the texture to bind to this sampler
  81474. * @return the texture itself allowing "fluent" like uniform updates
  81475. */
  81476. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81477. if (this._samplers.indexOf(name) === -1) {
  81478. this._samplers.push(name);
  81479. }
  81480. this._textures[name] = texture;
  81481. return this;
  81482. };
  81483. /**
  81484. * Set a float in the shader.
  81485. * @param name Define the name of the uniform as defined in the shader
  81486. * @param value Define the value to give to the uniform
  81487. * @return the texture itself allowing "fluent" like uniform updates
  81488. */
  81489. ProceduralTexture.prototype.setFloat = function (name, value) {
  81490. this._checkUniform(name);
  81491. this._floats[name] = value;
  81492. return this;
  81493. };
  81494. /**
  81495. * Set a int in the shader.
  81496. * @param name Define the name of the uniform as defined in the shader
  81497. * @param value Define the value to give to the uniform
  81498. * @return the texture itself allowing "fluent" like uniform updates
  81499. */
  81500. ProceduralTexture.prototype.setInt = function (name, value) {
  81501. this._checkUniform(name);
  81502. this._ints[name] = value;
  81503. return this;
  81504. };
  81505. /**
  81506. * Set an array of floats in the shader.
  81507. * @param name Define the name of the uniform as defined in the shader
  81508. * @param value Define the value to give to the uniform
  81509. * @return the texture itself allowing "fluent" like uniform updates
  81510. */
  81511. ProceduralTexture.prototype.setFloats = function (name, value) {
  81512. this._checkUniform(name);
  81513. this._floatsArrays[name] = value;
  81514. return this;
  81515. };
  81516. /**
  81517. * Set a vec3 in the shader from a Color3.
  81518. * @param name Define the name of the uniform as defined in the shader
  81519. * @param value Define the value to give to the uniform
  81520. * @return the texture itself allowing "fluent" like uniform updates
  81521. */
  81522. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81523. this._checkUniform(name);
  81524. this._colors3[name] = value;
  81525. return this;
  81526. };
  81527. /**
  81528. * Set a vec4 in the shader from a Color4.
  81529. * @param name Define the name of the uniform as defined in the shader
  81530. * @param value Define the value to give to the uniform
  81531. * @return the texture itself allowing "fluent" like uniform updates
  81532. */
  81533. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81534. this._checkUniform(name);
  81535. this._colors4[name] = value;
  81536. return this;
  81537. };
  81538. /**
  81539. * Set a vec2 in the shader from a Vector2.
  81540. * @param name Define the name of the uniform as defined in the shader
  81541. * @param value Define the value to give to the uniform
  81542. * @return the texture itself allowing "fluent" like uniform updates
  81543. */
  81544. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81545. this._checkUniform(name);
  81546. this._vectors2[name] = value;
  81547. return this;
  81548. };
  81549. /**
  81550. * Set a vec3 in the shader from a Vector3.
  81551. * @param name Define the name of the uniform as defined in the shader
  81552. * @param value Define the value to give to the uniform
  81553. * @return the texture itself allowing "fluent" like uniform updates
  81554. */
  81555. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81556. this._checkUniform(name);
  81557. this._vectors3[name] = value;
  81558. return this;
  81559. };
  81560. /**
  81561. * Set a mat4 in the shader from a MAtrix.
  81562. * @param name Define the name of the uniform as defined in the shader
  81563. * @param value Define the value to give to the uniform
  81564. * @return the texture itself allowing "fluent" like uniform updates
  81565. */
  81566. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81567. this._checkUniform(name);
  81568. this._matrices[name] = value;
  81569. return this;
  81570. };
  81571. /**
  81572. * Render the texture to its associated render target.
  81573. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81574. */
  81575. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81576. var scene = this.getScene();
  81577. if (!scene) {
  81578. return;
  81579. }
  81580. var engine = this._engine;
  81581. // Render
  81582. engine.enableEffect(this._effect);
  81583. engine.setState(false);
  81584. // Texture
  81585. for (var name in this._textures) {
  81586. this._effect.setTexture(name, this._textures[name]);
  81587. }
  81588. // Float
  81589. for (name in this._ints) {
  81590. this._effect.setInt(name, this._ints[name]);
  81591. }
  81592. // Float
  81593. for (name in this._floats) {
  81594. this._effect.setFloat(name, this._floats[name]);
  81595. }
  81596. // Floats
  81597. for (name in this._floatsArrays) {
  81598. this._effect.setArray(name, this._floatsArrays[name]);
  81599. }
  81600. // Color3
  81601. for (name in this._colors3) {
  81602. this._effect.setColor3(name, this._colors3[name]);
  81603. }
  81604. // Color4
  81605. for (name in this._colors4) {
  81606. var color = this._colors4[name];
  81607. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81608. }
  81609. // Vector2
  81610. for (name in this._vectors2) {
  81611. this._effect.setVector2(name, this._vectors2[name]);
  81612. }
  81613. // Vector3
  81614. for (name in this._vectors3) {
  81615. this._effect.setVector3(name, this._vectors3[name]);
  81616. }
  81617. // Matrix
  81618. for (name in this._matrices) {
  81619. this._effect.setMatrix(name, this._matrices[name]);
  81620. }
  81621. if (!this._texture) {
  81622. return;
  81623. }
  81624. if (this.isCube) {
  81625. for (var face = 0; face < 6; face++) {
  81626. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81627. // VBOs
  81628. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81629. this._effect.setFloat("face", face);
  81630. // Clear
  81631. if (this.autoClear) {
  81632. engine.clear(scene.clearColor, true, false, false);
  81633. }
  81634. // Draw order
  81635. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81636. // Mipmaps
  81637. if (face === 5) {
  81638. engine.generateMipMapsForCubemap(this._texture);
  81639. }
  81640. }
  81641. }
  81642. else {
  81643. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81644. // VBOs
  81645. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81646. // Clear
  81647. if (this.autoClear) {
  81648. engine.clear(scene.clearColor, true, false, false);
  81649. }
  81650. // Draw order
  81651. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81652. }
  81653. // Unbind
  81654. engine.unBindFramebuffer(this._texture, this.isCube);
  81655. if (this.onGenerated) {
  81656. this.onGenerated();
  81657. }
  81658. this.onGeneratedObservable.notifyObservers(this);
  81659. };
  81660. /**
  81661. * Clone the texture.
  81662. * @returns the cloned texture
  81663. */
  81664. ProceduralTexture.prototype.clone = function () {
  81665. var textureSize = this.getSize();
  81666. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81667. // Base texture
  81668. newTexture.hasAlpha = this.hasAlpha;
  81669. newTexture.level = this.level;
  81670. // RenderTarget Texture
  81671. newTexture.coordinatesMode = this.coordinatesMode;
  81672. return newTexture;
  81673. };
  81674. /**
  81675. * Dispose the texture and release its asoociated resources.
  81676. */
  81677. ProceduralTexture.prototype.dispose = function () {
  81678. var scene = this.getScene();
  81679. if (!scene) {
  81680. return;
  81681. }
  81682. var index = scene.proceduralTextures.indexOf(this);
  81683. if (index >= 0) {
  81684. scene.proceduralTextures.splice(index, 1);
  81685. }
  81686. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81687. if (vertexBuffer) {
  81688. vertexBuffer.dispose();
  81689. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81690. }
  81691. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81692. this._indexBuffer = null;
  81693. }
  81694. _super.prototype.dispose.call(this);
  81695. };
  81696. __decorate([
  81697. BABYLON.serialize()
  81698. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81699. __decorate([
  81700. BABYLON.serialize()
  81701. ], ProceduralTexture.prototype, "autoClear", void 0);
  81702. __decorate([
  81703. BABYLON.serialize()
  81704. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81705. __decorate([
  81706. BABYLON.serialize()
  81707. ], ProceduralTexture.prototype, "_size", void 0);
  81708. __decorate([
  81709. BABYLON.serialize()
  81710. ], ProceduralTexture.prototype, "refreshRate", null);
  81711. return ProceduralTexture;
  81712. }(BABYLON.Texture));
  81713. BABYLON.ProceduralTexture = ProceduralTexture;
  81714. })(BABYLON || (BABYLON = {}));
  81715. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81716. var BABYLON;
  81717. (function (BABYLON) {
  81718. /**
  81719. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81720. * in a given scene.
  81721. */
  81722. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81723. /**
  81724. * Creates a new instance of the component for the given scene
  81725. * @param scene Defines the scene to register the component in
  81726. */
  81727. function ProceduralTextureSceneComponent(scene) {
  81728. /**
  81729. * The component name helpfull to identify the component in the list of scene components.
  81730. */
  81731. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81732. this.scene = scene;
  81733. this.scene.proceduralTextures = new Array();
  81734. scene.layers = new Array();
  81735. }
  81736. /**
  81737. * Registers the component in a given scene
  81738. */
  81739. ProceduralTextureSceneComponent.prototype.register = function () {
  81740. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81741. };
  81742. /**
  81743. * Rebuilds the elements related to this component in case of
  81744. * context lost for instance.
  81745. */
  81746. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81747. // Nothing to do here.
  81748. };
  81749. /**
  81750. * Disposes the component and the associated ressources.
  81751. */
  81752. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81753. // Nothing to do here.
  81754. };
  81755. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81756. if (this.scene.proceduralTexturesEnabled) {
  81757. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81758. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81759. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81760. if (proceduralTexture._shouldRender()) {
  81761. proceduralTexture.render();
  81762. }
  81763. }
  81764. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81765. }
  81766. };
  81767. return ProceduralTextureSceneComponent;
  81768. }());
  81769. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81770. })(BABYLON || (BABYLON = {}));
  81771. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81772. var BABYLON;
  81773. (function (BABYLON) {
  81774. /**
  81775. * 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.
  81776. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81777. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81778. */
  81779. var CustomProceduralTexture = /** @class */ (function (_super) {
  81780. __extends(CustomProceduralTexture, _super);
  81781. /**
  81782. * Instantiates a new Custom Procedural Texture.
  81783. * 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.
  81784. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81785. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81786. * @param name Define the name of the texture
  81787. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81788. * @param size Define the size of the texture to create
  81789. * @param scene Define the scene the texture belongs to
  81790. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81791. * @param generateMipMaps Define if the texture should creates mip maps or not
  81792. */
  81793. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81794. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81795. _this._animate = true;
  81796. _this._time = 0;
  81797. _this._texturePath = texturePath;
  81798. //Try to load json
  81799. _this._loadJson(texturePath);
  81800. _this.refreshRate = 1;
  81801. return _this;
  81802. }
  81803. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81804. var _this = this;
  81805. var noConfigFile = function () {
  81806. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81807. try {
  81808. _this.setFragment(_this._texturePath);
  81809. }
  81810. catch (ex) {
  81811. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81812. }
  81813. };
  81814. var configFileUrl = jsonUrl + "/config.json";
  81815. var xhr = new XMLHttpRequest();
  81816. xhr.open("GET", configFileUrl, true);
  81817. xhr.addEventListener("load", function () {
  81818. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81819. try {
  81820. _this._config = JSON.parse(xhr.response);
  81821. _this.updateShaderUniforms();
  81822. _this.updateTextures();
  81823. _this.setFragment(_this._texturePath + "/custom");
  81824. _this._animate = _this._config.animate;
  81825. _this.refreshRate = _this._config.refreshrate;
  81826. }
  81827. catch (ex) {
  81828. noConfigFile();
  81829. }
  81830. }
  81831. else {
  81832. noConfigFile();
  81833. }
  81834. }, false);
  81835. xhr.addEventListener("error", function () {
  81836. noConfigFile();
  81837. }, false);
  81838. try {
  81839. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81840. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81841. }
  81842. xhr.send();
  81843. }
  81844. catch (ex) {
  81845. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81846. }
  81847. };
  81848. /**
  81849. * Is the texture ready to be used ? (rendered at least once)
  81850. * @returns true if ready, otherwise, false.
  81851. */
  81852. CustomProceduralTexture.prototype.isReady = function () {
  81853. if (!_super.prototype.isReady.call(this)) {
  81854. return false;
  81855. }
  81856. for (var name in this._textures) {
  81857. var texture = this._textures[name];
  81858. if (!texture.isReady()) {
  81859. return false;
  81860. }
  81861. }
  81862. return true;
  81863. };
  81864. /**
  81865. * Render the texture to its associated render target.
  81866. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81867. */
  81868. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81869. var scene = this.getScene();
  81870. if (this._animate && scene) {
  81871. this._time += scene.getAnimationRatio() * 0.03;
  81872. this.updateShaderUniforms();
  81873. }
  81874. _super.prototype.render.call(this, useCameraPostProcess);
  81875. };
  81876. /**
  81877. * Update the list of dependant textures samplers in the shader.
  81878. */
  81879. CustomProceduralTexture.prototype.updateTextures = function () {
  81880. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81881. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81882. }
  81883. };
  81884. /**
  81885. * Update the uniform values of the procedural texture in the shader.
  81886. */
  81887. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81888. if (this._config) {
  81889. for (var j = 0; j < this._config.uniforms.length; j++) {
  81890. var uniform = this._config.uniforms[j];
  81891. switch (uniform.type) {
  81892. case "float":
  81893. this.setFloat(uniform.name, uniform.value);
  81894. break;
  81895. case "color3":
  81896. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81897. break;
  81898. case "color4":
  81899. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81900. break;
  81901. case "vector2":
  81902. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81903. break;
  81904. case "vector3":
  81905. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81906. break;
  81907. }
  81908. }
  81909. }
  81910. this.setFloat("time", this._time);
  81911. };
  81912. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81913. /**
  81914. * Define if the texture animates or not.
  81915. */
  81916. get: function () {
  81917. return this._animate;
  81918. },
  81919. set: function (value) {
  81920. this._animate = value;
  81921. },
  81922. enumerable: true,
  81923. configurable: true
  81924. });
  81925. return CustomProceduralTexture;
  81926. }(BABYLON.ProceduralTexture));
  81927. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81928. })(BABYLON || (BABYLON = {}));
  81929. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81930. var BABYLON;
  81931. (function (BABYLON) {
  81932. /**
  81933. * Manage the gamepad inputs to control a free camera.
  81934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81935. */
  81936. var FreeCameraGamepadInput = /** @class */ (function () {
  81937. function FreeCameraGamepadInput() {
  81938. /**
  81939. * Defines the gamepad rotation sensiblity.
  81940. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81941. */
  81942. this.gamepadAngularSensibility = 200;
  81943. /**
  81944. * Defines the gamepad move sensiblity.
  81945. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81946. */
  81947. this.gamepadMoveSensibility = 40;
  81948. this._cameraTransform = BABYLON.Matrix.Identity();
  81949. this._deltaTransform = BABYLON.Vector3.Zero();
  81950. this._vector3 = BABYLON.Vector3.Zero();
  81951. this._vector2 = BABYLON.Vector2.Zero();
  81952. }
  81953. /**
  81954. * Attach the input controls to a specific dom element to get the input from.
  81955. * @param element Defines the element the controls should be listened from
  81956. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81957. */
  81958. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81959. var _this = this;
  81960. var manager = this.camera.getScene().gamepadManager;
  81961. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81962. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81963. // prioritize XBOX gamepads.
  81964. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81965. _this.gamepad = gamepad;
  81966. }
  81967. }
  81968. });
  81969. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81970. if (_this.gamepad === gamepad) {
  81971. _this.gamepad = null;
  81972. }
  81973. });
  81974. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81975. };
  81976. /**
  81977. * Detach the current controls from the specified dom element.
  81978. * @param element Defines the element to stop listening the inputs from
  81979. */
  81980. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81981. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81982. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81983. this.gamepad = null;
  81984. };
  81985. /**
  81986. * Update the current camera state depending on the inputs that have been used this frame.
  81987. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81988. */
  81989. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81990. if (this.gamepad && this.gamepad.leftStick) {
  81991. var camera = this.camera;
  81992. var LSValues = this.gamepad.leftStick;
  81993. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81994. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81995. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81996. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81997. var RSValues = this.gamepad.rightStick;
  81998. if (RSValues) {
  81999. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  82000. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  82001. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  82002. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  82003. }
  82004. else {
  82005. RSValues = { x: 0, y: 0 };
  82006. }
  82007. if (!camera.rotationQuaternion) {
  82008. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  82009. }
  82010. else {
  82011. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  82012. }
  82013. var speed = camera._computeLocalCameraSpeed() * 50.0;
  82014. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  82015. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  82016. camera.cameraDirection.addInPlace(this._deltaTransform);
  82017. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  82018. camera.cameraRotation.addInPlace(this._vector2);
  82019. }
  82020. };
  82021. /**
  82022. * Gets the class name of the current intput.
  82023. * @returns the class name
  82024. */
  82025. FreeCameraGamepadInput.prototype.getClassName = function () {
  82026. return "FreeCameraGamepadInput";
  82027. };
  82028. /**
  82029. * Get the friendly name associated with the input class.
  82030. * @returns the input friendly name
  82031. */
  82032. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  82033. return "gamepad";
  82034. };
  82035. __decorate([
  82036. BABYLON.serialize()
  82037. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  82038. __decorate([
  82039. BABYLON.serialize()
  82040. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82041. return FreeCameraGamepadInput;
  82042. }());
  82043. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  82044. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  82045. })(BABYLON || (BABYLON = {}));
  82046. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  82047. var BABYLON;
  82048. (function (BABYLON) {
  82049. /**
  82050. * Manage the gamepad inputs to control an arc rotate camera.
  82051. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82052. */
  82053. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  82054. function ArcRotateCameraGamepadInput() {
  82055. /**
  82056. * Defines the gamepad rotation sensiblity.
  82057. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82058. */
  82059. this.gamepadRotationSensibility = 80;
  82060. /**
  82061. * Defines the gamepad move sensiblity.
  82062. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82063. */
  82064. this.gamepadMoveSensibility = 40;
  82065. }
  82066. /**
  82067. * Attach the input controls to a specific dom element to get the input from.
  82068. * @param element Defines the element the controls should be listened from
  82069. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82070. */
  82071. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82072. var _this = this;
  82073. var manager = this.camera.getScene().gamepadManager;
  82074. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82075. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82076. // prioritize XBOX gamepads.
  82077. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82078. _this.gamepad = gamepad;
  82079. }
  82080. }
  82081. });
  82082. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82083. if (_this.gamepad === gamepad) {
  82084. _this.gamepad = null;
  82085. }
  82086. });
  82087. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82088. };
  82089. /**
  82090. * Detach the current controls from the specified dom element.
  82091. * @param element Defines the element to stop listening the inputs from
  82092. */
  82093. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  82094. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82095. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82096. this.gamepad = null;
  82097. };
  82098. /**
  82099. * Update the current camera state depending on the inputs that have been used this frame.
  82100. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82101. */
  82102. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  82103. if (this.gamepad) {
  82104. var camera = this.camera;
  82105. var RSValues = this.gamepad.rightStick;
  82106. if (RSValues) {
  82107. if (RSValues.x != 0) {
  82108. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  82109. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  82110. camera.inertialAlphaOffset += normalizedRX;
  82111. }
  82112. }
  82113. if (RSValues.y != 0) {
  82114. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  82115. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  82116. camera.inertialBetaOffset += normalizedRY;
  82117. }
  82118. }
  82119. }
  82120. var LSValues = this.gamepad.leftStick;
  82121. if (LSValues && LSValues.y != 0) {
  82122. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82123. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  82124. this.camera.inertialRadiusOffset -= normalizedLY;
  82125. }
  82126. }
  82127. }
  82128. };
  82129. /**
  82130. * Gets the class name of the current intput.
  82131. * @returns the class name
  82132. */
  82133. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  82134. return "ArcRotateCameraGamepadInput";
  82135. };
  82136. /**
  82137. * Get the friendly name associated with the input class.
  82138. * @returns the input friendly name
  82139. */
  82140. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  82141. return "gamepad";
  82142. };
  82143. __decorate([
  82144. BABYLON.serialize()
  82145. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  82146. __decorate([
  82147. BABYLON.serialize()
  82148. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82149. return ArcRotateCameraGamepadInput;
  82150. }());
  82151. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  82152. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  82153. })(BABYLON || (BABYLON = {}));
  82154. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  82155. var BABYLON;
  82156. (function (BABYLON) {
  82157. /**
  82158. * Manager for handling gamepads
  82159. */
  82160. var GamepadManager = /** @class */ (function () {
  82161. /**
  82162. * Initializes the gamepad manager
  82163. * @param _scene BabylonJS scene
  82164. */
  82165. function GamepadManager(_scene) {
  82166. var _this = this;
  82167. this._scene = _scene;
  82168. this._babylonGamepads = [];
  82169. this._oneGamepadConnected = false;
  82170. /** @hidden */
  82171. this._isMonitoring = false;
  82172. /**
  82173. * observable to be triggered when the gamepad controller has been disconnected
  82174. */
  82175. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82176. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82177. this._gamepadEventSupported = false;
  82178. }
  82179. else {
  82180. this._gamepadEventSupported = 'GamepadEvent' in window;
  82181. this._gamepadSupport = (navigator.getGamepads ||
  82182. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82183. }
  82184. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82185. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82186. for (var i in _this._babylonGamepads) {
  82187. var gamepad = _this._babylonGamepads[i];
  82188. if (gamepad && gamepad._isConnected) {
  82189. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82190. }
  82191. }
  82192. });
  82193. this._onGamepadConnectedEvent = function (evt) {
  82194. var gamepad = evt.gamepad;
  82195. if (gamepad.index in _this._babylonGamepads) {
  82196. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82197. return;
  82198. }
  82199. }
  82200. var newGamepad;
  82201. if (_this._babylonGamepads[gamepad.index]) {
  82202. newGamepad = _this._babylonGamepads[gamepad.index];
  82203. newGamepad.browserGamepad = gamepad;
  82204. newGamepad._isConnected = true;
  82205. }
  82206. else {
  82207. newGamepad = _this._addNewGamepad(gamepad);
  82208. }
  82209. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82210. _this._startMonitoringGamepads();
  82211. };
  82212. this._onGamepadDisconnectedEvent = function (evt) {
  82213. var gamepad = evt.gamepad;
  82214. // Remove the gamepad from the list of gamepads to monitor.
  82215. for (var i in _this._babylonGamepads) {
  82216. if (_this._babylonGamepads[i].index === gamepad.index) {
  82217. var disconnectedGamepad = _this._babylonGamepads[i];
  82218. disconnectedGamepad._isConnected = false;
  82219. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82220. break;
  82221. }
  82222. }
  82223. };
  82224. if (this._gamepadSupport) {
  82225. //first add already-connected gamepads
  82226. this._updateGamepadObjects();
  82227. if (this._babylonGamepads.length) {
  82228. this._startMonitoringGamepads();
  82229. }
  82230. // Checking if the gamepad connected event is supported (like in Firefox)
  82231. if (this._gamepadEventSupported) {
  82232. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82233. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82234. }
  82235. else {
  82236. this._startMonitoringGamepads();
  82237. }
  82238. }
  82239. }
  82240. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82241. /**
  82242. * The gamepads in the game pad manager
  82243. */
  82244. get: function () {
  82245. return this._babylonGamepads;
  82246. },
  82247. enumerable: true,
  82248. configurable: true
  82249. });
  82250. /**
  82251. * Get the gamepad controllers based on type
  82252. * @param type The type of gamepad controller
  82253. * @returns Nullable gamepad
  82254. */
  82255. GamepadManager.prototype.getGamepadByType = function (type) {
  82256. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82257. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82258. var gamepad = _a[_i];
  82259. if (gamepad && gamepad.type === type) {
  82260. return gamepad;
  82261. }
  82262. }
  82263. return null;
  82264. };
  82265. /**
  82266. * Disposes the gamepad manager
  82267. */
  82268. GamepadManager.prototype.dispose = function () {
  82269. if (this._gamepadEventSupported) {
  82270. if (this._onGamepadConnectedEvent) {
  82271. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82272. }
  82273. if (this._onGamepadDisconnectedEvent) {
  82274. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82275. }
  82276. this._onGamepadConnectedEvent = null;
  82277. this._onGamepadDisconnectedEvent = null;
  82278. }
  82279. this._babylonGamepads.forEach(function (gamepad) {
  82280. gamepad.dispose();
  82281. });
  82282. this.onGamepadConnectedObservable.clear();
  82283. this.onGamepadDisconnectedObservable.clear();
  82284. this._oneGamepadConnected = false;
  82285. this._stopMonitoringGamepads();
  82286. this._babylonGamepads = [];
  82287. };
  82288. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82289. if (!this._oneGamepadConnected) {
  82290. this._oneGamepadConnected = true;
  82291. }
  82292. var newGamepad;
  82293. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82294. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82295. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82296. }
  82297. // if pose is supported, use the (WebVR) pose enabled controller
  82298. else if (gamepad.pose) {
  82299. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82300. }
  82301. else {
  82302. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82303. }
  82304. this._babylonGamepads[newGamepad.index] = newGamepad;
  82305. return newGamepad;
  82306. };
  82307. GamepadManager.prototype._startMonitoringGamepads = function () {
  82308. if (!this._isMonitoring) {
  82309. this._isMonitoring = true;
  82310. //back-comp
  82311. if (!this._scene) {
  82312. this._checkGamepadsStatus();
  82313. }
  82314. }
  82315. };
  82316. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82317. this._isMonitoring = false;
  82318. };
  82319. /** @hidden */
  82320. GamepadManager.prototype._checkGamepadsStatus = function () {
  82321. var _this = this;
  82322. // Hack to be compatible Chrome
  82323. this._updateGamepadObjects();
  82324. for (var i in this._babylonGamepads) {
  82325. var gamepad = this._babylonGamepads[i];
  82326. if (!gamepad || !gamepad.isConnected) {
  82327. continue;
  82328. }
  82329. gamepad.update();
  82330. }
  82331. if (this._isMonitoring && !this._scene) {
  82332. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82333. }
  82334. };
  82335. // This function is called only on Chrome, which does not properly support
  82336. // connection/disconnection events and forces you to recopy again the gamepad object
  82337. GamepadManager.prototype._updateGamepadObjects = function () {
  82338. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82339. for (var i = 0; i < gamepads.length; i++) {
  82340. var gamepad = gamepads[i];
  82341. if (gamepad) {
  82342. if (!this._babylonGamepads[gamepad.index]) {
  82343. var newGamepad = this._addNewGamepad(gamepad);
  82344. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82345. }
  82346. else {
  82347. // Forced to copy again this object for Chrome for unknown reason
  82348. this._babylonGamepads[i].browserGamepad = gamepad;
  82349. if (!this._babylonGamepads[i].isConnected) {
  82350. this._babylonGamepads[i]._isConnected = true;
  82351. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82352. }
  82353. }
  82354. }
  82355. }
  82356. };
  82357. return GamepadManager;
  82358. }());
  82359. BABYLON.GamepadManager = GamepadManager;
  82360. })(BABYLON || (BABYLON = {}));
  82361. //# sourceMappingURL=babylon.gamepadManager.js.map
  82362. var BABYLON;
  82363. (function (BABYLON) {
  82364. /**
  82365. * Represents a gamepad control stick position
  82366. */
  82367. var StickValues = /** @class */ (function () {
  82368. /**
  82369. * Initializes the gamepad x and y control stick values
  82370. * @param x The x component of the gamepad control stick value
  82371. * @param y The y component of the gamepad control stick value
  82372. */
  82373. function StickValues(
  82374. /**
  82375. * The x component of the control stick
  82376. */
  82377. x,
  82378. /**
  82379. * The y component of the control stick
  82380. */
  82381. y) {
  82382. this.x = x;
  82383. this.y = y;
  82384. }
  82385. return StickValues;
  82386. }());
  82387. BABYLON.StickValues = StickValues;
  82388. /**
  82389. * Represents a gamepad
  82390. */
  82391. var Gamepad = /** @class */ (function () {
  82392. /**
  82393. * Initializes the gamepad
  82394. * @param id The id of the gamepad
  82395. * @param index The index of the gamepad
  82396. * @param browserGamepad The browser gamepad
  82397. * @param leftStickX The x component of the left joystick
  82398. * @param leftStickY The y component of the left joystick
  82399. * @param rightStickX The x component of the right joystick
  82400. * @param rightStickY The y component of the right joystick
  82401. */
  82402. function Gamepad(
  82403. /**
  82404. * The id of the gamepad
  82405. */
  82406. id,
  82407. /**
  82408. * The index of the gamepad
  82409. */
  82410. index,
  82411. /**
  82412. * The browser gamepad
  82413. */
  82414. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82415. if (leftStickX === void 0) { leftStickX = 0; }
  82416. if (leftStickY === void 0) { leftStickY = 1; }
  82417. if (rightStickX === void 0) { rightStickX = 2; }
  82418. if (rightStickY === void 0) { rightStickY = 3; }
  82419. this.id = id;
  82420. this.index = index;
  82421. this.browserGamepad = browserGamepad;
  82422. this._leftStick = { x: 0, y: 0 };
  82423. this._rightStick = { x: 0, y: 0 };
  82424. /** @hidden */
  82425. this._isConnected = true;
  82426. /**
  82427. * Specifies whether the left control stick should be Y-inverted
  82428. */
  82429. this._invertLeftStickY = false;
  82430. this.type = Gamepad.GAMEPAD;
  82431. this._leftStickAxisX = leftStickX;
  82432. this._leftStickAxisY = leftStickY;
  82433. this._rightStickAxisX = rightStickX;
  82434. this._rightStickAxisY = rightStickY;
  82435. if (this.browserGamepad.axes.length >= 2) {
  82436. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82437. }
  82438. if (this.browserGamepad.axes.length >= 4) {
  82439. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82440. }
  82441. }
  82442. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82443. /**
  82444. * Specifies if the gamepad has been connected
  82445. */
  82446. get: function () {
  82447. return this._isConnected;
  82448. },
  82449. enumerable: true,
  82450. configurable: true
  82451. });
  82452. /**
  82453. * Callback triggered when the left joystick has changed
  82454. * @param callback
  82455. */
  82456. Gamepad.prototype.onleftstickchanged = function (callback) {
  82457. this._onleftstickchanged = callback;
  82458. };
  82459. /**
  82460. * Callback triggered when the right joystick has changed
  82461. * @param callback
  82462. */
  82463. Gamepad.prototype.onrightstickchanged = function (callback) {
  82464. this._onrightstickchanged = callback;
  82465. };
  82466. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82467. /**
  82468. * Gets the left joystick
  82469. */
  82470. get: function () {
  82471. return this._leftStick;
  82472. },
  82473. /**
  82474. * Sets the left joystick values
  82475. */
  82476. set: function (newValues) {
  82477. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82478. this._onleftstickchanged(newValues);
  82479. }
  82480. this._leftStick = newValues;
  82481. },
  82482. enumerable: true,
  82483. configurable: true
  82484. });
  82485. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82486. /**
  82487. * Gets the right joystick
  82488. */
  82489. get: function () {
  82490. return this._rightStick;
  82491. },
  82492. /**
  82493. * Sets the right joystick value
  82494. */
  82495. set: function (newValues) {
  82496. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82497. this._onrightstickchanged(newValues);
  82498. }
  82499. this._rightStick = newValues;
  82500. },
  82501. enumerable: true,
  82502. configurable: true
  82503. });
  82504. /**
  82505. * Updates the gamepad joystick positions
  82506. */
  82507. Gamepad.prototype.update = function () {
  82508. if (this._leftStick) {
  82509. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82510. if (this._invertLeftStickY) {
  82511. this.leftStick.y *= -1;
  82512. }
  82513. }
  82514. if (this._rightStick) {
  82515. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82516. }
  82517. };
  82518. /**
  82519. * Disposes the gamepad
  82520. */
  82521. Gamepad.prototype.dispose = function () {
  82522. };
  82523. /**
  82524. * Represents a gamepad controller
  82525. */
  82526. Gamepad.GAMEPAD = 0;
  82527. /**
  82528. * Represents a generic controller
  82529. */
  82530. Gamepad.GENERIC = 1;
  82531. /**
  82532. * Represents an XBox controller
  82533. */
  82534. Gamepad.XBOX = 2;
  82535. /**
  82536. * Represents a pose-enabled controller
  82537. */
  82538. Gamepad.POSE_ENABLED = 3;
  82539. return Gamepad;
  82540. }());
  82541. BABYLON.Gamepad = Gamepad;
  82542. /**
  82543. * Represents a generic gamepad
  82544. */
  82545. var GenericPad = /** @class */ (function (_super) {
  82546. __extends(GenericPad, _super);
  82547. /**
  82548. * Initializes the generic gamepad
  82549. * @param id The id of the generic gamepad
  82550. * @param index The index of the generic gamepad
  82551. * @param browserGamepad The browser gamepad
  82552. */
  82553. function GenericPad(id, index, browserGamepad) {
  82554. var _this = _super.call(this, id, index, browserGamepad) || this;
  82555. /**
  82556. * Observable triggered when a button has been pressed
  82557. */
  82558. _this.onButtonDownObservable = new BABYLON.Observable();
  82559. /**
  82560. * Observable triggered when a button has been released
  82561. */
  82562. _this.onButtonUpObservable = new BABYLON.Observable();
  82563. _this.type = Gamepad.GENERIC;
  82564. _this._buttons = new Array(browserGamepad.buttons.length);
  82565. return _this;
  82566. }
  82567. /**
  82568. * Callback triggered when a button has been pressed
  82569. * @param callback Called when a button has been pressed
  82570. */
  82571. GenericPad.prototype.onbuttondown = function (callback) {
  82572. this._onbuttondown = callback;
  82573. };
  82574. /**
  82575. * Callback triggered when a button has been released
  82576. * @param callback Called when a button has been released
  82577. */
  82578. GenericPad.prototype.onbuttonup = function (callback) {
  82579. this._onbuttonup = callback;
  82580. };
  82581. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82582. if (newValue !== currentValue) {
  82583. if (newValue === 1) {
  82584. if (this._onbuttondown) {
  82585. this._onbuttondown(buttonIndex);
  82586. }
  82587. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82588. }
  82589. if (newValue === 0) {
  82590. if (this._onbuttonup) {
  82591. this._onbuttonup(buttonIndex);
  82592. }
  82593. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82594. }
  82595. }
  82596. return newValue;
  82597. };
  82598. /**
  82599. * Updates the generic gamepad
  82600. */
  82601. GenericPad.prototype.update = function () {
  82602. _super.prototype.update.call(this);
  82603. for (var index = 0; index < this._buttons.length; index++) {
  82604. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82605. }
  82606. };
  82607. /**
  82608. * Disposes the generic gamepad
  82609. */
  82610. GenericPad.prototype.dispose = function () {
  82611. _super.prototype.dispose.call(this);
  82612. this.onButtonDownObservable.clear();
  82613. this.onButtonUpObservable.clear();
  82614. };
  82615. return GenericPad;
  82616. }(Gamepad));
  82617. BABYLON.GenericPad = GenericPad;
  82618. })(BABYLON || (BABYLON = {}));
  82619. //# sourceMappingURL=babylon.gamepad.js.map
  82620. var BABYLON;
  82621. (function (BABYLON) {
  82622. /**
  82623. * Defines supported buttons for XBox360 compatible gamepads
  82624. */
  82625. var Xbox360Button;
  82626. (function (Xbox360Button) {
  82627. /** A */
  82628. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82629. /** B */
  82630. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82631. /** X */
  82632. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82633. /** Y */
  82634. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82635. /** Start */
  82636. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82637. /** Back */
  82638. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82639. /** Left button */
  82640. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82641. /** Right button */
  82642. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82643. /** Left stick */
  82644. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82645. /** Right stick */
  82646. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82647. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82648. /** Defines values for XBox360 DPad */
  82649. var Xbox360Dpad;
  82650. (function (Xbox360Dpad) {
  82651. /** Up */
  82652. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82653. /** Down */
  82654. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82655. /** Left */
  82656. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82657. /** Right */
  82658. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82659. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82660. /**
  82661. * Defines a XBox360 gamepad
  82662. */
  82663. var Xbox360Pad = /** @class */ (function (_super) {
  82664. __extends(Xbox360Pad, _super);
  82665. /**
  82666. * Creates a new XBox360 gamepad object
  82667. * @param id defines the id of this gamepad
  82668. * @param index defines its index
  82669. * @param gamepad defines the internal HTML gamepad object
  82670. * @param xboxOne defines if it is a XBox One gamepad
  82671. */
  82672. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82673. if (xboxOne === void 0) { xboxOne = false; }
  82674. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82675. _this._leftTrigger = 0;
  82676. _this._rightTrigger = 0;
  82677. /** Observable raised when a button is pressed */
  82678. _this.onButtonDownObservable = new BABYLON.Observable();
  82679. /** Observable raised when a button is released */
  82680. _this.onButtonUpObservable = new BABYLON.Observable();
  82681. /** Observable raised when a pad is pressed */
  82682. _this.onPadDownObservable = new BABYLON.Observable();
  82683. /** Observable raised when a pad is released */
  82684. _this.onPadUpObservable = new BABYLON.Observable();
  82685. _this._buttonA = 0;
  82686. _this._buttonB = 0;
  82687. _this._buttonX = 0;
  82688. _this._buttonY = 0;
  82689. _this._buttonBack = 0;
  82690. _this._buttonStart = 0;
  82691. _this._buttonLB = 0;
  82692. _this._buttonRB = 0;
  82693. _this._buttonLeftStick = 0;
  82694. _this._buttonRightStick = 0;
  82695. _this._dPadUp = 0;
  82696. _this._dPadDown = 0;
  82697. _this._dPadLeft = 0;
  82698. _this._dPadRight = 0;
  82699. _this._isXboxOnePad = false;
  82700. _this.type = BABYLON.Gamepad.XBOX;
  82701. _this._isXboxOnePad = xboxOne;
  82702. return _this;
  82703. }
  82704. /**
  82705. * Defines the callback to call when left trigger is pressed
  82706. * @param callback defines the callback to use
  82707. */
  82708. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82709. this._onlefttriggerchanged = callback;
  82710. };
  82711. /**
  82712. * Defines the callback to call when right trigger is pressed
  82713. * @param callback defines the callback to use
  82714. */
  82715. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82716. this._onrighttriggerchanged = callback;
  82717. };
  82718. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82719. /**
  82720. * Gets the left trigger value
  82721. */
  82722. get: function () {
  82723. return this._leftTrigger;
  82724. },
  82725. /**
  82726. * Sets the left trigger value
  82727. */
  82728. set: function (newValue) {
  82729. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82730. this._onlefttriggerchanged(newValue);
  82731. }
  82732. this._leftTrigger = newValue;
  82733. },
  82734. enumerable: true,
  82735. configurable: true
  82736. });
  82737. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82738. /**
  82739. * Gets the right trigger value
  82740. */
  82741. get: function () {
  82742. return this._rightTrigger;
  82743. },
  82744. /**
  82745. * Sets the right trigger value
  82746. */
  82747. set: function (newValue) {
  82748. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82749. this._onrighttriggerchanged(newValue);
  82750. }
  82751. this._rightTrigger = newValue;
  82752. },
  82753. enumerable: true,
  82754. configurable: true
  82755. });
  82756. /**
  82757. * Defines the callback to call when a button is pressed
  82758. * @param callback defines the callback to use
  82759. */
  82760. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82761. this._onbuttondown = callback;
  82762. };
  82763. /**
  82764. * Defines the callback to call when a button is released
  82765. * @param callback defines the callback to use
  82766. */
  82767. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82768. this._onbuttonup = callback;
  82769. };
  82770. /**
  82771. * Defines the callback to call when a pad is pressed
  82772. * @param callback defines the callback to use
  82773. */
  82774. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82775. this._ondpaddown = callback;
  82776. };
  82777. /**
  82778. * Defines the callback to call when a pad is released
  82779. * @param callback defines the callback to use
  82780. */
  82781. Xbox360Pad.prototype.ondpadup = function (callback) {
  82782. this._ondpadup = callback;
  82783. };
  82784. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82785. if (newValue !== currentValue) {
  82786. if (newValue === 1) {
  82787. if (this._onbuttondown) {
  82788. this._onbuttondown(buttonType);
  82789. }
  82790. this.onButtonDownObservable.notifyObservers(buttonType);
  82791. }
  82792. if (newValue === 0) {
  82793. if (this._onbuttonup) {
  82794. this._onbuttonup(buttonType);
  82795. }
  82796. this.onButtonUpObservable.notifyObservers(buttonType);
  82797. }
  82798. }
  82799. return newValue;
  82800. };
  82801. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82802. if (newValue !== currentValue) {
  82803. if (newValue === 1) {
  82804. if (this._ondpaddown) {
  82805. this._ondpaddown(buttonType);
  82806. }
  82807. this.onPadDownObservable.notifyObservers(buttonType);
  82808. }
  82809. if (newValue === 0) {
  82810. if (this._ondpadup) {
  82811. this._ondpadup(buttonType);
  82812. }
  82813. this.onPadUpObservable.notifyObservers(buttonType);
  82814. }
  82815. }
  82816. return newValue;
  82817. };
  82818. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82819. /**
  82820. * Gets the value of the `A` button
  82821. */
  82822. get: function () {
  82823. return this._buttonA;
  82824. },
  82825. /**
  82826. * Sets the value of the `A` button
  82827. */
  82828. set: function (value) {
  82829. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82830. },
  82831. enumerable: true,
  82832. configurable: true
  82833. });
  82834. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82835. /**
  82836. * Gets the value of the `B` button
  82837. */
  82838. get: function () {
  82839. return this._buttonB;
  82840. },
  82841. /**
  82842. * Sets the value of the `B` button
  82843. */
  82844. set: function (value) {
  82845. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82846. },
  82847. enumerable: true,
  82848. configurable: true
  82849. });
  82850. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82851. /**
  82852. * Gets the value of the `X` button
  82853. */
  82854. get: function () {
  82855. return this._buttonX;
  82856. },
  82857. /**
  82858. * Sets the value of the `X` button
  82859. */
  82860. set: function (value) {
  82861. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82862. },
  82863. enumerable: true,
  82864. configurable: true
  82865. });
  82866. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82867. /**
  82868. * Gets the value of the `Y` button
  82869. */
  82870. get: function () {
  82871. return this._buttonY;
  82872. },
  82873. /**
  82874. * Sets the value of the `Y` button
  82875. */
  82876. set: function (value) {
  82877. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82878. },
  82879. enumerable: true,
  82880. configurable: true
  82881. });
  82882. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82883. /**
  82884. * Gets the value of the `Start` button
  82885. */
  82886. get: function () {
  82887. return this._buttonStart;
  82888. },
  82889. /**
  82890. * Sets the value of the `Start` button
  82891. */
  82892. set: function (value) {
  82893. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82894. },
  82895. enumerable: true,
  82896. configurable: true
  82897. });
  82898. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82899. /**
  82900. * Gets the value of the `Back` button
  82901. */
  82902. get: function () {
  82903. return this._buttonBack;
  82904. },
  82905. /**
  82906. * Sets the value of the `Back` button
  82907. */
  82908. set: function (value) {
  82909. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82910. },
  82911. enumerable: true,
  82912. configurable: true
  82913. });
  82914. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82915. /**
  82916. * Gets the value of the `Left` button
  82917. */
  82918. get: function () {
  82919. return this._buttonLB;
  82920. },
  82921. /**
  82922. * Sets the value of the `Left` button
  82923. */
  82924. set: function (value) {
  82925. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82926. },
  82927. enumerable: true,
  82928. configurable: true
  82929. });
  82930. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82931. /**
  82932. * Gets the value of the `Right` button
  82933. */
  82934. get: function () {
  82935. return this._buttonRB;
  82936. },
  82937. /**
  82938. * Sets the value of the `Right` button
  82939. */
  82940. set: function (value) {
  82941. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82942. },
  82943. enumerable: true,
  82944. configurable: true
  82945. });
  82946. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82947. /**
  82948. * Gets the value of the Left joystick
  82949. */
  82950. get: function () {
  82951. return this._buttonLeftStick;
  82952. },
  82953. /**
  82954. * Sets the value of the Left joystick
  82955. */
  82956. set: function (value) {
  82957. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82958. },
  82959. enumerable: true,
  82960. configurable: true
  82961. });
  82962. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82963. /**
  82964. * Gets the value of the Right joystick
  82965. */
  82966. get: function () {
  82967. return this._buttonRightStick;
  82968. },
  82969. /**
  82970. * Sets the value of the Right joystick
  82971. */
  82972. set: function (value) {
  82973. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82974. },
  82975. enumerable: true,
  82976. configurable: true
  82977. });
  82978. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82979. /**
  82980. * Gets the value of D-pad up
  82981. */
  82982. get: function () {
  82983. return this._dPadUp;
  82984. },
  82985. /**
  82986. * Sets the value of D-pad up
  82987. */
  82988. set: function (value) {
  82989. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82990. },
  82991. enumerable: true,
  82992. configurable: true
  82993. });
  82994. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82995. /**
  82996. * Gets the value of D-pad down
  82997. */
  82998. get: function () {
  82999. return this._dPadDown;
  83000. },
  83001. /**
  83002. * Sets the value of D-pad down
  83003. */
  83004. set: function (value) {
  83005. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  83006. },
  83007. enumerable: true,
  83008. configurable: true
  83009. });
  83010. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  83011. /**
  83012. * Gets the value of D-pad left
  83013. */
  83014. get: function () {
  83015. return this._dPadLeft;
  83016. },
  83017. /**
  83018. * Sets the value of D-pad left
  83019. */
  83020. set: function (value) {
  83021. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  83022. },
  83023. enumerable: true,
  83024. configurable: true
  83025. });
  83026. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  83027. /**
  83028. * Gets the value of D-pad right
  83029. */
  83030. get: function () {
  83031. return this._dPadRight;
  83032. },
  83033. /**
  83034. * Sets the value of D-pad right
  83035. */
  83036. set: function (value) {
  83037. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  83038. },
  83039. enumerable: true,
  83040. configurable: true
  83041. });
  83042. /**
  83043. * Force the gamepad to synchronize with device values
  83044. */
  83045. Xbox360Pad.prototype.update = function () {
  83046. _super.prototype.update.call(this);
  83047. if (this._isXboxOnePad) {
  83048. this.buttonA = this.browserGamepad.buttons[0].value;
  83049. this.buttonB = this.browserGamepad.buttons[1].value;
  83050. this.buttonX = this.browserGamepad.buttons[2].value;
  83051. this.buttonY = this.browserGamepad.buttons[3].value;
  83052. this.buttonLB = this.browserGamepad.buttons[4].value;
  83053. this.buttonRB = this.browserGamepad.buttons[5].value;
  83054. this.leftTrigger = this.browserGamepad.axes[2];
  83055. this.rightTrigger = this.browserGamepad.axes[5];
  83056. this.buttonBack = this.browserGamepad.buttons[9].value;
  83057. this.buttonStart = this.browserGamepad.buttons[8].value;
  83058. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  83059. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  83060. this.dPadUp = this.browserGamepad.buttons[11].value;
  83061. this.dPadDown = this.browserGamepad.buttons[12].value;
  83062. this.dPadLeft = this.browserGamepad.buttons[13].value;
  83063. this.dPadRight = this.browserGamepad.buttons[14].value;
  83064. }
  83065. else {
  83066. this.buttonA = this.browserGamepad.buttons[0].value;
  83067. this.buttonB = this.browserGamepad.buttons[1].value;
  83068. this.buttonX = this.browserGamepad.buttons[2].value;
  83069. this.buttonY = this.browserGamepad.buttons[3].value;
  83070. this.buttonLB = this.browserGamepad.buttons[4].value;
  83071. this.buttonRB = this.browserGamepad.buttons[5].value;
  83072. this.leftTrigger = this.browserGamepad.buttons[6].value;
  83073. this.rightTrigger = this.browserGamepad.buttons[7].value;
  83074. this.buttonBack = this.browserGamepad.buttons[8].value;
  83075. this.buttonStart = this.browserGamepad.buttons[9].value;
  83076. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  83077. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  83078. this.dPadUp = this.browserGamepad.buttons[12].value;
  83079. this.dPadDown = this.browserGamepad.buttons[13].value;
  83080. this.dPadLeft = this.browserGamepad.buttons[14].value;
  83081. this.dPadRight = this.browserGamepad.buttons[15].value;
  83082. }
  83083. };
  83084. /**
  83085. * Disposes the gamepad
  83086. */
  83087. Xbox360Pad.prototype.dispose = function () {
  83088. _super.prototype.dispose.call(this);
  83089. this.onButtonDownObservable.clear();
  83090. this.onButtonUpObservable.clear();
  83091. this.onPadDownObservable.clear();
  83092. this.onPadUpObservable.clear();
  83093. };
  83094. return Xbox360Pad;
  83095. }(BABYLON.Gamepad));
  83096. BABYLON.Xbox360Pad = Xbox360Pad;
  83097. })(BABYLON || (BABYLON = {}));
  83098. //# sourceMappingURL=babylon.xboxGamepad.js.map
  83099. var BABYLON;
  83100. (function (BABYLON) {
  83101. /**
  83102. * Defines the types of pose enabled controllers that are supported
  83103. */
  83104. var PoseEnabledControllerType;
  83105. (function (PoseEnabledControllerType) {
  83106. /**
  83107. * HTC Vive
  83108. */
  83109. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  83110. /**
  83111. * Oculus Rift
  83112. */
  83113. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  83114. /**
  83115. * Windows mixed reality
  83116. */
  83117. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  83118. /**
  83119. * Samsung gear VR
  83120. */
  83121. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  83122. /**
  83123. * Google Daydream
  83124. */
  83125. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  83126. /**
  83127. * Generic
  83128. */
  83129. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  83130. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  83131. /**
  83132. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83133. */
  83134. var PoseEnabledControllerHelper = /** @class */ (function () {
  83135. function PoseEnabledControllerHelper() {
  83136. }
  83137. /**
  83138. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83139. * @param vrGamepad the gamepad to initialized
  83140. * @returns a vr controller of the type the gamepad identified as
  83141. */
  83142. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  83143. // Oculus Touch
  83144. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  83145. return new BABYLON.OculusTouchController(vrGamepad);
  83146. }
  83147. // Windows Mixed Reality controllers
  83148. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  83149. return new BABYLON.WindowsMotionController(vrGamepad);
  83150. }
  83151. // HTC Vive
  83152. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  83153. return new BABYLON.ViveController(vrGamepad);
  83154. }
  83155. // Samsung/Oculus Gear VR or Oculus Go
  83156. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  83157. return new BABYLON.GearVRController(vrGamepad);
  83158. }
  83159. // Google Daydream
  83160. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  83161. return new BABYLON.DaydreamController(vrGamepad);
  83162. }
  83163. // Generic
  83164. else {
  83165. return new BABYLON.GenericController(vrGamepad);
  83166. }
  83167. };
  83168. return PoseEnabledControllerHelper;
  83169. }());
  83170. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83171. /**
  83172. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83173. */
  83174. var PoseEnabledController = /** @class */ (function (_super) {
  83175. __extends(PoseEnabledController, _super);
  83176. /**
  83177. * Creates a new PoseEnabledController from a gamepad
  83178. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83179. */
  83180. function PoseEnabledController(browserGamepad) {
  83181. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83182. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83183. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83184. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83185. /**
  83186. * The device position in babylon space
  83187. */
  83188. _this.devicePosition = BABYLON.Vector3.Zero();
  83189. /**
  83190. * The device rotation in babylon space
  83191. */
  83192. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83193. /**
  83194. * The scale factor of the device in babylon space
  83195. */
  83196. _this.deviceScaleFactor = 1;
  83197. // Used to convert 6dof controllers to 3dof
  83198. _this._trackPosition = true;
  83199. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83200. _this._draggedRoomRotation = 0;
  83201. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83202. /**
  83203. * Internal, matrix used to convert room space to babylon space
  83204. * @hidden
  83205. */
  83206. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83207. /**
  83208. * Node to be used when casting a ray from the controller
  83209. * @hidden
  83210. */
  83211. _this._pointingPoseNode = null;
  83212. _this._workingMatrix = BABYLON.Matrix.Identity();
  83213. /**
  83214. * @hidden
  83215. */
  83216. _this._meshAttachedObservable = new BABYLON.Observable();
  83217. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83218. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83219. _this.position = BABYLON.Vector3.Zero();
  83220. _this.rotationQuaternion = new BABYLON.Quaternion();
  83221. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83222. _this._calculatedRotation = new BABYLON.Quaternion();
  83223. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83224. return _this;
  83225. }
  83226. /**
  83227. * @hidden
  83228. */
  83229. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83230. if (this._trackPosition) {
  83231. this._calculatedPosition.copyFrom(fixedPosition);
  83232. this._trackPosition = false;
  83233. }
  83234. };
  83235. /**
  83236. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83237. */
  83238. PoseEnabledController.prototype.update = function () {
  83239. _super.prototype.update.call(this);
  83240. this._updatePoseAndMesh();
  83241. };
  83242. /**
  83243. * Updates only the pose device and mesh without doing any button event checking
  83244. */
  83245. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83246. var pose = this.browserGamepad.pose;
  83247. this.updateFromDevice(pose);
  83248. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83249. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83250. camera._computeDevicePosition();
  83251. this._deviceToWorld.setTranslation(camera.devicePosition);
  83252. if (camera.deviceRotationQuaternion) {
  83253. var camera = camera;
  83254. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83255. // Find the radian distance away that the headset is from the controllers rotation
  83256. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83257. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83258. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83259. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83260. this._draggedRoomRotation += rotationAmount;
  83261. // Rotate controller around headset
  83262. var sin = Math.sin(-rotationAmount);
  83263. var cos = Math.cos(-rotationAmount);
  83264. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83265. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83266. }
  83267. }
  83268. }
  83269. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83270. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83271. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83272. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83273. if (this._mesh) {
  83274. this._mesh.position.copyFrom(this.devicePosition);
  83275. if (this._mesh.rotationQuaternion) {
  83276. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83277. }
  83278. }
  83279. };
  83280. /**
  83281. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83282. * @param poseData raw pose fromthe device
  83283. */
  83284. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83285. if (poseData) {
  83286. this.rawPose = poseData;
  83287. if (poseData.position) {
  83288. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83289. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83290. this._deviceRoomPosition.z *= -1;
  83291. }
  83292. if (this._trackPosition) {
  83293. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83294. }
  83295. this._calculatedPosition.addInPlace(this.position);
  83296. }
  83297. var pose = this.rawPose;
  83298. if (poseData.orientation && pose.orientation) {
  83299. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83300. if (this._mesh) {
  83301. if (this._mesh.getScene().useRightHandedSystem) {
  83302. this._deviceRoomRotationQuaternion.z *= -1;
  83303. this._deviceRoomRotationQuaternion.w *= -1;
  83304. }
  83305. else {
  83306. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83307. }
  83308. }
  83309. // if the camera is set, rotate to the camera's rotation
  83310. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83311. }
  83312. }
  83313. };
  83314. /**
  83315. * Attaches a mesh to the controller
  83316. * @param mesh the mesh to be attached
  83317. */
  83318. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83319. if (this._mesh) {
  83320. this._mesh.parent = null;
  83321. }
  83322. this._mesh = mesh;
  83323. if (this._poseControlledCamera) {
  83324. this._mesh.parent = this._poseControlledCamera;
  83325. }
  83326. if (!this._mesh.rotationQuaternion) {
  83327. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83328. }
  83329. // 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
  83330. this._updatePoseAndMesh();
  83331. if (this._pointingPoseNode) {
  83332. var parents = [];
  83333. var obj = this._pointingPoseNode;
  83334. while (obj.parent) {
  83335. parents.push(obj.parent);
  83336. obj = obj.parent;
  83337. }
  83338. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83339. }
  83340. this._meshAttachedObservable.notifyObservers(mesh);
  83341. };
  83342. /**
  83343. * Attaches the controllers mesh to a camera
  83344. * @param camera the camera the mesh should be attached to
  83345. */
  83346. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83347. this._poseControlledCamera = camera;
  83348. if (this._mesh) {
  83349. this._mesh.parent = this._poseControlledCamera;
  83350. }
  83351. };
  83352. /**
  83353. * Disposes of the controller
  83354. */
  83355. PoseEnabledController.prototype.dispose = function () {
  83356. if (this._mesh) {
  83357. this._mesh.dispose();
  83358. }
  83359. this._mesh = null;
  83360. _super.prototype.dispose.call(this);
  83361. };
  83362. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83363. /**
  83364. * The mesh that is attached to the controller
  83365. */
  83366. get: function () {
  83367. return this._mesh;
  83368. },
  83369. enumerable: true,
  83370. configurable: true
  83371. });
  83372. /**
  83373. * Gets the ray of the controller in the direction the controller is pointing
  83374. * @param length the length the resulting ray should be
  83375. * @returns a ray in the direction the controller is pointing
  83376. */
  83377. PoseEnabledController.prototype.getForwardRay = function (length) {
  83378. if (length === void 0) { length = 100; }
  83379. if (!this.mesh) {
  83380. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83381. }
  83382. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83383. var origin = m.getTranslation();
  83384. var forward = new BABYLON.Vector3(0, 0, -1);
  83385. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83386. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83387. return new BABYLON.Ray(origin, direction, length);
  83388. };
  83389. /**
  83390. * Name of the child mesh that can be used to cast a ray from the controller
  83391. */
  83392. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83393. return PoseEnabledController;
  83394. }(BABYLON.Gamepad));
  83395. BABYLON.PoseEnabledController = PoseEnabledController;
  83396. })(BABYLON || (BABYLON = {}));
  83397. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83398. var BABYLON;
  83399. (function (BABYLON) {
  83400. /**
  83401. * Defines the WebVRController object that represents controllers tracked in 3D space
  83402. */
  83403. var WebVRController = /** @class */ (function (_super) {
  83404. __extends(WebVRController, _super);
  83405. /**
  83406. * Creates a new WebVRController from a gamepad
  83407. * @param vrGamepad the gamepad that the WebVRController should be created from
  83408. */
  83409. function WebVRController(vrGamepad) {
  83410. var _this = _super.call(this, vrGamepad) || this;
  83411. // Observables
  83412. /**
  83413. * Fired when the trigger state has changed
  83414. */
  83415. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83416. /**
  83417. * Fired when the main button state has changed
  83418. */
  83419. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83420. /**
  83421. * Fired when the secondary button state has changed
  83422. */
  83423. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83424. /**
  83425. * Fired when the pad state has changed
  83426. */
  83427. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83428. /**
  83429. * Fired when controllers stick values have changed
  83430. */
  83431. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83432. /**
  83433. * X and Y axis corrisponding to the controllers joystick
  83434. */
  83435. _this.pad = { x: 0, y: 0 };
  83436. // avoid GC, store state in a tmp object
  83437. _this._changes = {
  83438. pressChanged: false,
  83439. touchChanged: false,
  83440. valueChanged: false,
  83441. changed: false
  83442. };
  83443. _this._buttons = new Array(vrGamepad.buttons.length);
  83444. _this.hand = vrGamepad.hand;
  83445. return _this;
  83446. }
  83447. /**
  83448. * Fired when a controller button's state has changed
  83449. * @param callback the callback containing the button that was modified
  83450. */
  83451. WebVRController.prototype.onButtonStateChange = function (callback) {
  83452. this._onButtonStateChange = callback;
  83453. };
  83454. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83455. /**
  83456. * The default controller model for the controller
  83457. */
  83458. get: function () {
  83459. return this._defaultModel;
  83460. },
  83461. enumerable: true,
  83462. configurable: true
  83463. });
  83464. /**
  83465. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83466. */
  83467. WebVRController.prototype.update = function () {
  83468. _super.prototype.update.call(this);
  83469. for (var index = 0; index < this._buttons.length; index++) {
  83470. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83471. }
  83472. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83473. this.pad.x = this.leftStick.x;
  83474. this.pad.y = this.leftStick.y;
  83475. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83476. }
  83477. };
  83478. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83479. if (!newState) {
  83480. newState = {
  83481. pressed: false,
  83482. touched: false,
  83483. value: 0
  83484. };
  83485. }
  83486. if (!currentState) {
  83487. this._buttons[buttonIndex] = {
  83488. pressed: newState.pressed,
  83489. touched: newState.touched,
  83490. value: newState.value
  83491. };
  83492. return;
  83493. }
  83494. this._checkChanges(newState, currentState);
  83495. if (this._changes.changed) {
  83496. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83497. this._handleButtonChange(buttonIndex, newState, this._changes);
  83498. }
  83499. this._buttons[buttonIndex].pressed = newState.pressed;
  83500. this._buttons[buttonIndex].touched = newState.touched;
  83501. // oculus triggers are never 0, thou not touched.
  83502. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83503. };
  83504. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83505. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83506. this._changes.touchChanged = newState.touched !== currentState.touched;
  83507. this._changes.valueChanged = newState.value !== currentState.value;
  83508. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83509. return this._changes;
  83510. };
  83511. /**
  83512. * Disposes of th webVRCOntroller
  83513. */
  83514. WebVRController.prototype.dispose = function () {
  83515. _super.prototype.dispose.call(this);
  83516. this.onTriggerStateChangedObservable.clear();
  83517. this.onMainButtonStateChangedObservable.clear();
  83518. this.onSecondaryButtonStateChangedObservable.clear();
  83519. this.onPadStateChangedObservable.clear();
  83520. this.onPadValuesChangedObservable.clear();
  83521. };
  83522. return WebVRController;
  83523. }(BABYLON.PoseEnabledController));
  83524. BABYLON.WebVRController = WebVRController;
  83525. })(BABYLON || (BABYLON = {}));
  83526. //# sourceMappingURL=babylon.webVRController.js.map
  83527. var BABYLON;
  83528. (function (BABYLON) {
  83529. /**
  83530. * Oculus Touch Controller
  83531. */
  83532. var OculusTouchController = /** @class */ (function (_super) {
  83533. __extends(OculusTouchController, _super);
  83534. /**
  83535. * Creates a new OculusTouchController from a gamepad
  83536. * @param vrGamepad the gamepad that the controller should be created from
  83537. */
  83538. function OculusTouchController(vrGamepad) {
  83539. var _this = _super.call(this, vrGamepad) || this;
  83540. /**
  83541. * Fired when the secondary trigger on this controller is modified
  83542. */
  83543. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83544. /**
  83545. * Fired when the thumb rest on this controller is modified
  83546. */
  83547. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83548. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83549. return _this;
  83550. }
  83551. /**
  83552. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83553. * @param scene scene in which to add meshes
  83554. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83555. */
  83556. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83557. var _this = this;
  83558. var meshName;
  83559. // Hand
  83560. if (this.hand === 'left') {
  83561. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83562. }
  83563. else { // Right is the default if no hand is specified
  83564. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83565. }
  83566. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83567. /*
  83568. Parent Mesh name: oculus_touch_left
  83569. - body
  83570. - trigger
  83571. - thumbstick
  83572. - grip
  83573. - button_y
  83574. - button_x
  83575. - button_enter
  83576. */
  83577. _this._defaultModel = newMeshes[1];
  83578. _this.attachToMesh(_this._defaultModel);
  83579. if (meshLoaded) {
  83580. meshLoaded(_this._defaultModel);
  83581. }
  83582. });
  83583. };
  83584. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83585. /**
  83586. * Fired when the A button on this controller is modified
  83587. */
  83588. get: function () {
  83589. if (this.hand === 'right') {
  83590. return this.onMainButtonStateChangedObservable;
  83591. }
  83592. else {
  83593. throw new Error('No A button on left hand');
  83594. }
  83595. },
  83596. enumerable: true,
  83597. configurable: true
  83598. });
  83599. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83600. /**
  83601. * Fired when the B button on this controller is modified
  83602. */
  83603. get: function () {
  83604. if (this.hand === 'right') {
  83605. return this.onSecondaryButtonStateChangedObservable;
  83606. }
  83607. else {
  83608. throw new Error('No B button on left hand');
  83609. }
  83610. },
  83611. enumerable: true,
  83612. configurable: true
  83613. });
  83614. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83615. /**
  83616. * Fired when the X button on this controller is modified
  83617. */
  83618. get: function () {
  83619. if (this.hand === 'left') {
  83620. return this.onMainButtonStateChangedObservable;
  83621. }
  83622. else {
  83623. throw new Error('No X button on right hand');
  83624. }
  83625. },
  83626. enumerable: true,
  83627. configurable: true
  83628. });
  83629. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83630. /**
  83631. * Fired when the Y button on this controller is modified
  83632. */
  83633. get: function () {
  83634. if (this.hand === 'left') {
  83635. return this.onSecondaryButtonStateChangedObservable;
  83636. }
  83637. else {
  83638. throw new Error('No Y button on right hand');
  83639. }
  83640. },
  83641. enumerable: true,
  83642. configurable: true
  83643. });
  83644. /**
  83645. * Called once for each button that changed state since the last frame
  83646. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83647. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83648. * 2) secondary trigger (same)
  83649. * 3) A (right) X (left), touch, pressed = value
  83650. * 4) B / Y
  83651. * 5) thumb rest
  83652. * @param buttonIdx Which button index changed
  83653. * @param state New state of the button
  83654. * @param changes Which properties on the state changed since last frame
  83655. */
  83656. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83657. var notifyObject = state; //{ state: state, changes: changes };
  83658. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83659. switch (buttonIdx) {
  83660. case 0:
  83661. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83662. return;
  83663. case 1: // index trigger
  83664. if (this._defaultModel) {
  83665. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83666. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83667. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83668. }
  83669. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83670. return;
  83671. case 2: // secondary trigger
  83672. if (this._defaultModel) {
  83673. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83674. }
  83675. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83676. return;
  83677. case 3:
  83678. if (this._defaultModel) {
  83679. if (notifyObject.pressed) {
  83680. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83681. }
  83682. else {
  83683. (this._defaultModel.getChildren()[1]).position.y = 0;
  83684. }
  83685. }
  83686. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83687. return;
  83688. case 4:
  83689. if (this._defaultModel) {
  83690. if (notifyObject.pressed) {
  83691. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83692. }
  83693. else {
  83694. (this._defaultModel.getChildren()[2]).position.y = 0;
  83695. }
  83696. }
  83697. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83698. return;
  83699. case 5:
  83700. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83701. return;
  83702. }
  83703. };
  83704. /**
  83705. * Base Url for the controller model.
  83706. */
  83707. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83708. /**
  83709. * File name for the left controller model.
  83710. */
  83711. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83712. /**
  83713. * File name for the right controller model.
  83714. */
  83715. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83716. return OculusTouchController;
  83717. }(BABYLON.WebVRController));
  83718. BABYLON.OculusTouchController = OculusTouchController;
  83719. })(BABYLON || (BABYLON = {}));
  83720. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83721. var BABYLON;
  83722. (function (BABYLON) {
  83723. /**
  83724. * Vive Controller
  83725. */
  83726. var ViveController = /** @class */ (function (_super) {
  83727. __extends(ViveController, _super);
  83728. /**
  83729. * Creates a new ViveController from a gamepad
  83730. * @param vrGamepad the gamepad that the controller should be created from
  83731. */
  83732. function ViveController(vrGamepad) {
  83733. var _this = _super.call(this, vrGamepad) || this;
  83734. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83735. _this._invertLeftStickY = true;
  83736. return _this;
  83737. }
  83738. /**
  83739. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83740. * @param scene scene in which to add meshes
  83741. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83742. */
  83743. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83744. var _this = this;
  83745. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83746. /*
  83747. Parent Mesh name: ViveWand
  83748. - body
  83749. - r_gripper
  83750. - l_gripper
  83751. - menu_button
  83752. - system_button
  83753. - trackpad
  83754. - trigger
  83755. - LED
  83756. */
  83757. _this._defaultModel = newMeshes[1];
  83758. _this.attachToMesh(_this._defaultModel);
  83759. if (meshLoaded) {
  83760. meshLoaded(_this._defaultModel);
  83761. }
  83762. });
  83763. };
  83764. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83765. /**
  83766. * Fired when the left button on this controller is modified
  83767. */
  83768. get: function () {
  83769. return this.onMainButtonStateChangedObservable;
  83770. },
  83771. enumerable: true,
  83772. configurable: true
  83773. });
  83774. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83775. /**
  83776. * Fired when the right button on this controller is modified
  83777. */
  83778. get: function () {
  83779. return this.onMainButtonStateChangedObservable;
  83780. },
  83781. enumerable: true,
  83782. configurable: true
  83783. });
  83784. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83785. /**
  83786. * Fired when the menu button on this controller is modified
  83787. */
  83788. get: function () {
  83789. return this.onSecondaryButtonStateChangedObservable;
  83790. },
  83791. enumerable: true,
  83792. configurable: true
  83793. });
  83794. /**
  83795. * Called once for each button that changed state since the last frame
  83796. * Vive mapping:
  83797. * 0: touchpad
  83798. * 1: trigger
  83799. * 2: left AND right buttons
  83800. * 3: menu button
  83801. * @param buttonIdx Which button index changed
  83802. * @param state New state of the button
  83803. * @param changes Which properties on the state changed since last frame
  83804. */
  83805. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83806. var notifyObject = state; //{ state: state, changes: changes };
  83807. switch (buttonIdx) {
  83808. case 0:
  83809. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83810. return;
  83811. case 1: // index trigger
  83812. if (this._defaultModel) {
  83813. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83814. }
  83815. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83816. return;
  83817. case 2: // left AND right button
  83818. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83819. return;
  83820. case 3:
  83821. if (this._defaultModel) {
  83822. if (notifyObject.pressed) {
  83823. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83824. }
  83825. else {
  83826. (this._defaultModel.getChildren()[2]).position.y = 0;
  83827. }
  83828. }
  83829. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83830. return;
  83831. }
  83832. };
  83833. /**
  83834. * Base Url for the controller model.
  83835. */
  83836. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83837. /**
  83838. * File name for the controller model.
  83839. */
  83840. ViveController.MODEL_FILENAME = 'wand.babylon';
  83841. return ViveController;
  83842. }(BABYLON.WebVRController));
  83843. BABYLON.ViveController = ViveController;
  83844. })(BABYLON || (BABYLON = {}));
  83845. //# sourceMappingURL=babylon.viveController.js.map
  83846. var BABYLON;
  83847. (function (BABYLON) {
  83848. /**
  83849. * Generic Controller
  83850. */
  83851. var GenericController = /** @class */ (function (_super) {
  83852. __extends(GenericController, _super);
  83853. /**
  83854. * Creates a new GenericController from a gamepad
  83855. * @param vrGamepad the gamepad that the controller should be created from
  83856. */
  83857. function GenericController(vrGamepad) {
  83858. return _super.call(this, vrGamepad) || this;
  83859. }
  83860. /**
  83861. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83862. * @param scene scene in which to add meshes
  83863. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83864. */
  83865. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83866. var _this = this;
  83867. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83868. _this._defaultModel = newMeshes[1];
  83869. _this.attachToMesh(_this._defaultModel);
  83870. if (meshLoaded) {
  83871. meshLoaded(_this._defaultModel);
  83872. }
  83873. });
  83874. };
  83875. /**
  83876. * Called once for each button that changed state since the last frame
  83877. * @param buttonIdx Which button index changed
  83878. * @param state New state of the button
  83879. * @param changes Which properties on the state changed since last frame
  83880. */
  83881. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83882. console.log("Button id: " + buttonIdx + "state: ");
  83883. console.dir(state);
  83884. };
  83885. /**
  83886. * Base Url for the controller model.
  83887. */
  83888. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83889. /**
  83890. * File name for the controller model.
  83891. */
  83892. GenericController.MODEL_FILENAME = 'generic.babylon';
  83893. return GenericController;
  83894. }(BABYLON.WebVRController));
  83895. BABYLON.GenericController = GenericController;
  83896. })(BABYLON || (BABYLON = {}));
  83897. //# sourceMappingURL=babylon.genericController.js.map
  83898. var BABYLON;
  83899. (function (BABYLON) {
  83900. /**
  83901. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83902. */
  83903. var LoadedMeshInfo = /** @class */ (function () {
  83904. function LoadedMeshInfo() {
  83905. /**
  83906. * Map of the button meshes contained in the controller
  83907. */
  83908. this.buttonMeshes = {};
  83909. /**
  83910. * Map of the axis meshes contained in the controller
  83911. */
  83912. this.axisMeshes = {};
  83913. }
  83914. return LoadedMeshInfo;
  83915. }());
  83916. /**
  83917. * Defines the WindowsMotionController object that the state of the windows motion controller
  83918. */
  83919. var WindowsMotionController = /** @class */ (function (_super) {
  83920. __extends(WindowsMotionController, _super);
  83921. /**
  83922. * Creates a new WindowsMotionController from a gamepad
  83923. * @param vrGamepad the gamepad that the controller should be created from
  83924. */
  83925. function WindowsMotionController(vrGamepad) {
  83926. var _this = _super.call(this, vrGamepad) || this;
  83927. _this._mapping = {
  83928. // Semantic button names
  83929. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83930. // A mapping of the button name to glTF model node name
  83931. // that should be transformed by button value.
  83932. buttonMeshNames: {
  83933. 'trigger': 'SELECT',
  83934. 'menu': 'MENU',
  83935. 'grip': 'GRASP',
  83936. 'thumbstick': 'THUMBSTICK_PRESS',
  83937. 'trackpad': 'TOUCHPAD_PRESS'
  83938. },
  83939. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83940. buttonObservableNames: {
  83941. 'trigger': 'onTriggerStateChangedObservable',
  83942. 'menu': 'onSecondaryButtonStateChangedObservable',
  83943. 'grip': 'onMainButtonStateChangedObservable',
  83944. 'thumbstick': 'onPadStateChangedObservable',
  83945. 'trackpad': 'onTrackpadChangedObservable'
  83946. },
  83947. // A mapping of the axis name to glTF model node name
  83948. // that should be transformed by axis value.
  83949. // This array mirrors the browserGamepad.axes array, such that
  83950. // the mesh corresponding to axis 0 is in this array index 0.
  83951. axisMeshNames: [
  83952. 'THUMBSTICK_X',
  83953. 'THUMBSTICK_Y',
  83954. 'TOUCHPAD_TOUCH_X',
  83955. 'TOUCHPAD_TOUCH_Y'
  83956. ],
  83957. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83958. };
  83959. /**
  83960. * Fired when the trackpad on this controller is clicked
  83961. */
  83962. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83963. /**
  83964. * Fired when the trackpad on this controller is modified
  83965. */
  83966. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83967. /**
  83968. * The current x and y values of this controller's trackpad
  83969. */
  83970. _this.trackpad = { x: 0, y: 0 };
  83971. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83972. _this._loadedMeshInfo = null;
  83973. return _this;
  83974. }
  83975. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83976. /**
  83977. * Fired when the trigger on this controller is modified
  83978. */
  83979. get: function () {
  83980. return this.onTriggerStateChangedObservable;
  83981. },
  83982. enumerable: true,
  83983. configurable: true
  83984. });
  83985. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83986. /**
  83987. * Fired when the menu button on this controller is modified
  83988. */
  83989. get: function () {
  83990. return this.onSecondaryButtonStateChangedObservable;
  83991. },
  83992. enumerable: true,
  83993. configurable: true
  83994. });
  83995. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83996. /**
  83997. * Fired when the grip button on this controller is modified
  83998. */
  83999. get: function () {
  84000. return this.onMainButtonStateChangedObservable;
  84001. },
  84002. enumerable: true,
  84003. configurable: true
  84004. });
  84005. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  84006. /**
  84007. * Fired when the thumbstick button on this controller is modified
  84008. */
  84009. get: function () {
  84010. return this.onPadStateChangedObservable;
  84011. },
  84012. enumerable: true,
  84013. configurable: true
  84014. });
  84015. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  84016. /**
  84017. * Fired when the touchpad button on this controller is modified
  84018. */
  84019. get: function () {
  84020. return this.onTrackpadChangedObservable;
  84021. },
  84022. enumerable: true,
  84023. configurable: true
  84024. });
  84025. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  84026. /**
  84027. * Fired when the touchpad values on this controller are modified
  84028. */
  84029. get: function () {
  84030. return this.onTrackpadValuesChangedObservable;
  84031. },
  84032. enumerable: true,
  84033. configurable: true
  84034. });
  84035. WindowsMotionController.prototype._updateTrackpad = function () {
  84036. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  84037. this.trackpad.x = this.browserGamepad["axes"][2];
  84038. this.trackpad.y = this.browserGamepad["axes"][3];
  84039. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  84040. }
  84041. };
  84042. /**
  84043. * Called once per frame by the engine.
  84044. */
  84045. WindowsMotionController.prototype.update = function () {
  84046. _super.prototype.update.call(this);
  84047. if (this.browserGamepad.axes) {
  84048. this._updateTrackpad();
  84049. // Only need to animate axes if there is a loaded mesh
  84050. if (this._loadedMeshInfo) {
  84051. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  84052. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  84053. }
  84054. }
  84055. }
  84056. };
  84057. /**
  84058. * Called once for each button that changed state since the last frame
  84059. * @param buttonIdx Which button index changed
  84060. * @param state New state of the button
  84061. * @param changes Which properties on the state changed since last frame
  84062. */
  84063. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84064. var buttonName = this._mapping.buttons[buttonIdx];
  84065. if (!buttonName) {
  84066. return;
  84067. }
  84068. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  84069. this._updateTrackpad();
  84070. // Only emit events for buttons that we know how to map from index to name
  84071. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  84072. if (observable) {
  84073. observable.notifyObservers(state);
  84074. }
  84075. this._lerpButtonTransform(buttonName, state.value);
  84076. };
  84077. /**
  84078. * Moves the buttons on the controller mesh based on their current state
  84079. * @param buttonName the name of the button to move
  84080. * @param buttonValue the value of the button which determines the buttons new position
  84081. */
  84082. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  84083. // If there is no loaded mesh, there is nothing to transform.
  84084. if (!this._loadedMeshInfo) {
  84085. return;
  84086. }
  84087. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  84088. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84089. return;
  84090. }
  84091. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  84092. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  84093. };
  84094. /**
  84095. * Moves the axis on the controller mesh based on its current state
  84096. * @param axis the index of the axis
  84097. * @param axisValue the value of the axis which determines the meshes new position
  84098. * @hidden
  84099. */
  84100. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  84101. if (!this._loadedMeshInfo) {
  84102. return;
  84103. }
  84104. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  84105. if (!meshInfo) {
  84106. return;
  84107. }
  84108. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84109. return;
  84110. }
  84111. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  84112. var lerpValue = axisValue * 0.5 + 0.5;
  84113. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  84114. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  84115. };
  84116. /**
  84117. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84118. * @param scene scene in which to add meshes
  84119. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84120. */
  84121. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  84122. var _this = this;
  84123. if (forceDefault === void 0) { forceDefault = false; }
  84124. var path;
  84125. var filename;
  84126. // Checking if GLB loader is present
  84127. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  84128. // Determine the device specific folder based on the ID suffix
  84129. var device = 'default';
  84130. if (this.id && !forceDefault) {
  84131. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  84132. device = ((match && match[0]) || device);
  84133. }
  84134. // Hand
  84135. if (this.hand === 'left') {
  84136. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  84137. }
  84138. else { // Right is the default if no hand is specified
  84139. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  84140. }
  84141. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  84142. }
  84143. else {
  84144. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  84145. path = BABYLON.GenericController.MODEL_BASE_URL;
  84146. filename = BABYLON.GenericController.MODEL_FILENAME;
  84147. }
  84148. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  84149. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  84150. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  84151. if (!_this._loadedMeshInfo) {
  84152. return;
  84153. }
  84154. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  84155. _this.attachToMesh(_this._defaultModel);
  84156. if (meshLoaded) {
  84157. meshLoaded(_this._defaultModel);
  84158. }
  84159. }, null, function (scene, message) {
  84160. BABYLON.Tools.Log(message);
  84161. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  84162. if (!forceDefault) {
  84163. _this.initControllerMesh(scene, meshLoaded, true);
  84164. }
  84165. });
  84166. };
  84167. /**
  84168. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84169. * can be transformed by button presses and axes values, based on this._mapping.
  84170. *
  84171. * @param scene scene in which the meshes exist
  84172. * @param meshes list of meshes that make up the controller model to process
  84173. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84174. */
  84175. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84176. var loadedMeshInfo = null;
  84177. // Create a new mesh to contain the glTF hierarchy
  84178. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84179. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84180. var childMesh = null;
  84181. for (var i = 0; i < meshes.length; i++) {
  84182. var mesh = meshes[i];
  84183. if (!mesh.parent) {
  84184. // Exclude controller meshes from picking results
  84185. mesh.isPickable = false;
  84186. // Handle root node, attach to the new parentMesh
  84187. childMesh = mesh;
  84188. break;
  84189. }
  84190. }
  84191. if (childMesh) {
  84192. childMesh.setParent(parentMesh);
  84193. // Create our mesh info. Note that this method will always return non-null.
  84194. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84195. }
  84196. else {
  84197. BABYLON.Tools.Warn('Could not find root node in model file.');
  84198. }
  84199. return loadedMeshInfo;
  84200. };
  84201. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84202. var loadedMeshInfo = new LoadedMeshInfo();
  84203. var i;
  84204. loadedMeshInfo.rootNode = rootNode;
  84205. // Reset the caches
  84206. loadedMeshInfo.buttonMeshes = {};
  84207. loadedMeshInfo.axisMeshes = {};
  84208. // Button Meshes
  84209. for (i = 0; i < this._mapping.buttons.length; i++) {
  84210. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84211. if (!buttonMeshName) {
  84212. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84213. continue;
  84214. }
  84215. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84216. if (!buttonMesh) {
  84217. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84218. continue;
  84219. }
  84220. var buttonMeshInfo = {
  84221. index: i,
  84222. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84223. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84224. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84225. };
  84226. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84227. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84228. }
  84229. else {
  84230. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84231. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84232. '(VALUE: ' + !!buttonMeshInfo.value +
  84233. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84234. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84235. ')');
  84236. }
  84237. }
  84238. // Axis Meshes
  84239. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84240. var axisMeshName = this._mapping.axisMeshNames[i];
  84241. if (!axisMeshName) {
  84242. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84243. continue;
  84244. }
  84245. var axisMesh = getChildByName(rootNode, axisMeshName);
  84246. if (!axisMesh) {
  84247. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84248. continue;
  84249. }
  84250. var axisMeshInfo = {
  84251. index: i,
  84252. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84253. min: getImmediateChildByName(axisMesh, 'MIN'),
  84254. max: getImmediateChildByName(axisMesh, 'MAX')
  84255. };
  84256. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84257. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84258. }
  84259. else {
  84260. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84261. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84262. '(VALUE: ' + !!axisMeshInfo.value +
  84263. ', MIN: ' + !!axisMeshInfo.min +
  84264. ', MAX:' + !!axisMeshInfo.max +
  84265. ')');
  84266. }
  84267. }
  84268. // Pointing Ray
  84269. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84270. if (!loadedMeshInfo.pointingPoseNode) {
  84271. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84272. }
  84273. else {
  84274. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84275. }
  84276. return loadedMeshInfo;
  84277. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84278. function getChildByName(node, name) {
  84279. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84280. }
  84281. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84282. function getImmediateChildByName(node, name) {
  84283. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84284. }
  84285. };
  84286. /**
  84287. * Gets the ray of the controller in the direction the controller is pointing
  84288. * @param length the length the resulting ray should be
  84289. * @returns a ray in the direction the controller is pointing
  84290. */
  84291. WindowsMotionController.prototype.getForwardRay = function (length) {
  84292. if (length === void 0) { length = 100; }
  84293. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84294. return _super.prototype.getForwardRay.call(this, length);
  84295. }
  84296. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84297. var origin = m.getTranslation();
  84298. var forward = new BABYLON.Vector3(0, 0, -1);
  84299. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84300. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84301. return new BABYLON.Ray(origin, direction, length);
  84302. };
  84303. /**
  84304. * Disposes of the controller
  84305. */
  84306. WindowsMotionController.prototype.dispose = function () {
  84307. _super.prototype.dispose.call(this);
  84308. this.onTrackpadChangedObservable.clear();
  84309. };
  84310. /**
  84311. * The base url used to load the left and right controller models
  84312. */
  84313. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84314. /**
  84315. * The name of the left controller model file
  84316. */
  84317. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84318. /**
  84319. * The name of the right controller model file
  84320. */
  84321. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84322. /**
  84323. * The controller name prefix for this controller type
  84324. */
  84325. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84326. /**
  84327. * The controller id pattern for this controller type
  84328. */
  84329. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84330. return WindowsMotionController;
  84331. }(BABYLON.WebVRController));
  84332. BABYLON.WindowsMotionController = WindowsMotionController;
  84333. })(BABYLON || (BABYLON = {}));
  84334. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84335. var BABYLON;
  84336. (function (BABYLON) {
  84337. /**
  84338. * Gear VR Controller
  84339. */
  84340. var GearVRController = /** @class */ (function (_super) {
  84341. __extends(GearVRController, _super);
  84342. /**
  84343. * Creates a new GearVRController from a gamepad
  84344. * @param vrGamepad the gamepad that the controller should be created from
  84345. */
  84346. function GearVRController(vrGamepad) {
  84347. var _this = _super.call(this, vrGamepad) || this;
  84348. _this._buttonIndexToObservableNameMap = [
  84349. 'onTrackpadChangedObservable',
  84350. 'onTriggerStateChangedObservable' // Trigger
  84351. ];
  84352. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84353. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84354. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84355. _this._disableTrackPosition(_this._calculatedPosition);
  84356. return _this;
  84357. }
  84358. /**
  84359. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84360. * @param scene scene in which to add meshes
  84361. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84362. */
  84363. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84364. var _this = this;
  84365. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84366. // Offset the controller so it will rotate around the users wrist
  84367. var mesh = new BABYLON.Mesh("", scene);
  84368. newMeshes[1].parent = mesh;
  84369. newMeshes[1].position.z = -0.15;
  84370. _this._defaultModel = mesh;
  84371. _this.attachToMesh(_this._defaultModel);
  84372. if (meshLoaded) {
  84373. meshLoaded(_this._defaultModel);
  84374. }
  84375. });
  84376. };
  84377. /**
  84378. * Called once for each button that changed state since the last frame
  84379. * @param buttonIdx Which button index changed
  84380. * @param state New state of the button
  84381. * @param changes Which properties on the state changed since last frame
  84382. */
  84383. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84384. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84385. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84386. // Only emit events for buttons that we know how to map from index to observable
  84387. var observable = this[observableName];
  84388. if (observable) {
  84389. observable.notifyObservers(state);
  84390. }
  84391. }
  84392. };
  84393. /**
  84394. * Base Url for the controller model.
  84395. */
  84396. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84397. /**
  84398. * File name for the controller model.
  84399. */
  84400. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84401. /**
  84402. * Gamepad Id prefix used to identify this controller.
  84403. */
  84404. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84405. return GearVRController;
  84406. }(BABYLON.WebVRController));
  84407. BABYLON.GearVRController = GearVRController;
  84408. })(BABYLON || (BABYLON = {}));
  84409. //# sourceMappingURL=babylon.gearVRController.js.map
  84410. var BABYLON;
  84411. (function (BABYLON) {
  84412. /**
  84413. * Google Daydream controller
  84414. */
  84415. var DaydreamController = /** @class */ (function (_super) {
  84416. __extends(DaydreamController, _super);
  84417. /**
  84418. * Creates a new DaydreamController from a gamepad
  84419. * @param vrGamepad the gamepad that the controller should be created from
  84420. */
  84421. function DaydreamController(vrGamepad) {
  84422. var _this = _super.call(this, vrGamepad) || this;
  84423. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84424. return _this;
  84425. }
  84426. /**
  84427. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84428. * @param scene scene in which to add meshes
  84429. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84430. */
  84431. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84432. var _this = this;
  84433. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84434. _this._defaultModel = newMeshes[1];
  84435. _this.attachToMesh(_this._defaultModel);
  84436. if (meshLoaded) {
  84437. meshLoaded(_this._defaultModel);
  84438. }
  84439. });
  84440. };
  84441. /**
  84442. * Called once for each button that changed state since the last frame
  84443. * @param buttonIdx Which button index changed
  84444. * @param state New state of the button
  84445. * @param changes Which properties on the state changed since last frame
  84446. */
  84447. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84448. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84449. if (buttonIdx === 0) {
  84450. var observable = this.onTriggerStateChangedObservable;
  84451. if (observable) {
  84452. observable.notifyObservers(state);
  84453. }
  84454. }
  84455. else {
  84456. // If the app or home buttons are ever made available
  84457. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84458. }
  84459. };
  84460. /**
  84461. * Base Url for the controller model.
  84462. */
  84463. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84464. /**
  84465. * File name for the controller model.
  84466. */
  84467. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84468. /**
  84469. * Gamepad Id prefix used to identify Daydream Controller.
  84470. */
  84471. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84472. return DaydreamController;
  84473. }(BABYLON.WebVRController));
  84474. BABYLON.DaydreamController = DaydreamController;
  84475. })(BABYLON || (BABYLON = {}));
  84476. //# sourceMappingURL=babylon.daydreamController.js.map
  84477. var BABYLON;
  84478. (function (BABYLON) {
  84479. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84480. get: function () {
  84481. if (!this._gamepadManager) {
  84482. this._gamepadManager = new BABYLON.GamepadManager(this);
  84483. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84484. if (!component) {
  84485. component = new GamepadSystemSceneComponent(this);
  84486. this._addComponent(component);
  84487. }
  84488. }
  84489. return this._gamepadManager;
  84490. },
  84491. enumerable: true,
  84492. configurable: true
  84493. });
  84494. /**
  84495. * Adds a gamepad to the free camera inputs manager
  84496. */
  84497. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84498. this.add(new BABYLON.FreeCameraGamepadInput());
  84499. return this;
  84500. };
  84501. /**
  84502. * Adds a gamepad to the arc rotate camera inputs manager
  84503. */
  84504. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84505. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84506. return this;
  84507. };
  84508. /**
  84509. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84510. */
  84511. var GamepadSystemSceneComponent = /** @class */ (function () {
  84512. /**
  84513. * Creates a new instance of the component for the given scene
  84514. * @param scene Defines the scene to register the component in
  84515. */
  84516. function GamepadSystemSceneComponent(scene) {
  84517. /**
  84518. * The component name helpfull to identify the component in the list of scene components.
  84519. */
  84520. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84521. this.scene = scene;
  84522. }
  84523. /**
  84524. * Registers the component in a given scene
  84525. */
  84526. GamepadSystemSceneComponent.prototype.register = function () {
  84527. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84528. };
  84529. /**
  84530. * Rebuilds the elements related to this component in case of
  84531. * context lost for instance.
  84532. */
  84533. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84534. // Nothing to do for gamepads
  84535. };
  84536. /**
  84537. * Disposes the component and the associated ressources
  84538. */
  84539. GamepadSystemSceneComponent.prototype.dispose = function () {
  84540. var gamepadManager = this.scene._gamepadManager;
  84541. if (gamepadManager) {
  84542. gamepadManager.dispose();
  84543. this.scene._gamepadManager = null;
  84544. }
  84545. };
  84546. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84547. var gamepadManager = this.scene._gamepadManager;
  84548. if (gamepadManager && gamepadManager._isMonitoring) {
  84549. gamepadManager._checkGamepadsStatus();
  84550. }
  84551. };
  84552. return GamepadSystemSceneComponent;
  84553. }());
  84554. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84555. })(BABYLON || (BABYLON = {}));
  84556. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84557. var BABYLON;
  84558. (function (BABYLON) {
  84559. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84560. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84561. });
  84562. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84563. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84564. });
  84565. /**
  84566. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84567. * an arc rotate version arcFollowCamera are available.
  84568. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84569. */
  84570. var FollowCamera = /** @class */ (function (_super) {
  84571. __extends(FollowCamera, _super);
  84572. /**
  84573. * Instantiates the follow camera.
  84574. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84575. * @param name Define the name of the camera in the scene
  84576. * @param position Define the position of the camera
  84577. * @param scene Define the scene the camera belong to
  84578. * @param lockedTarget Define the target of the camera
  84579. */
  84580. function FollowCamera(name, position, scene, lockedTarget) {
  84581. if (lockedTarget === void 0) { lockedTarget = null; }
  84582. var _this = _super.call(this, name, position, scene) || this;
  84583. /**
  84584. * Distance the follow camera should follow an object at
  84585. */
  84586. _this.radius = 12;
  84587. /**
  84588. * Define a rotation offset between the camera and the object it follows
  84589. */
  84590. _this.rotationOffset = 0;
  84591. /**
  84592. * Define a height offset between the camera and the object it follows.
  84593. * It can help following an object from the top (like a car chaing a plane)
  84594. */
  84595. _this.heightOffset = 4;
  84596. /**
  84597. * Define how fast the camera can accelerate to follow it s target.
  84598. */
  84599. _this.cameraAcceleration = 0.05;
  84600. /**
  84601. * Define the speed limit of the camera following an object.
  84602. */
  84603. _this.maxCameraSpeed = 20;
  84604. _this.lockedTarget = lockedTarget;
  84605. return _this;
  84606. }
  84607. FollowCamera.prototype._follow = function (cameraTarget) {
  84608. if (!cameraTarget) {
  84609. return;
  84610. }
  84611. var yRotation;
  84612. if (cameraTarget.rotationQuaternion) {
  84613. var rotMatrix = new BABYLON.Matrix();
  84614. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84615. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84616. }
  84617. else {
  84618. yRotation = cameraTarget.rotation.y;
  84619. }
  84620. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84621. var targetPosition = cameraTarget.getAbsolutePosition();
  84622. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84623. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84624. var dx = targetX - this.position.x;
  84625. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84626. var dz = (targetZ) - this.position.z;
  84627. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84628. var vy = dy * this.cameraAcceleration;
  84629. var vz = dz * this.cameraAcceleration * 2;
  84630. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84631. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84632. }
  84633. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84634. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84635. }
  84636. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84637. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84638. }
  84639. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84640. this.setTarget(targetPosition);
  84641. };
  84642. /** @hidden */
  84643. FollowCamera.prototype._checkInputs = function () {
  84644. _super.prototype._checkInputs.call(this);
  84645. if (this.lockedTarget) {
  84646. this._follow(this.lockedTarget);
  84647. }
  84648. };
  84649. /**
  84650. * Gets the camera class name.
  84651. * @returns the class name
  84652. */
  84653. FollowCamera.prototype.getClassName = function () {
  84654. return "FollowCamera";
  84655. };
  84656. __decorate([
  84657. BABYLON.serialize()
  84658. ], FollowCamera.prototype, "radius", void 0);
  84659. __decorate([
  84660. BABYLON.serialize()
  84661. ], FollowCamera.prototype, "rotationOffset", void 0);
  84662. __decorate([
  84663. BABYLON.serialize()
  84664. ], FollowCamera.prototype, "heightOffset", void 0);
  84665. __decorate([
  84666. BABYLON.serialize()
  84667. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84668. __decorate([
  84669. BABYLON.serialize()
  84670. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84671. __decorate([
  84672. BABYLON.serializeAsMeshReference("lockedTargetId")
  84673. ], FollowCamera.prototype, "lockedTarget", void 0);
  84674. return FollowCamera;
  84675. }(BABYLON.TargetCamera));
  84676. BABYLON.FollowCamera = FollowCamera;
  84677. /**
  84678. * Arc Rotate version of the follow camera.
  84679. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84680. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84681. */
  84682. var ArcFollowCamera = /** @class */ (function (_super) {
  84683. __extends(ArcFollowCamera, _super);
  84684. /**
  84685. * Instantiates a new ArcFollowCamera
  84686. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84687. * @param name Define the name of the camera
  84688. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84689. * @param beta Define the rotation angle of the camera around the elevation axis
  84690. * @param radius Define the radius of the camera from its target point
  84691. * @param target Define the target of the camera
  84692. * @param scene Define the scene the camera belongs to
  84693. */
  84694. function ArcFollowCamera(name,
  84695. /** The longitudinal angle of the camera */
  84696. alpha,
  84697. /** The latitudinal angle of the camera */
  84698. beta,
  84699. /** The radius of the camera from its target */
  84700. radius,
  84701. /** Define the camera target (the messh it should follow) */
  84702. target, scene) {
  84703. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84704. _this.alpha = alpha;
  84705. _this.beta = beta;
  84706. _this.radius = radius;
  84707. _this.target = target;
  84708. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84709. _this._follow();
  84710. return _this;
  84711. }
  84712. ArcFollowCamera.prototype._follow = function () {
  84713. if (!this.target) {
  84714. return;
  84715. }
  84716. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84717. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84718. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84719. var targetPosition = this.target.getAbsolutePosition();
  84720. this.position = targetPosition.add(this._cartesianCoordinates);
  84721. this.setTarget(targetPosition);
  84722. };
  84723. /** @hidden */
  84724. ArcFollowCamera.prototype._checkInputs = function () {
  84725. _super.prototype._checkInputs.call(this);
  84726. this._follow();
  84727. };
  84728. /**
  84729. * Returns the class name of the object.
  84730. * It is mostly used internally for serialization purposes.
  84731. */
  84732. ArcFollowCamera.prototype.getClassName = function () {
  84733. return "ArcFollowCamera";
  84734. };
  84735. return ArcFollowCamera;
  84736. }(BABYLON.TargetCamera));
  84737. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84738. })(BABYLON || (BABYLON = {}));
  84739. //# sourceMappingURL=babylon.followCamera.js.map
  84740. var BABYLON;
  84741. (function (BABYLON) {
  84742. /**
  84743. * 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,
  84744. * which still works and will still be found in many Playgrounds.
  84745. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84746. */
  84747. var UniversalCamera = /** @class */ (function (_super) {
  84748. __extends(UniversalCamera, _super);
  84749. /**
  84750. * 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,
  84751. * which still works and will still be found in many Playgrounds.
  84752. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84753. * @param name Define the name of the camera in the scene
  84754. * @param position Define the start position of the camera in the scene
  84755. * @param scene Define the scene the camera belongs to
  84756. */
  84757. function UniversalCamera(name, position, scene) {
  84758. var _this = _super.call(this, name, position, scene) || this;
  84759. _this.inputs.addGamepad();
  84760. return _this;
  84761. }
  84762. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84763. /**
  84764. * Defines the gamepad rotation sensiblity.
  84765. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84766. */
  84767. get: function () {
  84768. var gamepad = this.inputs.attached["gamepad"];
  84769. if (gamepad) {
  84770. return gamepad.gamepadAngularSensibility;
  84771. }
  84772. return 0;
  84773. },
  84774. set: function (value) {
  84775. var gamepad = this.inputs.attached["gamepad"];
  84776. if (gamepad) {
  84777. gamepad.gamepadAngularSensibility = value;
  84778. }
  84779. },
  84780. enumerable: true,
  84781. configurable: true
  84782. });
  84783. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84784. /**
  84785. * Defines the gamepad move sensiblity.
  84786. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84787. */
  84788. get: function () {
  84789. var gamepad = this.inputs.attached["gamepad"];
  84790. if (gamepad) {
  84791. return gamepad.gamepadMoveSensibility;
  84792. }
  84793. return 0;
  84794. },
  84795. set: function (value) {
  84796. var gamepad = this.inputs.attached["gamepad"];
  84797. if (gamepad) {
  84798. gamepad.gamepadMoveSensibility = value;
  84799. }
  84800. },
  84801. enumerable: true,
  84802. configurable: true
  84803. });
  84804. /**
  84805. * Gets the current object class name.
  84806. * @return the class name
  84807. */
  84808. UniversalCamera.prototype.getClassName = function () {
  84809. return "UniversalCamera";
  84810. };
  84811. return UniversalCamera;
  84812. }(BABYLON.TouchCamera));
  84813. BABYLON.UniversalCamera = UniversalCamera;
  84814. })(BABYLON || (BABYLON = {}));
  84815. //# sourceMappingURL=babylon.universalCamera.js.map
  84816. var BABYLON;
  84817. (function (BABYLON) {
  84818. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84819. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84820. });
  84821. /**
  84822. * This represents a FPS type of camera. This is only here for back compat purpose.
  84823. * Please use the UniversalCamera instead as both are identical.
  84824. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84825. */
  84826. var GamepadCamera = /** @class */ (function (_super) {
  84827. __extends(GamepadCamera, _super);
  84828. /**
  84829. * Instantiates a new Gamepad Camera
  84830. * This represents a FPS type of camera. This is only here for back compat purpose.
  84831. * Please use the UniversalCamera instead as both are identical.
  84832. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84833. * @param name Define the name of the camera in the scene
  84834. * @param position Define the start position of the camera in the scene
  84835. * @param scene Define the scene the camera belongs to
  84836. */
  84837. function GamepadCamera(name, position, scene) {
  84838. return _super.call(this, name, position, scene) || this;
  84839. }
  84840. /**
  84841. * Gets the current object class name.
  84842. * @return the class name
  84843. */
  84844. GamepadCamera.prototype.getClassName = function () {
  84845. return "GamepadCamera";
  84846. };
  84847. return GamepadCamera;
  84848. }(BABYLON.UniversalCamera));
  84849. BABYLON.GamepadCamera = GamepadCamera;
  84850. })(BABYLON || (BABYLON = {}));
  84851. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84852. var BABYLON;
  84853. (function (BABYLON) {
  84854. /**
  84855. * PostProcessRenderPipelineManager class
  84856. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84857. */
  84858. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84859. /**
  84860. * Initializes a PostProcessRenderPipelineManager
  84861. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84862. */
  84863. function PostProcessRenderPipelineManager() {
  84864. this._renderPipelines = {};
  84865. }
  84866. /**
  84867. * Adds a pipeline to the manager
  84868. * @param renderPipeline The pipeline to add
  84869. */
  84870. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84871. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84872. };
  84873. /**
  84874. * Attaches a camera to the pipeline
  84875. * @param renderPipelineName The name of the pipeline to attach to
  84876. * @param cameras the camera to attach
  84877. * @param unique if the camera can be attached multiple times to the pipeline
  84878. */
  84879. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84880. if (unique === void 0) { unique = false; }
  84881. var renderPipeline = this._renderPipelines[renderPipelineName];
  84882. if (!renderPipeline) {
  84883. return;
  84884. }
  84885. renderPipeline._attachCameras(cameras, unique);
  84886. };
  84887. /**
  84888. * Detaches a camera from the pipeline
  84889. * @param renderPipelineName The name of the pipeline to detach from
  84890. * @param cameras the camera to detach
  84891. */
  84892. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84893. var renderPipeline = this._renderPipelines[renderPipelineName];
  84894. if (!renderPipeline) {
  84895. return;
  84896. }
  84897. renderPipeline._detachCameras(cameras);
  84898. };
  84899. /**
  84900. * Enables an effect by name on a pipeline
  84901. * @param renderPipelineName the name of the pipeline to enable the effect in
  84902. * @param renderEffectName the name of the effect to enable
  84903. * @param cameras the cameras that the effect should be enabled on
  84904. */
  84905. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84906. var renderPipeline = this._renderPipelines[renderPipelineName];
  84907. if (!renderPipeline) {
  84908. return;
  84909. }
  84910. renderPipeline._enableEffect(renderEffectName, cameras);
  84911. };
  84912. /**
  84913. * Disables an effect by name on a pipeline
  84914. * @param renderPipelineName the name of the pipeline to disable the effect in
  84915. * @param renderEffectName the name of the effect to disable
  84916. * @param cameras the cameras that the effect should be disabled on
  84917. */
  84918. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84919. var renderPipeline = this._renderPipelines[renderPipelineName];
  84920. if (!renderPipeline) {
  84921. return;
  84922. }
  84923. renderPipeline._disableEffect(renderEffectName, cameras);
  84924. };
  84925. /**
  84926. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84927. */
  84928. PostProcessRenderPipelineManager.prototype.update = function () {
  84929. for (var renderPipelineName in this._renderPipelines) {
  84930. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84931. var pipeline = this._renderPipelines[renderPipelineName];
  84932. if (!pipeline.isSupported) {
  84933. pipeline.dispose();
  84934. delete this._renderPipelines[renderPipelineName];
  84935. }
  84936. else {
  84937. pipeline._update();
  84938. }
  84939. }
  84940. }
  84941. };
  84942. /** @hidden */
  84943. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84944. for (var renderPipelineName in this._renderPipelines) {
  84945. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84946. var pipeline = this._renderPipelines[renderPipelineName];
  84947. pipeline._rebuild();
  84948. }
  84949. }
  84950. };
  84951. /**
  84952. * Disposes of the manager and pipelines
  84953. */
  84954. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84955. for (var renderPipelineName in this._renderPipelines) {
  84956. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84957. var pipeline = this._renderPipelines[renderPipelineName];
  84958. pipeline.dispose();
  84959. }
  84960. }
  84961. };
  84962. return PostProcessRenderPipelineManager;
  84963. }());
  84964. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84965. })(BABYLON || (BABYLON = {}));
  84966. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84967. var BABYLON;
  84968. (function (BABYLON) {
  84969. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84970. get: function () {
  84971. if (!this._postProcessRenderPipelineManager) {
  84972. // Register the G Buffer component to the scene.
  84973. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84974. if (!component) {
  84975. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84976. this._addComponent(component);
  84977. }
  84978. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84979. }
  84980. return this._postProcessRenderPipelineManager;
  84981. },
  84982. enumerable: true,
  84983. configurable: true
  84984. });
  84985. /**
  84986. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84987. */
  84988. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84989. /**
  84990. * Creates a new instance of the component for the given scene
  84991. * @param scene Defines the scene to register the component in
  84992. */
  84993. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84994. /**
  84995. * The component name helpfull to identify the component in the list of scene components.
  84996. */
  84997. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84998. this.scene = scene;
  84999. }
  85000. /**
  85001. * Registers the component in a given scene
  85002. */
  85003. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  85004. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  85005. };
  85006. /**
  85007. * Rebuilds the elements related to this component in case of
  85008. * context lost for instance.
  85009. */
  85010. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  85011. if (this.scene._postProcessRenderPipelineManager) {
  85012. this.scene._postProcessRenderPipelineManager._rebuild();
  85013. }
  85014. };
  85015. /**
  85016. * Disposes the component and the associated ressources
  85017. */
  85018. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  85019. if (this.scene._postProcessRenderPipelineManager) {
  85020. this.scene._postProcessRenderPipelineManager.dispose();
  85021. }
  85022. };
  85023. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85024. if (this.scene._postProcessRenderPipelineManager) {
  85025. this.scene._postProcessRenderPipelineManager.update();
  85026. }
  85027. };
  85028. return PostProcessRenderPipelineManagerSceneComponent;
  85029. }());
  85030. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  85031. })(BABYLON || (BABYLON = {}));
  85032. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  85033. var BABYLON;
  85034. (function (BABYLON) {
  85035. /**
  85036. * This represents a set of one or more post processes in Babylon.
  85037. * A post process can be used to apply a shader to a texture after it is rendered.
  85038. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85039. */
  85040. var PostProcessRenderEffect = /** @class */ (function () {
  85041. /**
  85042. * Instantiates a post process render effect.
  85043. * A post process can be used to apply a shader to a texture after it is rendered.
  85044. * @param engine The engine the effect is tied to
  85045. * @param name The name of the effect
  85046. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  85047. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  85048. */
  85049. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  85050. this._name = name;
  85051. this._singleInstance = singleInstance || true;
  85052. this._getPostProcesses = getPostProcesses;
  85053. this._cameras = {};
  85054. this._indicesForCamera = {};
  85055. this._postProcesses = {};
  85056. }
  85057. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  85058. /**
  85059. * Checks if all the post processes in the effect are supported.
  85060. */
  85061. get: function () {
  85062. for (var index in this._postProcesses) {
  85063. if (this._postProcesses.hasOwnProperty(index)) {
  85064. var pps = this._postProcesses[index];
  85065. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  85066. if (!pps[ppIndex].isSupported) {
  85067. return false;
  85068. }
  85069. }
  85070. }
  85071. }
  85072. return true;
  85073. },
  85074. enumerable: true,
  85075. configurable: true
  85076. });
  85077. /**
  85078. * Updates the current state of the effect
  85079. * @hidden
  85080. */
  85081. PostProcessRenderEffect.prototype._update = function () {
  85082. };
  85083. /**
  85084. * Attaches the effect on cameras
  85085. * @param cameras The camera to attach to.
  85086. * @hidden
  85087. */
  85088. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  85089. var _this = this;
  85090. var cameraKey;
  85091. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85092. if (!cams) {
  85093. return;
  85094. }
  85095. for (var i = 0; i < cams.length; i++) {
  85096. var camera = cams[i];
  85097. var cameraName = camera.name;
  85098. if (this._singleInstance) {
  85099. cameraKey = 0;
  85100. }
  85101. else {
  85102. cameraKey = cameraName;
  85103. }
  85104. if (!this._postProcesses[cameraKey]) {
  85105. var postProcess = this._getPostProcesses();
  85106. if (postProcess) {
  85107. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  85108. }
  85109. }
  85110. if (!this._indicesForCamera[cameraName]) {
  85111. this._indicesForCamera[cameraName] = [];
  85112. }
  85113. this._postProcesses[cameraKey].forEach(function (postProcess) {
  85114. var index = camera.attachPostProcess(postProcess);
  85115. _this._indicesForCamera[cameraName].push(index);
  85116. });
  85117. if (!this._cameras[cameraName]) {
  85118. this._cameras[cameraName] = camera;
  85119. }
  85120. }
  85121. };
  85122. /**
  85123. * Detatches the effect on cameras
  85124. * @param cameras The camera to detatch from.
  85125. * @hidden
  85126. */
  85127. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  85128. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85129. if (!cams) {
  85130. return;
  85131. }
  85132. for (var i = 0; i < cams.length; i++) {
  85133. var camera = cams[i];
  85134. var cameraName = camera.name;
  85135. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  85136. if (postProcesses) {
  85137. postProcesses.forEach(function (postProcess) {
  85138. camera.detachPostProcess(postProcess);
  85139. });
  85140. }
  85141. if (this._cameras[cameraName]) {
  85142. this._cameras[cameraName] = null;
  85143. }
  85144. }
  85145. };
  85146. /**
  85147. * Enables the effect on given cameras
  85148. * @param cameras The camera to enable.
  85149. * @hidden
  85150. */
  85151. PostProcessRenderEffect.prototype._enable = function (cameras) {
  85152. var _this = this;
  85153. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85154. if (!cams) {
  85155. return;
  85156. }
  85157. for (var i = 0; i < cams.length; i++) {
  85158. var camera = cams[i];
  85159. var cameraName = camera.name;
  85160. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  85161. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  85162. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85163. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85164. });
  85165. }
  85166. }
  85167. }
  85168. };
  85169. /**
  85170. * Disables the effect on the given cameras
  85171. * @param cameras The camera to disable.
  85172. * @hidden
  85173. */
  85174. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85175. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85176. if (!cams) {
  85177. return;
  85178. }
  85179. for (var i = 0; i < cams.length; i++) {
  85180. var camera = cams[i];
  85181. var cameraName = camera.name;
  85182. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85183. camera.detachPostProcess(postProcess);
  85184. });
  85185. }
  85186. };
  85187. /**
  85188. * Gets a list of the post processes contained in the effect.
  85189. * @param camera The camera to get the post processes on.
  85190. * @returns The list of the post processes in the effect.
  85191. */
  85192. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85193. if (this._singleInstance) {
  85194. return this._postProcesses[0];
  85195. }
  85196. else {
  85197. if (!camera) {
  85198. return null;
  85199. }
  85200. return this._postProcesses[camera.name];
  85201. }
  85202. };
  85203. return PostProcessRenderEffect;
  85204. }());
  85205. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85206. })(BABYLON || (BABYLON = {}));
  85207. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85208. var BABYLON;
  85209. (function (BABYLON) {
  85210. /**
  85211. * PostProcessRenderPipeline
  85212. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85213. */
  85214. var PostProcessRenderPipeline = /** @class */ (function () {
  85215. /**
  85216. * Initializes a PostProcessRenderPipeline
  85217. * @param engine engine to add the pipeline to
  85218. * @param name name of the pipeline
  85219. */
  85220. function PostProcessRenderPipeline(engine, name) {
  85221. this.engine = engine;
  85222. this._name = name;
  85223. this._renderEffects = {};
  85224. this._renderEffectsForIsolatedPass = new Array();
  85225. this._cameras = [];
  85226. }
  85227. /**
  85228. * "PostProcessRenderPipeline"
  85229. * @returns "PostProcessRenderPipeline"
  85230. */
  85231. PostProcessRenderPipeline.prototype.getClassName = function () {
  85232. return "PostProcessRenderPipeline";
  85233. };
  85234. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85235. /**
  85236. * If all the render effects in the pipeline are support
  85237. */
  85238. get: function () {
  85239. for (var renderEffectName in this._renderEffects) {
  85240. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85241. if (!this._renderEffects[renderEffectName].isSupported) {
  85242. return false;
  85243. }
  85244. }
  85245. }
  85246. return true;
  85247. },
  85248. enumerable: true,
  85249. configurable: true
  85250. });
  85251. /**
  85252. * Adds an effect to the pipeline
  85253. * @param renderEffect the effect to add
  85254. */
  85255. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85256. this._renderEffects[renderEffect._name] = renderEffect;
  85257. };
  85258. // private
  85259. /** @hidden */
  85260. PostProcessRenderPipeline.prototype._rebuild = function () {
  85261. };
  85262. /** @hidden */
  85263. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85264. var renderEffects = this._renderEffects[renderEffectName];
  85265. if (!renderEffects) {
  85266. return;
  85267. }
  85268. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85269. };
  85270. /** @hidden */
  85271. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85272. var renderEffects = this._renderEffects[renderEffectName];
  85273. if (!renderEffects) {
  85274. return;
  85275. }
  85276. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85277. };
  85278. /** @hidden */
  85279. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85280. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85281. if (!cams) {
  85282. return;
  85283. }
  85284. var indicesToDelete = [];
  85285. var i;
  85286. for (i = 0; i < cams.length; i++) {
  85287. var camera = cams[i];
  85288. var cameraName = camera.name;
  85289. if (this._cameras.indexOf(camera) === -1) {
  85290. this._cameras[cameraName] = camera;
  85291. }
  85292. else if (unique) {
  85293. indicesToDelete.push(i);
  85294. }
  85295. }
  85296. for (i = 0; i < indicesToDelete.length; i++) {
  85297. cameras.splice(indicesToDelete[i], 1);
  85298. }
  85299. for (var renderEffectName in this._renderEffects) {
  85300. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85301. this._renderEffects[renderEffectName]._attachCameras(cams);
  85302. }
  85303. }
  85304. };
  85305. /** @hidden */
  85306. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85307. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85308. if (!cams) {
  85309. return;
  85310. }
  85311. for (var renderEffectName in this._renderEffects) {
  85312. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85313. this._renderEffects[renderEffectName]._detachCameras(cams);
  85314. }
  85315. }
  85316. for (var i = 0; i < cams.length; i++) {
  85317. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85318. }
  85319. };
  85320. /** @hidden */
  85321. PostProcessRenderPipeline.prototype._update = function () {
  85322. for (var renderEffectName in this._renderEffects) {
  85323. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85324. this._renderEffects[renderEffectName]._update();
  85325. }
  85326. }
  85327. for (var i = 0; i < this._cameras.length; i++) {
  85328. var cameraName = this._cameras[i].name;
  85329. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85330. this._renderEffectsForIsolatedPass[cameraName]._update();
  85331. }
  85332. }
  85333. };
  85334. /** @hidden */
  85335. PostProcessRenderPipeline.prototype._reset = function () {
  85336. this._renderEffects = {};
  85337. this._renderEffectsForIsolatedPass = new Array();
  85338. };
  85339. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85340. // 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)
  85341. var effectKeys = Object.keys(this._renderEffects);
  85342. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85343. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85344. if (postProcesses) {
  85345. postProcesses[0].samples = sampleCount;
  85346. return true;
  85347. }
  85348. }
  85349. return false;
  85350. };
  85351. /**
  85352. * Disposes of the pipeline
  85353. */
  85354. PostProcessRenderPipeline.prototype.dispose = function () {
  85355. // Must be implemented by children
  85356. };
  85357. __decorate([
  85358. BABYLON.serialize()
  85359. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85360. return PostProcessRenderPipeline;
  85361. }());
  85362. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85363. })(BABYLON || (BABYLON = {}));
  85364. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85365. var BABYLON;
  85366. (function (BABYLON) {
  85367. /**
  85368. * This represents a depth renderer in Babylon.
  85369. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85370. */
  85371. var DepthRenderer = /** @class */ (function () {
  85372. /**
  85373. * Instantiates a depth renderer
  85374. * @param scene The scene the renderer belongs to
  85375. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85376. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85377. */
  85378. function DepthRenderer(scene, type, camera) {
  85379. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85380. if (camera === void 0) { camera = null; }
  85381. var _this = this;
  85382. /**
  85383. * Specifiess that the depth renderer will only be used within
  85384. * the camera it is created for.
  85385. * This can help forcing its rendering during the camera processing.
  85386. */
  85387. this.useOnlyInActiveCamera = false;
  85388. this._scene = scene;
  85389. // Register the G Buffer component to the scene.
  85390. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85391. if (!component) {
  85392. component = new BABYLON.DepthRendererSceneComponent(scene);
  85393. scene._addComponent(component);
  85394. }
  85395. this._camera = camera;
  85396. var engine = scene.getEngine();
  85397. // Render target
  85398. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85399. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85400. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85401. this._depthMap.refreshRate = 1;
  85402. this._depthMap.renderParticles = false;
  85403. this._depthMap.renderList = null;
  85404. // Camera to get depth map from to support multiple concurrent cameras
  85405. this._depthMap.activeCamera = this._camera;
  85406. this._depthMap.ignoreCameraViewport = true;
  85407. this._depthMap.useCameraPostProcesses = false;
  85408. // set default depth value to 1.0 (far away)
  85409. this._depthMap.onClearObservable.add(function (engine) {
  85410. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85411. });
  85412. // Custom render function
  85413. var renderSubMesh = function (subMesh) {
  85414. var mesh = subMesh.getRenderingMesh();
  85415. var scene = _this._scene;
  85416. var engine = scene.getEngine();
  85417. var material = subMesh.getMaterial();
  85418. if (!material) {
  85419. return;
  85420. }
  85421. // Culling and reverse (right handed system)
  85422. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85423. // Managing instances
  85424. var batch = mesh._getInstancesRenderList(subMesh._id);
  85425. if (batch.mustReturn) {
  85426. return;
  85427. }
  85428. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85429. var camera = _this._camera || scene.activeCamera;
  85430. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85431. engine.enableEffect(_this._effect);
  85432. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85433. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85434. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85435. // Alpha test
  85436. if (material && material.needAlphaTesting()) {
  85437. var alphaTexture = material.getAlphaTestTexture();
  85438. if (alphaTexture) {
  85439. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85440. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85441. }
  85442. }
  85443. // Bones
  85444. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85445. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85446. }
  85447. // Draw
  85448. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85449. }
  85450. };
  85451. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85452. var index;
  85453. if (depthOnlySubMeshes.length) {
  85454. engine.setColorWrite(false);
  85455. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85456. renderSubMesh(depthOnlySubMeshes.data[index]);
  85457. }
  85458. engine.setColorWrite(true);
  85459. }
  85460. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85461. renderSubMesh(opaqueSubMeshes.data[index]);
  85462. }
  85463. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85464. renderSubMesh(alphaTestSubMeshes.data[index]);
  85465. }
  85466. };
  85467. }
  85468. /**
  85469. * Creates the depth rendering effect and checks if the effect is ready.
  85470. * @param subMesh The submesh to be used to render the depth map of
  85471. * @param useInstances If multiple world instances should be used
  85472. * @returns if the depth renderer is ready to render the depth map
  85473. */
  85474. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85475. var material = subMesh.getMaterial();
  85476. if (material.disableDepthWrite) {
  85477. return false;
  85478. }
  85479. var defines = [];
  85480. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85481. var mesh = subMesh.getMesh();
  85482. // Alpha test
  85483. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85484. defines.push("#define ALPHATEST");
  85485. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85486. attribs.push(BABYLON.VertexBuffer.UVKind);
  85487. defines.push("#define UV1");
  85488. }
  85489. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85490. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85491. defines.push("#define UV2");
  85492. }
  85493. }
  85494. // Bones
  85495. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85496. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85497. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85498. if (mesh.numBoneInfluencers > 4) {
  85499. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85500. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85501. }
  85502. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85503. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85504. }
  85505. else {
  85506. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85507. }
  85508. // Instances
  85509. if (useInstances) {
  85510. defines.push("#define INSTANCES");
  85511. attribs.push("world0");
  85512. attribs.push("world1");
  85513. attribs.push("world2");
  85514. attribs.push("world3");
  85515. }
  85516. // Get correct effect
  85517. var join = defines.join("\n");
  85518. if (this._cachedDefines !== join) {
  85519. this._cachedDefines = join;
  85520. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85521. }
  85522. return this._effect.isReady();
  85523. };
  85524. /**
  85525. * Gets the texture which the depth map will be written to.
  85526. * @returns The depth map texture
  85527. */
  85528. DepthRenderer.prototype.getDepthMap = function () {
  85529. return this._depthMap;
  85530. };
  85531. /**
  85532. * Disposes of the depth renderer.
  85533. */
  85534. DepthRenderer.prototype.dispose = function () {
  85535. this._depthMap.dispose();
  85536. };
  85537. return DepthRenderer;
  85538. }());
  85539. BABYLON.DepthRenderer = DepthRenderer;
  85540. })(BABYLON || (BABYLON = {}));
  85541. //# sourceMappingURL=babylon.depthRenderer.js.map
  85542. var BABYLON;
  85543. (function (BABYLON) {
  85544. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85545. camera = camera || this.activeCamera;
  85546. if (!camera) {
  85547. throw "No camera available to enable depth renderer";
  85548. }
  85549. if (!this._depthRenderer) {
  85550. this._depthRenderer = {};
  85551. }
  85552. if (!this._depthRenderer[camera.id]) {
  85553. var textureType = 0;
  85554. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85555. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85556. }
  85557. else if (this.getEngine().getCaps().textureFloatRender) {
  85558. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85559. }
  85560. else {
  85561. throw "Depth renderer does not support int texture type";
  85562. }
  85563. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85564. }
  85565. return this._depthRenderer[camera.id];
  85566. };
  85567. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85568. camera = camera || this.activeCamera;
  85569. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85570. return;
  85571. }
  85572. this._depthRenderer[camera.id].dispose();
  85573. delete this._depthRenderer[camera.id];
  85574. };
  85575. /**
  85576. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85577. * in several rendering techniques.
  85578. */
  85579. var DepthRendererSceneComponent = /** @class */ (function () {
  85580. /**
  85581. * Creates a new instance of the component for the given scene
  85582. * @param scene Defines the scene to register the component in
  85583. */
  85584. function DepthRendererSceneComponent(scene) {
  85585. /**
  85586. * The component name helpfull to identify the component in the list of scene components.
  85587. */
  85588. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85589. this.scene = scene;
  85590. }
  85591. /**
  85592. * Registers the component in a given scene
  85593. */
  85594. DepthRendererSceneComponent.prototype.register = function () {
  85595. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85596. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85597. };
  85598. /**
  85599. * Rebuilds the elements related to this component in case of
  85600. * context lost for instance.
  85601. */
  85602. DepthRendererSceneComponent.prototype.rebuild = function () {
  85603. // Nothing to do for this component
  85604. };
  85605. /**
  85606. * Disposes the component and the associated ressources
  85607. */
  85608. DepthRendererSceneComponent.prototype.dispose = function () {
  85609. for (var key in this.scene._depthRenderer) {
  85610. this.scene._depthRenderer[key].dispose();
  85611. }
  85612. };
  85613. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85614. if (this.scene._depthRenderer) {
  85615. for (var key in this.scene._depthRenderer) {
  85616. var depthRenderer = this.scene._depthRenderer[key];
  85617. if (!depthRenderer.useOnlyInActiveCamera) {
  85618. renderTargets.push(depthRenderer.getDepthMap());
  85619. }
  85620. }
  85621. }
  85622. };
  85623. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85624. if (this.scene._depthRenderer) {
  85625. for (var key in this.scene._depthRenderer) {
  85626. var depthRenderer = this.scene._depthRenderer[key];
  85627. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85628. renderTargets.push(depthRenderer.getDepthMap());
  85629. }
  85630. }
  85631. }
  85632. };
  85633. return DepthRendererSceneComponent;
  85634. }());
  85635. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85636. })(BABYLON || (BABYLON = {}));
  85637. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85638. var BABYLON;
  85639. (function (BABYLON) {
  85640. /**
  85641. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85642. */
  85643. var GeometryBufferRenderer = /** @class */ (function () {
  85644. /**
  85645. * Creates a new G Buffer for the scene
  85646. * @param scene The scene the buffer belongs to
  85647. * @param ratio How big is the buffer related to the main canvas.
  85648. */
  85649. function GeometryBufferRenderer(scene, ratio) {
  85650. if (ratio === void 0) { ratio = 1; }
  85651. /**
  85652. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85653. * in order to compute objects velocities when enableVelocity is set to "true"
  85654. * @hidden
  85655. */
  85656. this._previousTransformationMatrices = {};
  85657. this._enablePosition = false;
  85658. this._enableVelocity = false;
  85659. this._positionIndex = -1;
  85660. this._velocityIndex = -1;
  85661. this._scene = scene;
  85662. this._ratio = ratio;
  85663. // Register the G Buffer component to the scene.
  85664. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85665. if (!component) {
  85666. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85667. scene._addComponent(component);
  85668. }
  85669. // Render target
  85670. this._createRenderTargets();
  85671. }
  85672. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85673. /**
  85674. * Set the render list (meshes to be rendered) used in the G buffer.
  85675. */
  85676. set: function (meshes) {
  85677. this._multiRenderTarget.renderList = meshes;
  85678. },
  85679. enumerable: true,
  85680. configurable: true
  85681. });
  85682. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85683. /**
  85684. * Gets wether or not G buffer are supported by the running hardware.
  85685. * This requires draw buffer supports
  85686. */
  85687. get: function () {
  85688. return this._multiRenderTarget.isSupported;
  85689. },
  85690. enumerable: true,
  85691. configurable: true
  85692. });
  85693. /**
  85694. * Returns the index of the given texture type in the G-Buffer textures array
  85695. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85696. * @returns the index of the given texture type in the G-Buffer textures array
  85697. */
  85698. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85699. switch (textureType) {
  85700. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85701. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85702. default: return -1;
  85703. }
  85704. };
  85705. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85706. /**
  85707. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85708. */
  85709. get: function () {
  85710. return this._enablePosition;
  85711. },
  85712. /**
  85713. * Sets whether or not objects positions are enabled for the G buffer.
  85714. */
  85715. set: function (enable) {
  85716. this._enablePosition = enable;
  85717. this.dispose();
  85718. this._createRenderTargets();
  85719. },
  85720. enumerable: true,
  85721. configurable: true
  85722. });
  85723. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85724. /**
  85725. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85726. */
  85727. get: function () {
  85728. return this._enableVelocity;
  85729. },
  85730. /**
  85731. * Sets wether or not objects velocities are enabled for the G buffer.
  85732. */
  85733. set: function (enable) {
  85734. this._enableVelocity = enable;
  85735. this.dispose();
  85736. this._createRenderTargets();
  85737. },
  85738. enumerable: true,
  85739. configurable: true
  85740. });
  85741. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85742. /**
  85743. * Gets the scene associated with the buffer.
  85744. */
  85745. get: function () {
  85746. return this._scene;
  85747. },
  85748. enumerable: true,
  85749. configurable: true
  85750. });
  85751. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85752. /**
  85753. * Gets the ratio used by the buffer during its creation.
  85754. * How big is the buffer related to the main canvas.
  85755. */
  85756. get: function () {
  85757. return this._ratio;
  85758. },
  85759. enumerable: true,
  85760. configurable: true
  85761. });
  85762. /**
  85763. * Checks wether everything is ready to render a submesh to the G buffer.
  85764. * @param subMesh the submesh to check readiness for
  85765. * @param useInstances is the mesh drawn using instance or not
  85766. * @returns true if ready otherwise false
  85767. */
  85768. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85769. var material = subMesh.getMaterial();
  85770. if (material && material.disableDepthWrite) {
  85771. return false;
  85772. }
  85773. var defines = [];
  85774. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85775. var mesh = subMesh.getMesh();
  85776. // Alpha test
  85777. if (material && material.needAlphaTesting()) {
  85778. defines.push("#define ALPHATEST");
  85779. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85780. attribs.push(BABYLON.VertexBuffer.UVKind);
  85781. defines.push("#define UV1");
  85782. }
  85783. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85784. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85785. defines.push("#define UV2");
  85786. }
  85787. }
  85788. // Buffers
  85789. if (this._enablePosition) {
  85790. defines.push("#define POSITION");
  85791. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85792. }
  85793. if (this._enableVelocity) {
  85794. defines.push("#define VELOCITY");
  85795. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85796. }
  85797. // Bones
  85798. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85799. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85800. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85801. if (mesh.numBoneInfluencers > 4) {
  85802. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85803. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85804. }
  85805. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85806. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85807. }
  85808. else {
  85809. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85810. }
  85811. // Instances
  85812. if (useInstances) {
  85813. defines.push("#define INSTANCES");
  85814. attribs.push("world0");
  85815. attribs.push("world1");
  85816. attribs.push("world2");
  85817. attribs.push("world3");
  85818. }
  85819. // Setup textures count
  85820. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85821. // Get correct effect
  85822. var join = defines.join("\n");
  85823. if (this._cachedDefines !== join) {
  85824. this._cachedDefines = join;
  85825. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85826. }
  85827. return this._effect.isReady();
  85828. };
  85829. /**
  85830. * Gets the current underlying G Buffer.
  85831. * @returns the buffer
  85832. */
  85833. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85834. return this._multiRenderTarget;
  85835. };
  85836. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85837. /**
  85838. * Gets the number of samples used to render the buffer (anti aliasing).
  85839. */
  85840. get: function () {
  85841. return this._multiRenderTarget.samples;
  85842. },
  85843. /**
  85844. * Sets the number of samples used to render the buffer (anti aliasing).
  85845. */
  85846. set: function (value) {
  85847. this._multiRenderTarget.samples = value;
  85848. },
  85849. enumerable: true,
  85850. configurable: true
  85851. });
  85852. /**
  85853. * Disposes the renderer and frees up associated resources.
  85854. */
  85855. GeometryBufferRenderer.prototype.dispose = function () {
  85856. this.getGBuffer().dispose();
  85857. };
  85858. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85859. var _this = this;
  85860. var engine = this._scene.getEngine();
  85861. var count = 2;
  85862. if (this._enablePosition) {
  85863. this._positionIndex = count;
  85864. count++;
  85865. }
  85866. if (this._enableVelocity) {
  85867. this._velocityIndex = count;
  85868. count++;
  85869. }
  85870. 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 });
  85871. if (!this.isSupported) {
  85872. return;
  85873. }
  85874. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85875. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85876. this._multiRenderTarget.refreshRate = 1;
  85877. this._multiRenderTarget.renderParticles = false;
  85878. this._multiRenderTarget.renderList = null;
  85879. // set default depth value to 1.0 (far away)
  85880. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85881. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85882. });
  85883. // Custom render function
  85884. var renderSubMesh = function (subMesh) {
  85885. var mesh = subMesh.getRenderingMesh();
  85886. var scene = _this._scene;
  85887. var engine = scene.getEngine();
  85888. var material = subMesh.getMaterial();
  85889. if (!material) {
  85890. return;
  85891. }
  85892. // Velocity
  85893. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85894. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85895. }
  85896. // Culling
  85897. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85898. // Managing instances
  85899. var batch = mesh._getInstancesRenderList(subMesh._id);
  85900. if (batch.mustReturn) {
  85901. return;
  85902. }
  85903. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85904. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85905. engine.enableEffect(_this._effect);
  85906. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85907. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85908. _this._effect.setMatrix("view", scene.getViewMatrix());
  85909. // Alpha test
  85910. if (material && material.needAlphaTesting()) {
  85911. var alphaTexture = material.getAlphaTestTexture();
  85912. if (alphaTexture) {
  85913. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85914. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85915. }
  85916. }
  85917. // Bones
  85918. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85919. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85920. }
  85921. // Velocity
  85922. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85923. // Draw
  85924. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85925. }
  85926. // Velocity
  85927. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85928. };
  85929. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85930. var index;
  85931. if (depthOnlySubMeshes.length) {
  85932. engine.setColorWrite(false);
  85933. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85934. renderSubMesh(depthOnlySubMeshes.data[index]);
  85935. }
  85936. engine.setColorWrite(true);
  85937. }
  85938. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85939. renderSubMesh(opaqueSubMeshes.data[index]);
  85940. }
  85941. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85942. renderSubMesh(alphaTestSubMeshes.data[index]);
  85943. }
  85944. };
  85945. };
  85946. /**
  85947. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85948. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85949. */
  85950. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85951. /**
  85952. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85953. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85954. */
  85955. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85956. return GeometryBufferRenderer;
  85957. }());
  85958. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85959. })(BABYLON || (BABYLON = {}));
  85960. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85961. var BABYLON;
  85962. (function (BABYLON) {
  85963. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85964. get: function () {
  85965. this._geometryBufferRenderer;
  85966. },
  85967. set: function (value) {
  85968. if (value && value.isSupported) {
  85969. this._geometryBufferRenderer = value;
  85970. }
  85971. },
  85972. enumerable: true,
  85973. configurable: true
  85974. });
  85975. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85976. if (ratio === void 0) { ratio = 1; }
  85977. if (this._geometryBufferRenderer) {
  85978. return this._geometryBufferRenderer;
  85979. }
  85980. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85981. if (!this._geometryBufferRenderer.isSupported) {
  85982. this._geometryBufferRenderer = null;
  85983. }
  85984. return this._geometryBufferRenderer;
  85985. };
  85986. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85987. if (!this._geometryBufferRenderer) {
  85988. return;
  85989. }
  85990. this._geometryBufferRenderer.dispose();
  85991. this._geometryBufferRenderer = null;
  85992. };
  85993. /**
  85994. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85995. * in several rendering techniques.
  85996. */
  85997. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85998. /**
  85999. * Creates a new instance of the component for the given scene
  86000. * @param scene Defines the scene to register the component in
  86001. */
  86002. function GeometryBufferRendererSceneComponent(scene) {
  86003. /**
  86004. * The component name helpful to identify the component in the list of scene components.
  86005. */
  86006. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  86007. this.scene = scene;
  86008. }
  86009. /**
  86010. * Registers the component in a given scene
  86011. */
  86012. GeometryBufferRendererSceneComponent.prototype.register = function () {
  86013. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  86014. };
  86015. /**
  86016. * Rebuilds the elements related to this component in case of
  86017. * context lost for instance.
  86018. */
  86019. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  86020. // Nothing to do for this component
  86021. };
  86022. /**
  86023. * Disposes the component and the associated ressources
  86024. */
  86025. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  86026. // Nothing to do for this component
  86027. };
  86028. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  86029. if (this.scene._geometryBufferRenderer) {
  86030. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  86031. }
  86032. };
  86033. return GeometryBufferRendererSceneComponent;
  86034. }());
  86035. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  86036. })(BABYLON || (BABYLON = {}));
  86037. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  86038. var BABYLON;
  86039. (function (BABYLON) {
  86040. /**
  86041. * Render pipeline to produce ssao effect
  86042. */
  86043. var SSAORenderingPipeline = /** @class */ (function (_super) {
  86044. __extends(SSAORenderingPipeline, _super);
  86045. /**
  86046. * @constructor
  86047. * @param name - The rendering pipeline name
  86048. * @param scene - The scene linked to this pipeline
  86049. * @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 }
  86050. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  86051. */
  86052. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  86053. var _this = _super.call(this, scene.getEngine(), name) || this;
  86054. // Members
  86055. /**
  86056. * @ignore
  86057. * The PassPostProcess id in the pipeline that contains the original scene color
  86058. */
  86059. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86060. /**
  86061. * @ignore
  86062. * The SSAO PostProcess id in the pipeline
  86063. */
  86064. _this.SSAORenderEffect = "SSAORenderEffect";
  86065. /**
  86066. * @ignore
  86067. * The horizontal blur PostProcess id in the pipeline
  86068. */
  86069. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86070. /**
  86071. * @ignore
  86072. * The vertical blur PostProcess id in the pipeline
  86073. */
  86074. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86075. /**
  86076. * @ignore
  86077. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86078. */
  86079. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86080. /**
  86081. * The output strength of the SSAO post-process. Default value is 1.0.
  86082. */
  86083. _this.totalStrength = 1.0;
  86084. /**
  86085. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  86086. */
  86087. _this.radius = 0.0001;
  86088. /**
  86089. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  86090. * Must not be equal to fallOff and superior to fallOff.
  86091. * Default value is 0.975
  86092. */
  86093. _this.area = 0.0075;
  86094. /**
  86095. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  86096. * Must not be equal to area and inferior to area.
  86097. * Default value is 0.0
  86098. */
  86099. _this.fallOff = 0.000001;
  86100. /**
  86101. * The base color of the SSAO post-process
  86102. * The final result is "base + ssao" between [0, 1]
  86103. */
  86104. _this.base = 0.5;
  86105. _this._firstUpdate = true;
  86106. _this._scene = scene;
  86107. // Set up assets
  86108. _this._createRandomTexture();
  86109. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86110. var ssaoRatio = ratio.ssaoRatio || ratio;
  86111. var combineRatio = ratio.combineRatio || ratio;
  86112. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86113. _this._createSSAOPostProcess(ssaoRatio);
  86114. _this._createBlurPostProcess(ssaoRatio);
  86115. _this._createSSAOCombinePostProcess(combineRatio);
  86116. // Set up pipeline
  86117. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86118. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86119. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86120. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86121. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86122. // Finish
  86123. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86124. if (cameras) {
  86125. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86126. }
  86127. return _this;
  86128. }
  86129. // Public Methods
  86130. /**
  86131. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86132. */
  86133. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86134. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86135. for (var i = 0; i < this._scene.cameras.length; i++) {
  86136. var camera = this._scene.cameras[i];
  86137. this._originalColorPostProcess.dispose(camera);
  86138. this._ssaoPostProcess.dispose(camera);
  86139. this._blurHPostProcess.dispose(camera);
  86140. this._blurVPostProcess.dispose(camera);
  86141. this._ssaoCombinePostProcess.dispose(camera);
  86142. }
  86143. this._randomTexture.dispose();
  86144. if (disableDepthRender) {
  86145. this._scene.disableDepthRenderer();
  86146. }
  86147. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86148. _super.prototype.dispose.call(this);
  86149. };
  86150. // Private Methods
  86151. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  86152. var _this = this;
  86153. var size = 16;
  86154. 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);
  86155. 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);
  86156. this._blurHPostProcess.onActivateObservable.add(function () {
  86157. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  86158. _this._blurHPostProcess.kernel = size * dw;
  86159. });
  86160. this._blurVPostProcess.onActivateObservable.add(function () {
  86161. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  86162. _this._blurVPostProcess.kernel = size * dw;
  86163. });
  86164. };
  86165. /** @hidden */
  86166. SSAORenderingPipeline.prototype._rebuild = function () {
  86167. this._firstUpdate = true;
  86168. _super.prototype._rebuild.call(this);
  86169. };
  86170. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86171. var _this = this;
  86172. var numSamples = 16;
  86173. var sampleSphere = [
  86174. 0.5381, 0.1856, -0.4319,
  86175. 0.1379, 0.2486, 0.4430,
  86176. 0.3371, 0.5679, -0.0057,
  86177. -0.6999, -0.0451, -0.0019,
  86178. 0.0689, -0.1598, -0.8547,
  86179. 0.0560, 0.0069, -0.1843,
  86180. -0.0146, 0.1402, 0.0762,
  86181. 0.0100, -0.1924, -0.0344,
  86182. -0.3577, -0.5301, -0.4358,
  86183. -0.3169, 0.1063, 0.0158,
  86184. 0.0103, -0.5869, 0.0046,
  86185. -0.0897, -0.4940, 0.3287,
  86186. 0.7119, -0.0154, -0.0918,
  86187. -0.0533, 0.0596, -0.5411,
  86188. 0.0352, -0.0631, 0.5460,
  86189. -0.4776, 0.2847, -0.0271
  86190. ];
  86191. var samplesFactor = 1.0 / numSamples;
  86192. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86193. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86194. "area", "fallOff", "base", "range", "viewport"
  86195. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86196. this._ssaoPostProcess.onApply = function (effect) {
  86197. if (_this._firstUpdate) {
  86198. effect.setArray3("sampleSphere", sampleSphere);
  86199. effect.setFloat("samplesFactor", samplesFactor);
  86200. effect.setFloat("randTextureTiles", 4.0);
  86201. }
  86202. effect.setFloat("totalStrength", _this.totalStrength);
  86203. effect.setFloat("radius", _this.radius);
  86204. effect.setFloat("area", _this.area);
  86205. effect.setFloat("fallOff", _this.fallOff);
  86206. effect.setFloat("base", _this.base);
  86207. effect.setTexture("textureSampler", _this._depthTexture);
  86208. effect.setTexture("randomSampler", _this._randomTexture);
  86209. };
  86210. };
  86211. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86212. var _this = this;
  86213. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86214. this._ssaoCombinePostProcess.onApply = function (effect) {
  86215. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86216. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86217. };
  86218. };
  86219. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86220. var size = 512;
  86221. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86222. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86223. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86224. var context = this._randomTexture.getContext();
  86225. var rand = function (min, max) {
  86226. return Math.random() * (max - min) + min;
  86227. };
  86228. var randVector = BABYLON.Vector3.Zero();
  86229. for (var x = 0; x < size; x++) {
  86230. for (var y = 0; y < size; y++) {
  86231. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86232. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86233. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86234. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86235. context.fillRect(x, y, 1, 1);
  86236. }
  86237. }
  86238. this._randomTexture.update(false);
  86239. };
  86240. __decorate([
  86241. BABYLON.serialize()
  86242. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86243. __decorate([
  86244. BABYLON.serialize()
  86245. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86246. __decorate([
  86247. BABYLON.serialize()
  86248. ], SSAORenderingPipeline.prototype, "area", void 0);
  86249. __decorate([
  86250. BABYLON.serialize()
  86251. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86252. __decorate([
  86253. BABYLON.serialize()
  86254. ], SSAORenderingPipeline.prototype, "base", void 0);
  86255. return SSAORenderingPipeline;
  86256. }(BABYLON.PostProcessRenderPipeline));
  86257. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86258. })(BABYLON || (BABYLON = {}));
  86259. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86260. var BABYLON;
  86261. (function (BABYLON) {
  86262. /**
  86263. * Render pipeline to produce ssao effect
  86264. */
  86265. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86266. __extends(SSAO2RenderingPipeline, _super);
  86267. /**
  86268. * @constructor
  86269. * @param name The rendering pipeline name
  86270. * @param scene The scene linked to this pipeline
  86271. * @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 }
  86272. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86273. */
  86274. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86275. var _this = _super.call(this, scene.getEngine(), name) || this;
  86276. // Members
  86277. /**
  86278. * @ignore
  86279. * The PassPostProcess id in the pipeline that contains the original scene color
  86280. */
  86281. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86282. /**
  86283. * @ignore
  86284. * The SSAO PostProcess id in the pipeline
  86285. */
  86286. _this.SSAORenderEffect = "SSAORenderEffect";
  86287. /**
  86288. * @ignore
  86289. * The horizontal blur PostProcess id in the pipeline
  86290. */
  86291. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86292. /**
  86293. * @ignore
  86294. * The vertical blur PostProcess id in the pipeline
  86295. */
  86296. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86297. /**
  86298. * @ignore
  86299. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86300. */
  86301. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86302. /**
  86303. * The output strength of the SSAO post-process. Default value is 1.0.
  86304. */
  86305. _this.totalStrength = 1.0;
  86306. /**
  86307. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86308. */
  86309. _this.maxZ = 100.0;
  86310. /**
  86311. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86312. */
  86313. _this.minZAspect = 0.2;
  86314. _this._samples = 8;
  86315. _this._textureSamples = 1;
  86316. _this._expensiveBlur = true;
  86317. /**
  86318. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86319. */
  86320. _this.radius = 2.0;
  86321. /**
  86322. * The base color of the SSAO post-process
  86323. * The final result is "base + ssao" between [0, 1]
  86324. */
  86325. _this.base = 0;
  86326. _this._firstUpdate = true;
  86327. _this._bits = new Uint32Array(1);
  86328. _this._scene = scene;
  86329. _this._ratio = ratio;
  86330. if (!_this.isSupported) {
  86331. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86332. return _this;
  86333. }
  86334. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86335. var blurRatio = _this._ratio.blurRatio || ratio;
  86336. // Set up assets
  86337. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86338. _this._createRandomTexture();
  86339. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86340. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86341. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86342. _this._originalColorPostProcess.samples = _this.textureSamples;
  86343. _this._createSSAOPostProcess(1.0);
  86344. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86345. _this._createSSAOCombinePostProcess(blurRatio);
  86346. // Set up pipeline
  86347. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86348. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86349. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86350. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86351. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86352. // Finish
  86353. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86354. if (cameras) {
  86355. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86356. }
  86357. return _this;
  86358. }
  86359. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86360. get: function () {
  86361. return this._samples;
  86362. },
  86363. /**
  86364. * Number of samples used for the SSAO calculations. Default value is 8
  86365. */
  86366. set: function (n) {
  86367. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86368. this._samples = n;
  86369. this._sampleSphere = this._generateHemisphere();
  86370. this._firstUpdate = true;
  86371. },
  86372. enumerable: true,
  86373. configurable: true
  86374. });
  86375. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86376. get: function () {
  86377. return this._textureSamples;
  86378. },
  86379. /**
  86380. * Number of samples to use for antialiasing
  86381. */
  86382. set: function (n) {
  86383. this._textureSamples = n;
  86384. this._originalColorPostProcess.samples = n;
  86385. this._blurHPostProcess.samples = n;
  86386. this._blurVPostProcess.samples = n;
  86387. this._ssaoPostProcess.samples = n;
  86388. this._ssaoCombinePostProcess.samples = n;
  86389. },
  86390. enumerable: true,
  86391. configurable: true
  86392. });
  86393. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86394. get: function () {
  86395. return this._expensiveBlur;
  86396. },
  86397. /**
  86398. * If bilateral blur should be used
  86399. */
  86400. set: function (b) {
  86401. 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"]);
  86402. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86403. this._expensiveBlur = b;
  86404. this._firstUpdate = true;
  86405. },
  86406. enumerable: true,
  86407. configurable: true
  86408. });
  86409. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86410. /**
  86411. * Support test.
  86412. */
  86413. get: function () {
  86414. var engine = BABYLON.Engine.LastCreatedEngine;
  86415. if (!engine) {
  86416. return false;
  86417. }
  86418. return engine.getCaps().drawBuffersExtension;
  86419. },
  86420. enumerable: true,
  86421. configurable: true
  86422. });
  86423. // Public Methods
  86424. /**
  86425. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86426. */
  86427. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86428. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86429. for (var i = 0; i < this._scene.cameras.length; i++) {
  86430. var camera = this._scene.cameras[i];
  86431. this._originalColorPostProcess.dispose(camera);
  86432. this._ssaoPostProcess.dispose(camera);
  86433. this._blurHPostProcess.dispose(camera);
  86434. this._blurVPostProcess.dispose(camera);
  86435. this._ssaoCombinePostProcess.dispose(camera);
  86436. }
  86437. this._randomTexture.dispose();
  86438. if (disableGeometryBufferRenderer) {
  86439. this._scene.disableGeometryBufferRenderer();
  86440. }
  86441. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86442. _super.prototype.dispose.call(this);
  86443. };
  86444. // Private Methods
  86445. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86446. var _this = this;
  86447. this._samplerOffsets = [];
  86448. var expensive = this.expensiveBlur;
  86449. for (var i = -8; i < 8; i++) {
  86450. this._samplerOffsets.push(i * 2 + 0.5);
  86451. }
  86452. 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");
  86453. this._blurHPostProcess.onApply = function (effect) {
  86454. if (!_this._scene.activeCamera) {
  86455. return;
  86456. }
  86457. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86458. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86459. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86460. effect.setFloat("radius", _this.radius);
  86461. effect.setTexture("depthSampler", _this._depthTexture);
  86462. if (_this._firstUpdate) {
  86463. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86464. }
  86465. };
  86466. 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");
  86467. this._blurVPostProcess.onApply = function (effect) {
  86468. if (!_this._scene.activeCamera) {
  86469. return;
  86470. }
  86471. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86472. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86473. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86474. effect.setFloat("radius", _this.radius);
  86475. effect.setTexture("depthSampler", _this._depthTexture);
  86476. if (_this._firstUpdate) {
  86477. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86478. _this._firstUpdate = false;
  86479. }
  86480. };
  86481. this._blurHPostProcess.samples = this.textureSamples;
  86482. this._blurVPostProcess.samples = this.textureSamples;
  86483. };
  86484. /** @hidden */
  86485. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86486. this._firstUpdate = true;
  86487. _super.prototype._rebuild.call(this);
  86488. };
  86489. //Van der Corput radical inverse
  86490. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86491. this._bits[0] = i;
  86492. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86493. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86494. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86495. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86496. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86497. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86498. };
  86499. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86500. return [i / n, this._radicalInverse_VdC(i)];
  86501. };
  86502. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86503. var phi = v * 2.0 * Math.PI;
  86504. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86505. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86506. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86507. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86508. };
  86509. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86510. var numSamples = this.samples;
  86511. var result = [];
  86512. var vector;
  86513. var i = 0;
  86514. while (i < numSamples) {
  86515. if (numSamples < 16) {
  86516. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86517. }
  86518. else {
  86519. var rand = this._hammersley(i, numSamples);
  86520. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86521. }
  86522. result.push(vector.x, vector.y, vector.z);
  86523. i++;
  86524. }
  86525. return result;
  86526. };
  86527. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86528. var _this = this;
  86529. var numSamples = this.samples;
  86530. this._sampleSphere = this._generateHemisphere();
  86531. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86532. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86533. "base", "range", "projection", "near", "far", "texelSize",
  86534. "xViewport", "yViewport", "maxZ", "minZAspect"
  86535. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86536. this._ssaoPostProcess.onApply = function (effect) {
  86537. if (_this._firstUpdate) {
  86538. effect.setArray3("sampleSphere", _this._sampleSphere);
  86539. effect.setFloat("randTextureTiles", 32.0);
  86540. }
  86541. if (!_this._scene.activeCamera) {
  86542. return;
  86543. }
  86544. effect.setFloat("samplesFactor", 1 / _this.samples);
  86545. effect.setFloat("totalStrength", _this.totalStrength);
  86546. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86547. effect.setFloat("radius", _this.radius);
  86548. effect.setFloat("maxZ", _this.maxZ);
  86549. effect.setFloat("minZAspect", _this.minZAspect);
  86550. effect.setFloat("base", _this.base);
  86551. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86552. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86553. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86554. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86555. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86556. effect.setTexture("textureSampler", _this._depthTexture);
  86557. effect.setTexture("normalSampler", _this._normalTexture);
  86558. effect.setTexture("randomSampler", _this._randomTexture);
  86559. };
  86560. this._ssaoPostProcess.samples = this.textureSamples;
  86561. };
  86562. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86563. var _this = this;
  86564. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86565. this._ssaoCombinePostProcess.onApply = function (effect) {
  86566. var viewport = _this._scene.activeCamera.viewport;
  86567. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86568. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86569. };
  86570. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86571. };
  86572. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86573. var size = 128;
  86574. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86575. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86576. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86577. var context = this._randomTexture.getContext();
  86578. var rand = function (min, max) {
  86579. return Math.random() * (max - min) + min;
  86580. };
  86581. var randVector = BABYLON.Vector3.Zero();
  86582. for (var x = 0; x < size; x++) {
  86583. for (var y = 0; y < size; y++) {
  86584. randVector.x = rand(0.0, 1.0);
  86585. randVector.y = rand(0.0, 1.0);
  86586. randVector.z = 0.0;
  86587. randVector.normalize();
  86588. randVector.scaleInPlace(255);
  86589. randVector.x = Math.floor(randVector.x);
  86590. randVector.y = Math.floor(randVector.y);
  86591. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86592. context.fillRect(x, y, 1, 1);
  86593. }
  86594. }
  86595. this._randomTexture.update(false);
  86596. };
  86597. /**
  86598. * Serialize the rendering pipeline (Used when exporting)
  86599. * @returns the serialized object
  86600. */
  86601. SSAO2RenderingPipeline.prototype.serialize = function () {
  86602. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86603. serializationObject.customType = "SSAO2RenderingPipeline";
  86604. return serializationObject;
  86605. };
  86606. /**
  86607. * Parse the serialized pipeline
  86608. * @param source Source pipeline.
  86609. * @param scene The scene to load the pipeline to.
  86610. * @param rootUrl The URL of the serialized pipeline.
  86611. * @returns An instantiated pipeline from the serialized object.
  86612. */
  86613. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86614. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86615. };
  86616. __decorate([
  86617. BABYLON.serialize()
  86618. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86619. __decorate([
  86620. BABYLON.serialize()
  86621. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86622. __decorate([
  86623. BABYLON.serialize()
  86624. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86625. __decorate([
  86626. BABYLON.serialize("samples")
  86627. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86628. __decorate([
  86629. BABYLON.serialize("textureSamples")
  86630. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86631. __decorate([
  86632. BABYLON.serialize()
  86633. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86634. __decorate([
  86635. BABYLON.serialize("expensiveBlur")
  86636. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86637. __decorate([
  86638. BABYLON.serialize()
  86639. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86640. __decorate([
  86641. BABYLON.serialize()
  86642. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86643. return SSAO2RenderingPipeline;
  86644. }(BABYLON.PostProcessRenderPipeline));
  86645. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86646. })(BABYLON || (BABYLON = {}));
  86647. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86648. var BABYLON;
  86649. (function (BABYLON) {
  86650. /**
  86651. * BABYLON.JS Chromatic Aberration GLSL Shader
  86652. * Author: Olivier Guyot
  86653. * Separates very slightly R, G and B colors on the edges of the screen
  86654. * Inspired by Francois Tarlier & Martins Upitis
  86655. */
  86656. var LensRenderingPipeline = /** @class */ (function (_super) {
  86657. __extends(LensRenderingPipeline, _super);
  86658. /**
  86659. * @constructor
  86660. *
  86661. * Effect parameters are as follow:
  86662. * {
  86663. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86664. * edge_blur: number; // from 0 to x (1 for realism)
  86665. * distortion: number; // from 0 to x (1 for realism)
  86666. * grain_amount: number; // from 0 to 1
  86667. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86668. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86669. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86670. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86671. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86672. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86673. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86674. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86675. * }
  86676. * Note: if an effect parameter is unset, effect is disabled
  86677. *
  86678. * @param name The rendering pipeline name
  86679. * @param parameters - An object containing all parameters (see above)
  86680. * @param scene The scene linked to this pipeline
  86681. * @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)
  86682. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86683. */
  86684. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86685. if (ratio === void 0) { ratio = 1.0; }
  86686. var _this = _super.call(this, scene.getEngine(), name) || this;
  86687. // Lens effects can be of the following:
  86688. // - chromatic aberration (slight shift of RGB colors)
  86689. // - blur on the edge of the lens
  86690. // - lens distortion
  86691. // - depth-of-field blur & highlights enhancing
  86692. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86693. // - grain effect (noise or custom texture)
  86694. // Two additional texture samplers are needed:
  86695. // - depth map (for depth-of-field)
  86696. // - grain texture
  86697. /**
  86698. * @ignore
  86699. * The chromatic aberration PostProcess id in the pipeline
  86700. */
  86701. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86702. /**
  86703. * @ignore
  86704. * The highlights enhancing PostProcess id in the pipeline
  86705. */
  86706. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86707. /**
  86708. * @ignore
  86709. * The depth-of-field PostProcess id in the pipeline
  86710. */
  86711. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86712. _this._scene = scene;
  86713. // Fetch texture samplers
  86714. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86715. if (parameters.grain_texture) {
  86716. _this._grainTexture = parameters.grain_texture;
  86717. }
  86718. else {
  86719. _this._createGrainTexture();
  86720. }
  86721. // save parameters
  86722. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86723. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86724. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86725. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86726. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86727. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86728. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86729. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86730. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86731. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86732. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86733. // Create effects
  86734. _this._createChromaticAberrationPostProcess(ratio);
  86735. _this._createHighlightsPostProcess(ratio);
  86736. _this._createDepthOfFieldPostProcess(ratio / 4);
  86737. // Set up pipeline
  86738. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86739. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86740. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86741. if (_this._highlightsGain === -1) {
  86742. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86743. }
  86744. // Finish
  86745. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86746. if (cameras) {
  86747. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86748. }
  86749. return _this;
  86750. }
  86751. // public methods (self explanatory)
  86752. /**
  86753. * Sets the amount of blur at the edges
  86754. * @param amount blur amount
  86755. */
  86756. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86757. /**
  86758. * Sets edge blur to 0
  86759. */
  86760. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86761. /**
  86762. * Sets the amout of grain
  86763. * @param amount Amount of grain
  86764. */
  86765. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86766. /**
  86767. * Set grain amount to 0
  86768. */
  86769. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86770. /**
  86771. * Sets the chromatic aberration amount
  86772. * @param amount amount of chromatic aberration
  86773. */
  86774. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86775. /**
  86776. * Sets chromatic aberration amount to 0
  86777. */
  86778. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86779. /**
  86780. * Sets the EdgeDistortion amount
  86781. * @param amount amount of EdgeDistortion
  86782. */
  86783. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86784. /**
  86785. * Sets edge distortion to 0
  86786. */
  86787. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86788. /**
  86789. * Sets the FocusDistance amount
  86790. * @param amount amount of FocusDistance
  86791. */
  86792. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86793. /**
  86794. * Disables depth of field
  86795. */
  86796. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86797. /**
  86798. * Sets the Aperture amount
  86799. * @param amount amount of Aperture
  86800. */
  86801. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86802. /**
  86803. * Sets the DarkenOutOfFocus amount
  86804. * @param amount amount of DarkenOutOfFocus
  86805. */
  86806. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86807. /**
  86808. * Creates a pentagon bokeh effect
  86809. */
  86810. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86811. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86812. };
  86813. /**
  86814. * Disables the pentagon bokeh effect
  86815. */
  86816. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86817. this._highlightsPostProcess.updateEffect();
  86818. };
  86819. /**
  86820. * Enables noise blur
  86821. */
  86822. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86823. /**
  86824. * Disables noise blur
  86825. */
  86826. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86827. /**
  86828. * Sets the HighlightsGain amount
  86829. * @param amount amount of HighlightsGain
  86830. */
  86831. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86832. this._highlightsGain = amount;
  86833. };
  86834. /**
  86835. * Sets the HighlightsThreshold amount
  86836. * @param amount amount of HighlightsThreshold
  86837. */
  86838. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86839. if (this._highlightsGain === -1) {
  86840. this._highlightsGain = 1.0;
  86841. }
  86842. this._highlightsThreshold = amount;
  86843. };
  86844. /**
  86845. * Disables highlights
  86846. */
  86847. LensRenderingPipeline.prototype.disableHighlights = function () {
  86848. this._highlightsGain = -1;
  86849. };
  86850. /**
  86851. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86852. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86853. */
  86854. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86855. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86856. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86857. this._chromaticAberrationPostProcess = null;
  86858. this._highlightsPostProcess = null;
  86859. this._depthOfFieldPostProcess = null;
  86860. this._grainTexture.dispose();
  86861. if (disableDepthRender) {
  86862. this._scene.disableDepthRenderer();
  86863. }
  86864. };
  86865. // colors shifting and distortion
  86866. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86867. var _this = this;
  86868. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86869. [], // samplers
  86870. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86871. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86872. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86873. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86874. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86875. effect.setFloat('radialIntensity', 1);
  86876. effect.setFloat2('direction', 17, 17);
  86877. effect.setFloat2('centerPosition', 0.5, 0.5);
  86878. };
  86879. };
  86880. // highlights enhancing
  86881. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86882. var _this = this;
  86883. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86884. [], // samplers
  86885. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86886. this._highlightsPostProcess.onApply = function (effect) {
  86887. effect.setFloat('gain', _this._highlightsGain);
  86888. effect.setFloat('threshold', _this._highlightsThreshold);
  86889. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86890. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86891. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86892. };
  86893. };
  86894. // colors shifting and distortion
  86895. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86896. var _this = this;
  86897. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86898. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86899. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86900. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86901. this._depthOfFieldPostProcess.onApply = function (effect) {
  86902. effect.setTexture("depthSampler", _this._depthTexture);
  86903. effect.setTexture("grainSampler", _this._grainTexture);
  86904. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86905. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86906. effect.setFloat('grain_amount', _this._grainAmount);
  86907. effect.setBool('blur_noise', _this._blurNoise);
  86908. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86909. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86910. effect.setFloat('distortion', _this._distortion);
  86911. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86912. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86913. effect.setFloat('aperture', _this._dofAperture);
  86914. effect.setFloat('darken', _this._dofDarken);
  86915. effect.setFloat('edge_blur', _this._edgeBlur);
  86916. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86917. if (_this._scene.activeCamera) {
  86918. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86919. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86920. }
  86921. };
  86922. };
  86923. // creates a black and white random noise texture, 512x512
  86924. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86925. var size = 512;
  86926. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86927. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86928. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86929. var context = this._grainTexture.getContext();
  86930. var rand = function (min, max) {
  86931. return Math.random() * (max - min) + min;
  86932. };
  86933. var value;
  86934. for (var x = 0; x < size; x++) {
  86935. for (var y = 0; y < size; y++) {
  86936. value = Math.floor(rand(0.42, 0.58) * 255);
  86937. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86938. context.fillRect(x, y, 1, 1);
  86939. }
  86940. }
  86941. this._grainTexture.update(false);
  86942. };
  86943. return LensRenderingPipeline;
  86944. }(BABYLON.PostProcessRenderPipeline));
  86945. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86946. })(BABYLON || (BABYLON = {}));
  86947. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86948. var BABYLON;
  86949. (function (BABYLON) {
  86950. /**
  86951. * Standard rendering pipeline
  86952. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86953. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86954. */
  86955. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86956. __extends(StandardRenderingPipeline, _super);
  86957. /**
  86958. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86959. * @constructor
  86960. * @param name The rendering pipeline name
  86961. * @param scene The scene linked to this pipeline
  86962. * @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)
  86963. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86964. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86965. */
  86966. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86967. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86968. var _this = _super.call(this, scene.getEngine(), name) || this;
  86969. /**
  86970. * Post-process used to down scale an image x4
  86971. */
  86972. _this.downSampleX4PostProcess = null;
  86973. /**
  86974. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86975. */
  86976. _this.brightPassPostProcess = null;
  86977. /**
  86978. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86979. */
  86980. _this.blurHPostProcesses = [];
  86981. /**
  86982. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86983. */
  86984. _this.blurVPostProcesses = [];
  86985. /**
  86986. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86987. */
  86988. _this.textureAdderPostProcess = null;
  86989. /**
  86990. * Post-process used to create volumetric lighting effect
  86991. */
  86992. _this.volumetricLightPostProcess = null;
  86993. /**
  86994. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86995. */
  86996. _this.volumetricLightSmoothXPostProcess = null;
  86997. /**
  86998. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86999. */
  87000. _this.volumetricLightSmoothYPostProcess = null;
  87001. /**
  87002. * Post-process used to merge the volumetric light effect and the real scene color
  87003. */
  87004. _this.volumetricLightMergePostProces = null;
  87005. /**
  87006. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  87007. */
  87008. _this.volumetricLightFinalPostProcess = null;
  87009. /**
  87010. * Base post-process used to calculate the average luminance of the final image for HDR
  87011. */
  87012. _this.luminancePostProcess = null;
  87013. /**
  87014. * Post-processes used to create down sample post-processes in order to get
  87015. * the average luminance of the final image for HDR
  87016. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  87017. */
  87018. _this.luminanceDownSamplePostProcesses = [];
  87019. /**
  87020. * Post-process used to create a HDR effect (light adaptation)
  87021. */
  87022. _this.hdrPostProcess = null;
  87023. /**
  87024. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  87025. */
  87026. _this.textureAdderFinalPostProcess = null;
  87027. /**
  87028. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  87029. */
  87030. _this.lensFlareFinalPostProcess = null;
  87031. /**
  87032. * Post-process used to merge the final HDR post-process and the real scene color
  87033. */
  87034. _this.hdrFinalPostProcess = null;
  87035. /**
  87036. * Post-process used to create a lens flare effect
  87037. */
  87038. _this.lensFlarePostProcess = null;
  87039. /**
  87040. * Post-process that merges the result of the lens flare post-process and the real scene color
  87041. */
  87042. _this.lensFlareComposePostProcess = null;
  87043. /**
  87044. * Post-process used to create a motion blur effect
  87045. */
  87046. _this.motionBlurPostProcess = null;
  87047. /**
  87048. * Post-process used to create a depth of field effect
  87049. */
  87050. _this.depthOfFieldPostProcess = null;
  87051. /**
  87052. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  87053. */
  87054. _this.fxaaPostProcess = null;
  87055. // Values
  87056. /**
  87057. * Represents the brightness threshold in order to configure the illuminated surfaces
  87058. */
  87059. _this.brightThreshold = 1.0;
  87060. /**
  87061. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  87062. */
  87063. _this.blurWidth = 512.0;
  87064. /**
  87065. * Sets if the blur for highlighted surfaces must be only horizontal
  87066. */
  87067. _this.horizontalBlur = false;
  87068. /**
  87069. * Sets the overall exposure used by the pipeline
  87070. */
  87071. _this.exposure = 1.0;
  87072. /**
  87073. * Texture used typically to simulate "dirty" on camera lens
  87074. */
  87075. _this.lensTexture = null;
  87076. /**
  87077. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  87078. */
  87079. _this.volumetricLightCoefficient = 0.2;
  87080. /**
  87081. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  87082. */
  87083. _this.volumetricLightPower = 4.0;
  87084. /**
  87085. * Used the set the blur intensity to smooth the volumetric lights
  87086. */
  87087. _this.volumetricLightBlurScale = 64.0;
  87088. /**
  87089. * Light (spot or directional) used to generate the volumetric lights rays
  87090. * The source light must have a shadow generate so the pipeline can get its
  87091. * depth map
  87092. */
  87093. _this.sourceLight = null;
  87094. /**
  87095. * For eye adaptation, represents the minimum luminance the eye can see
  87096. */
  87097. _this.hdrMinimumLuminance = 1.0;
  87098. /**
  87099. * For eye adaptation, represents the decrease luminance speed
  87100. */
  87101. _this.hdrDecreaseRate = 0.5;
  87102. /**
  87103. * For eye adaptation, represents the increase luminance speed
  87104. */
  87105. _this.hdrIncreaseRate = 0.5;
  87106. /**
  87107. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  87108. */
  87109. _this.lensColorTexture = null;
  87110. /**
  87111. * The overall strengh for the lens flare effect
  87112. */
  87113. _this.lensFlareStrength = 20.0;
  87114. /**
  87115. * Dispersion coefficient for lens flare ghosts
  87116. */
  87117. _this.lensFlareGhostDispersal = 1.4;
  87118. /**
  87119. * Main lens flare halo width
  87120. */
  87121. _this.lensFlareHaloWidth = 0.7;
  87122. /**
  87123. * Based on the lens distortion effect, defines how much the lens flare result
  87124. * is distorted
  87125. */
  87126. _this.lensFlareDistortionStrength = 16.0;
  87127. /**
  87128. * Lens star texture must be used to simulate rays on the flares and is available
  87129. * in the documentation
  87130. */
  87131. _this.lensStarTexture = null;
  87132. /**
  87133. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  87134. * flare effect by taking account of the dirt texture
  87135. */
  87136. _this.lensFlareDirtTexture = null;
  87137. /**
  87138. * Represents the focal length for the depth of field effect
  87139. */
  87140. _this.depthOfFieldDistance = 10.0;
  87141. /**
  87142. * Represents the blur intensity for the blurred part of the depth of field effect
  87143. */
  87144. _this.depthOfFieldBlurWidth = 64.0;
  87145. /**
  87146. * For motion blur, defines how much the image is blurred by the movement
  87147. */
  87148. _this.motionStrength = 1.0;
  87149. /**
  87150. * List of animations for the pipeline (IAnimatable implementation)
  87151. */
  87152. _this.animations = [];
  87153. _this._currentDepthOfFieldSource = null;
  87154. _this._hdrCurrentLuminance = 1.0;
  87155. // Getters and setters
  87156. _this._bloomEnabled = false;
  87157. _this._depthOfFieldEnabled = false;
  87158. _this._vlsEnabled = false;
  87159. _this._lensFlareEnabled = false;
  87160. _this._hdrEnabled = false;
  87161. _this._motionBlurEnabled = false;
  87162. _this._fxaaEnabled = false;
  87163. _this._motionBlurSamples = 64.0;
  87164. _this._volumetricLightStepsCount = 50.0;
  87165. _this._samples = 1;
  87166. _this._cameras = cameras || [];
  87167. // Initialize
  87168. _this._scene = scene;
  87169. _this._basePostProcess = originalPostProcess;
  87170. _this._ratio = ratio;
  87171. // Misc
  87172. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87173. // Finish
  87174. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87175. _this._buildPipeline();
  87176. return _this;
  87177. }
  87178. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87179. /**
  87180. * @ignore
  87181. * Specifies if the bloom pipeline is enabled
  87182. */
  87183. get: function () {
  87184. return this._bloomEnabled;
  87185. },
  87186. set: function (enabled) {
  87187. if (this._bloomEnabled === enabled) {
  87188. return;
  87189. }
  87190. this._bloomEnabled = enabled;
  87191. this._buildPipeline();
  87192. },
  87193. enumerable: true,
  87194. configurable: true
  87195. });
  87196. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87197. /**
  87198. * @ignore
  87199. * Specifies if the depth of field pipeline is enabed
  87200. */
  87201. get: function () {
  87202. return this._depthOfFieldEnabled;
  87203. },
  87204. set: function (enabled) {
  87205. if (this._depthOfFieldEnabled === enabled) {
  87206. return;
  87207. }
  87208. this._depthOfFieldEnabled = enabled;
  87209. this._buildPipeline();
  87210. },
  87211. enumerable: true,
  87212. configurable: true
  87213. });
  87214. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87215. /**
  87216. * @ignore
  87217. * Specifies if the lens flare pipeline is enabed
  87218. */
  87219. get: function () {
  87220. return this._lensFlareEnabled;
  87221. },
  87222. set: function (enabled) {
  87223. if (this._lensFlareEnabled === enabled) {
  87224. return;
  87225. }
  87226. this._lensFlareEnabled = enabled;
  87227. this._buildPipeline();
  87228. },
  87229. enumerable: true,
  87230. configurable: true
  87231. });
  87232. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87233. /**
  87234. * @ignore
  87235. * Specifies if the HDR pipeline is enabled
  87236. */
  87237. get: function () {
  87238. return this._hdrEnabled;
  87239. },
  87240. set: function (enabled) {
  87241. if (this._hdrEnabled === enabled) {
  87242. return;
  87243. }
  87244. this._hdrEnabled = enabled;
  87245. this._buildPipeline();
  87246. },
  87247. enumerable: true,
  87248. configurable: true
  87249. });
  87250. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87251. /**
  87252. * @ignore
  87253. * Specifies if the volumetric lights scattering effect is enabled
  87254. */
  87255. get: function () {
  87256. return this._vlsEnabled;
  87257. },
  87258. set: function (enabled) {
  87259. if (this._vlsEnabled === enabled) {
  87260. return;
  87261. }
  87262. if (enabled) {
  87263. var geometry = this._scene.enableGeometryBufferRenderer();
  87264. if (!geometry) {
  87265. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87266. return;
  87267. }
  87268. }
  87269. this._vlsEnabled = enabled;
  87270. this._buildPipeline();
  87271. },
  87272. enumerable: true,
  87273. configurable: true
  87274. });
  87275. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87276. /**
  87277. * @ignore
  87278. * Specifies if the motion blur effect is enabled
  87279. */
  87280. get: function () {
  87281. return this._motionBlurEnabled;
  87282. },
  87283. set: function (enabled) {
  87284. if (this._motionBlurEnabled === enabled) {
  87285. return;
  87286. }
  87287. this._motionBlurEnabled = enabled;
  87288. this._buildPipeline();
  87289. },
  87290. enumerable: true,
  87291. configurable: true
  87292. });
  87293. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87294. /**
  87295. * Specifies if anti-aliasing is enabled
  87296. */
  87297. get: function () {
  87298. return this._fxaaEnabled;
  87299. },
  87300. set: function (enabled) {
  87301. if (this._fxaaEnabled === enabled) {
  87302. return;
  87303. }
  87304. this._fxaaEnabled = enabled;
  87305. this._buildPipeline();
  87306. },
  87307. enumerable: true,
  87308. configurable: true
  87309. });
  87310. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87311. /**
  87312. * Specifies the number of steps used to calculate the volumetric lights
  87313. * Typically in interval [50, 200]
  87314. */
  87315. get: function () {
  87316. return this._volumetricLightStepsCount;
  87317. },
  87318. set: function (count) {
  87319. if (this.volumetricLightPostProcess) {
  87320. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87321. }
  87322. this._volumetricLightStepsCount = count;
  87323. },
  87324. enumerable: true,
  87325. configurable: true
  87326. });
  87327. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87328. /**
  87329. * Specifies the number of samples used for the motion blur effect
  87330. * Typically in interval [16, 64]
  87331. */
  87332. get: function () {
  87333. return this._motionBlurSamples;
  87334. },
  87335. set: function (samples) {
  87336. if (this.motionBlurPostProcess) {
  87337. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87338. }
  87339. this._motionBlurSamples = samples;
  87340. },
  87341. enumerable: true,
  87342. configurable: true
  87343. });
  87344. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87345. /**
  87346. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87347. */
  87348. get: function () {
  87349. return this._samples;
  87350. },
  87351. set: function (sampleCount) {
  87352. if (this._samples === sampleCount) {
  87353. return;
  87354. }
  87355. this._samples = sampleCount;
  87356. this._buildPipeline();
  87357. },
  87358. enumerable: true,
  87359. configurable: true
  87360. });
  87361. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87362. var _this = this;
  87363. var ratio = this._ratio;
  87364. var scene = this._scene;
  87365. this._disposePostProcesses();
  87366. this._reset();
  87367. // Create pass post-process
  87368. if (!this._basePostProcess) {
  87369. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87370. this.originalPostProcess.onApply = function (effect) {
  87371. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87372. };
  87373. }
  87374. else {
  87375. this.originalPostProcess = this._basePostProcess;
  87376. }
  87377. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87378. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87379. }
  87380. this._currentDepthOfFieldSource = this.originalPostProcess;
  87381. if (this._bloomEnabled) {
  87382. // Create down sample X4 post-process
  87383. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87384. // Create bright pass post-process
  87385. this._createBrightPassPostProcess(scene, ratio / 2);
  87386. // Create gaussian blur post-processes (down sampling blurs)
  87387. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87388. // Create texture adder post-process
  87389. this._createTextureAdderPostProcess(scene, ratio);
  87390. // Create depth-of-field source post-process
  87391. 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);
  87392. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87393. }
  87394. if (this._vlsEnabled) {
  87395. // Create volumetric light
  87396. this._createVolumetricLightPostProcess(scene, ratio);
  87397. // Create volumetric light final post-process
  87398. 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);
  87399. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87400. }
  87401. if (this._lensFlareEnabled) {
  87402. // Create lens flare post-process
  87403. this._createLensFlarePostProcess(scene, ratio);
  87404. // Create depth-of-field source post-process post lens-flare and disable it now
  87405. 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);
  87406. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87407. }
  87408. if (this._hdrEnabled) {
  87409. // Create luminance
  87410. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87411. // Create HDR
  87412. this._createHdrPostProcess(scene, ratio);
  87413. // Create depth-of-field source post-process post hdr and disable it now
  87414. 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);
  87415. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87416. }
  87417. if (this._depthOfFieldEnabled) {
  87418. // Create gaussian blur used by depth-of-field
  87419. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87420. // Create depth-of-field post-process
  87421. this._createDepthOfFieldPostProcess(scene, ratio);
  87422. }
  87423. if (this._motionBlurEnabled) {
  87424. // Create motion blur post-process
  87425. this._createMotionBlurPostProcess(scene, ratio);
  87426. }
  87427. if (this._fxaaEnabled) {
  87428. // Create fxaa post-process
  87429. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87430. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87431. }
  87432. if (this._cameras !== null) {
  87433. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87434. }
  87435. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87436. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87437. }
  87438. };
  87439. // Down Sample X4 Post-Processs
  87440. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87441. var _this = this;
  87442. var downSampleX4Offsets = new Array(32);
  87443. 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);
  87444. this.downSampleX4PostProcess.onApply = function (effect) {
  87445. var id = 0;
  87446. var width = _this.downSampleX4PostProcess.width;
  87447. var height = _this.downSampleX4PostProcess.height;
  87448. for (var i = -2; i < 2; i++) {
  87449. for (var j = -2; j < 2; j++) {
  87450. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87451. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87452. id += 2;
  87453. }
  87454. }
  87455. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87456. };
  87457. // Add to pipeline
  87458. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87459. };
  87460. // Brightpass Post-Process
  87461. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87462. var _this = this;
  87463. var brightOffsets = new Array(8);
  87464. 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);
  87465. this.brightPassPostProcess.onApply = function (effect) {
  87466. var sU = (1.0 / _this.brightPassPostProcess.width);
  87467. var sV = (1.0 / _this.brightPassPostProcess.height);
  87468. brightOffsets[0] = -0.5 * sU;
  87469. brightOffsets[1] = 0.5 * sV;
  87470. brightOffsets[2] = 0.5 * sU;
  87471. brightOffsets[3] = 0.5 * sV;
  87472. brightOffsets[4] = -0.5 * sU;
  87473. brightOffsets[5] = -0.5 * sV;
  87474. brightOffsets[6] = 0.5 * sU;
  87475. brightOffsets[7] = -0.5 * sV;
  87476. effect.setArray2("dsOffsets", brightOffsets);
  87477. effect.setFloat("brightThreshold", _this.brightThreshold);
  87478. };
  87479. // Add to pipeline
  87480. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87481. };
  87482. // Create blur H&V post-processes
  87483. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87484. var _this = this;
  87485. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87486. var engine = scene.getEngine();
  87487. 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);
  87488. 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);
  87489. blurX.onActivateObservable.add(function () {
  87490. var dw = blurX.width / engine.getRenderWidth();
  87491. blurX.kernel = _this[blurWidthKey] * dw;
  87492. });
  87493. blurY.onActivateObservable.add(function () {
  87494. var dw = blurY.height / engine.getRenderHeight();
  87495. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87496. });
  87497. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87498. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87499. this.blurHPostProcesses.push(blurX);
  87500. this.blurVPostProcesses.push(blurY);
  87501. };
  87502. // Create texture adder post-process
  87503. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87504. var _this = this;
  87505. 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);
  87506. this.textureAdderPostProcess.onApply = function (effect) {
  87507. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87508. effect.setTexture("lensSampler", _this.lensTexture);
  87509. effect.setFloat("exposure", _this.exposure);
  87510. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87511. };
  87512. // Add to pipeline
  87513. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87514. };
  87515. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87516. var _this = this;
  87517. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87518. geometryRenderer.enablePosition = true;
  87519. var geometry = geometryRenderer.getGBuffer();
  87520. // Base post-process
  87521. 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));
  87522. var depthValues = BABYLON.Vector2.Zero();
  87523. this.volumetricLightPostProcess.onApply = function (effect) {
  87524. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87525. var generator = _this.sourceLight.getShadowGenerator();
  87526. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87527. effect.setTexture("positionSampler", geometry.textures[2]);
  87528. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87529. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87530. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87531. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87532. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87533. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87534. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87535. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87536. effect.setVector2("depthValues", depthValues);
  87537. }
  87538. };
  87539. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87540. // Smooth
  87541. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87542. // Merge
  87543. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87544. this.volumetricLightMergePostProces.onApply = function (effect) {
  87545. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87546. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87547. };
  87548. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87549. };
  87550. // Create luminance
  87551. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87552. var _this = this;
  87553. // Create luminance
  87554. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87555. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87556. var offsets = [];
  87557. this.luminancePostProcess.onApply = function (effect) {
  87558. var sU = (1.0 / _this.luminancePostProcess.width);
  87559. var sV = (1.0 / _this.luminancePostProcess.height);
  87560. offsets[0] = -0.5 * sU;
  87561. offsets[1] = 0.5 * sV;
  87562. offsets[2] = 0.5 * sU;
  87563. offsets[3] = 0.5 * sV;
  87564. offsets[4] = -0.5 * sU;
  87565. offsets[5] = -0.5 * sV;
  87566. offsets[6] = 0.5 * sU;
  87567. offsets[7] = -0.5 * sV;
  87568. effect.setArray2("lumOffsets", offsets);
  87569. };
  87570. // Add to pipeline
  87571. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87572. // Create down sample luminance
  87573. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87574. var size = Math.pow(3, i);
  87575. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87576. if (i === 0) {
  87577. defines += "#define FINAL_DOWN_SAMPLER";
  87578. }
  87579. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87580. this.luminanceDownSamplePostProcesses.push(postProcess);
  87581. }
  87582. // Create callbacks and add effects
  87583. var lastLuminance = this.luminancePostProcess;
  87584. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87585. var downSampleOffsets = new Array(18);
  87586. pp.onApply = function (effect) {
  87587. if (!lastLuminance) {
  87588. return;
  87589. }
  87590. var id = 0;
  87591. for (var x = -1; x < 2; x++) {
  87592. for (var y = -1; y < 2; y++) {
  87593. downSampleOffsets[id] = x / lastLuminance.width;
  87594. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87595. id += 2;
  87596. }
  87597. }
  87598. effect.setArray2("dsOffsets", downSampleOffsets);
  87599. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87600. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87601. lastLuminance = _this.luminancePostProcess;
  87602. }
  87603. else {
  87604. lastLuminance = pp;
  87605. }
  87606. };
  87607. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87608. pp.onAfterRender = function (effect) {
  87609. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87610. 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);
  87611. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87612. };
  87613. }
  87614. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87615. });
  87616. };
  87617. // Create HDR post-process
  87618. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87619. var _this = this;
  87620. 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);
  87621. var outputLiminance = 1;
  87622. var time = 0;
  87623. var lastTime = 0;
  87624. this.hdrPostProcess.onApply = function (effect) {
  87625. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87626. time += scene.getEngine().getDeltaTime();
  87627. if (outputLiminance < 0) {
  87628. outputLiminance = _this._hdrCurrentLuminance;
  87629. }
  87630. else {
  87631. var dt = (lastTime - time) / 1000.0;
  87632. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87633. outputLiminance += _this.hdrDecreaseRate * dt;
  87634. }
  87635. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87636. outputLiminance -= _this.hdrIncreaseRate * dt;
  87637. }
  87638. else {
  87639. outputLiminance = _this._hdrCurrentLuminance;
  87640. }
  87641. }
  87642. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87643. effect.setFloat("averageLuminance", outputLiminance);
  87644. lastTime = time;
  87645. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87646. };
  87647. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87648. };
  87649. // Create lens flare post-process
  87650. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87651. var _this = this;
  87652. 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);
  87653. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87654. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87655. 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);
  87656. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87657. var resolution = new BABYLON.Vector2(0, 0);
  87658. // Lens flare
  87659. this.lensFlarePostProcess.onApply = function (effect) {
  87660. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87661. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87662. effect.setFloat("strength", _this.lensFlareStrength);
  87663. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87664. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87665. // Shift
  87666. resolution.x = _this.lensFlarePostProcess.width;
  87667. resolution.y = _this.lensFlarePostProcess.height;
  87668. effect.setVector2("resolution", resolution);
  87669. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87670. };
  87671. // Compose
  87672. 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);
  87673. 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);
  87674. this.lensFlareComposePostProcess.onApply = function (effect) {
  87675. if (!_this._scene.activeCamera) {
  87676. return;
  87677. }
  87678. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87679. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87680. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87681. // Lens start rotation matrix
  87682. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87683. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87684. 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));
  87685. camRot *= 4.0;
  87686. 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);
  87687. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87688. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87689. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87690. };
  87691. };
  87692. // Create depth-of-field post-process
  87693. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87694. var _this = this;
  87695. 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);
  87696. this.depthOfFieldPostProcess.onApply = function (effect) {
  87697. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87698. effect.setTexture("depthSampler", _this._getDepthTexture());
  87699. effect.setFloat("distance", _this.depthOfFieldDistance);
  87700. };
  87701. // Add to pipeline
  87702. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87703. };
  87704. // Create motion blur post-process
  87705. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87706. var _this = this;
  87707. 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);
  87708. var motionScale = 0;
  87709. var prevViewProjection = BABYLON.Matrix.Identity();
  87710. var invViewProjection = BABYLON.Matrix.Identity();
  87711. var viewProjection = BABYLON.Matrix.Identity();
  87712. var screenSize = BABYLON.Vector2.Zero();
  87713. this.motionBlurPostProcess.onApply = function (effect) {
  87714. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87715. viewProjection.invertToRef(invViewProjection);
  87716. effect.setMatrix("inverseViewProjection", invViewProjection);
  87717. effect.setMatrix("prevViewProjection", prevViewProjection);
  87718. prevViewProjection = viewProjection;
  87719. screenSize.x = _this.motionBlurPostProcess.width;
  87720. screenSize.y = _this.motionBlurPostProcess.height;
  87721. effect.setVector2("screenSize", screenSize);
  87722. motionScale = scene.getEngine().getFps() / 60.0;
  87723. effect.setFloat("motionScale", motionScale);
  87724. effect.setFloat("motionStrength", _this.motionStrength);
  87725. effect.setTexture("depthSampler", _this._getDepthTexture());
  87726. };
  87727. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87728. };
  87729. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87730. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87731. var renderer = this._scene.enableGeometryBufferRenderer();
  87732. return renderer.getGBuffer().textures[0];
  87733. }
  87734. return this._scene.enableDepthRenderer().getDepthMap();
  87735. };
  87736. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87737. for (var i = 0; i < this._cameras.length; i++) {
  87738. var camera = this._cameras[i];
  87739. if (this.originalPostProcess) {
  87740. this.originalPostProcess.dispose(camera);
  87741. }
  87742. if (this.downSampleX4PostProcess) {
  87743. this.downSampleX4PostProcess.dispose(camera);
  87744. }
  87745. if (this.brightPassPostProcess) {
  87746. this.brightPassPostProcess.dispose(camera);
  87747. }
  87748. if (this.textureAdderPostProcess) {
  87749. this.textureAdderPostProcess.dispose(camera);
  87750. }
  87751. if (this.textureAdderFinalPostProcess) {
  87752. this.textureAdderFinalPostProcess.dispose(camera);
  87753. }
  87754. if (this.volumetricLightPostProcess) {
  87755. this.volumetricLightPostProcess.dispose(camera);
  87756. }
  87757. if (this.volumetricLightSmoothXPostProcess) {
  87758. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87759. }
  87760. if (this.volumetricLightSmoothYPostProcess) {
  87761. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87762. }
  87763. if (this.volumetricLightMergePostProces) {
  87764. this.volumetricLightMergePostProces.dispose(camera);
  87765. }
  87766. if (this.volumetricLightFinalPostProcess) {
  87767. this.volumetricLightFinalPostProcess.dispose(camera);
  87768. }
  87769. if (this.lensFlarePostProcess) {
  87770. this.lensFlarePostProcess.dispose(camera);
  87771. }
  87772. if (this.lensFlareComposePostProcess) {
  87773. this.lensFlareComposePostProcess.dispose(camera);
  87774. }
  87775. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87776. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87777. }
  87778. if (this.luminancePostProcess) {
  87779. this.luminancePostProcess.dispose(camera);
  87780. }
  87781. if (this.hdrPostProcess) {
  87782. this.hdrPostProcess.dispose(camera);
  87783. }
  87784. if (this.hdrFinalPostProcess) {
  87785. this.hdrFinalPostProcess.dispose(camera);
  87786. }
  87787. if (this.depthOfFieldPostProcess) {
  87788. this.depthOfFieldPostProcess.dispose(camera);
  87789. }
  87790. if (this.motionBlurPostProcess) {
  87791. this.motionBlurPostProcess.dispose(camera);
  87792. }
  87793. if (this.fxaaPostProcess) {
  87794. this.fxaaPostProcess.dispose(camera);
  87795. }
  87796. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87797. this.blurHPostProcesses[j].dispose(camera);
  87798. }
  87799. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87800. this.blurVPostProcesses[j].dispose(camera);
  87801. }
  87802. }
  87803. this.originalPostProcess = null;
  87804. this.downSampleX4PostProcess = null;
  87805. this.brightPassPostProcess = null;
  87806. this.textureAdderPostProcess = null;
  87807. this.textureAdderFinalPostProcess = null;
  87808. this.volumetricLightPostProcess = null;
  87809. this.volumetricLightSmoothXPostProcess = null;
  87810. this.volumetricLightSmoothYPostProcess = null;
  87811. this.volumetricLightMergePostProces = null;
  87812. this.volumetricLightFinalPostProcess = null;
  87813. this.lensFlarePostProcess = null;
  87814. this.lensFlareComposePostProcess = null;
  87815. this.luminancePostProcess = null;
  87816. this.hdrPostProcess = null;
  87817. this.hdrFinalPostProcess = null;
  87818. this.depthOfFieldPostProcess = null;
  87819. this.motionBlurPostProcess = null;
  87820. this.fxaaPostProcess = null;
  87821. this.luminanceDownSamplePostProcesses = [];
  87822. this.blurHPostProcesses = [];
  87823. this.blurVPostProcesses = [];
  87824. };
  87825. /**
  87826. * Dispose of the pipeline and stop all post processes
  87827. */
  87828. StandardRenderingPipeline.prototype.dispose = function () {
  87829. this._disposePostProcesses();
  87830. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87831. _super.prototype.dispose.call(this);
  87832. };
  87833. /**
  87834. * Serialize the rendering pipeline (Used when exporting)
  87835. * @returns the serialized object
  87836. */
  87837. StandardRenderingPipeline.prototype.serialize = function () {
  87838. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87839. if (this.sourceLight) {
  87840. serializationObject.sourceLightId = this.sourceLight.id;
  87841. }
  87842. serializationObject.customType = "StandardRenderingPipeline";
  87843. return serializationObject;
  87844. };
  87845. /**
  87846. * Parse the serialized pipeline
  87847. * @param source Source pipeline.
  87848. * @param scene The scene to load the pipeline to.
  87849. * @param rootUrl The URL of the serialized pipeline.
  87850. * @returns An instantiated pipeline from the serialized object.
  87851. */
  87852. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87853. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87854. if (source.sourceLightId) {
  87855. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87856. }
  87857. return p;
  87858. };
  87859. /**
  87860. * Luminance steps
  87861. */
  87862. StandardRenderingPipeline.LuminanceSteps = 6;
  87863. __decorate([
  87864. BABYLON.serialize()
  87865. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87866. __decorate([
  87867. BABYLON.serialize()
  87868. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87869. __decorate([
  87870. BABYLON.serialize()
  87871. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87872. __decorate([
  87873. BABYLON.serialize()
  87874. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87875. __decorate([
  87876. BABYLON.serializeAsTexture("lensTexture")
  87877. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87878. __decorate([
  87879. BABYLON.serialize()
  87880. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87881. __decorate([
  87882. BABYLON.serialize()
  87883. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87884. __decorate([
  87885. BABYLON.serialize()
  87886. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87887. __decorate([
  87888. BABYLON.serialize()
  87889. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87890. __decorate([
  87891. BABYLON.serialize()
  87892. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87893. __decorate([
  87894. BABYLON.serialize()
  87895. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87896. __decorate([
  87897. BABYLON.serializeAsTexture("lensColorTexture")
  87898. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87899. __decorate([
  87900. BABYLON.serialize()
  87901. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87902. __decorate([
  87903. BABYLON.serialize()
  87904. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87905. __decorate([
  87906. BABYLON.serialize()
  87907. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87908. __decorate([
  87909. BABYLON.serialize()
  87910. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87911. __decorate([
  87912. BABYLON.serializeAsTexture("lensStarTexture")
  87913. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87914. __decorate([
  87915. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87916. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87917. __decorate([
  87918. BABYLON.serialize()
  87919. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87920. __decorate([
  87921. BABYLON.serialize()
  87922. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87923. __decorate([
  87924. BABYLON.serialize()
  87925. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87926. __decorate([
  87927. BABYLON.serialize()
  87928. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87929. __decorate([
  87930. BABYLON.serialize()
  87931. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87932. __decorate([
  87933. BABYLON.serialize()
  87934. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87935. __decorate([
  87936. BABYLON.serialize()
  87937. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87938. __decorate([
  87939. BABYLON.serialize()
  87940. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87941. __decorate([
  87942. BABYLON.serialize()
  87943. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87944. __decorate([
  87945. BABYLON.serialize()
  87946. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87947. __decorate([
  87948. BABYLON.serialize()
  87949. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87950. __decorate([
  87951. BABYLON.serialize()
  87952. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87953. __decorate([
  87954. BABYLON.serialize()
  87955. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87956. __decorate([
  87957. BABYLON.serialize()
  87958. ], StandardRenderingPipeline.prototype, "samples", null);
  87959. return StandardRenderingPipeline;
  87960. }(BABYLON.PostProcessRenderPipeline));
  87961. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87962. })(BABYLON || (BABYLON = {}));
  87963. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87964. var BABYLON;
  87965. (function (BABYLON) {
  87966. /**
  87967. * Fxaa post process
  87968. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87969. */
  87970. var FxaaPostProcess = /** @class */ (function (_super) {
  87971. __extends(FxaaPostProcess, _super);
  87972. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87973. if (camera === void 0) { camera = null; }
  87974. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87975. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87976. var defines = _this._getDefines();
  87977. _this.updateEffect(defines);
  87978. _this.onApplyObservable.add(function (effect) {
  87979. var texelSize = _this.texelSize;
  87980. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87981. });
  87982. return _this;
  87983. }
  87984. FxaaPostProcess.prototype._getDefines = function () {
  87985. var engine = this.getEngine();
  87986. if (!engine) {
  87987. return null;
  87988. }
  87989. var glInfo = engine.getGlInfo();
  87990. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87991. return "#define MALI 1\n";
  87992. }
  87993. return null;
  87994. };
  87995. return FxaaPostProcess;
  87996. }(BABYLON.PostProcess));
  87997. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87998. })(BABYLON || (BABYLON = {}));
  87999. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  88000. var BABYLON;
  88001. (function (BABYLON) {
  88002. /**
  88003. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  88004. */
  88005. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  88006. __extends(ChromaticAberrationPostProcess, _super);
  88007. /**
  88008. * Creates a new instance ChromaticAberrationPostProcess
  88009. * @param name The name of the effect.
  88010. * @param screenWidth The width of the screen to apply the effect on.
  88011. * @param screenHeight The height of the screen to apply the effect on.
  88012. * @param options The required width/height ratio to downsize to before computing the render pass.
  88013. * @param camera The camera to apply the render pass to.
  88014. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88015. * @param engine The engine which the post process will be applied. (default: current engine)
  88016. * @param reusable If the post process can be reused on the same frame. (default: false)
  88017. * @param textureType Type of textures used when performing the post process. (default: 0)
  88018. * @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)
  88019. */
  88020. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88021. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88022. if (blockCompilation === void 0) { blockCompilation = false; }
  88023. 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;
  88024. /**
  88025. * The amount of seperation of rgb channels (default: 30)
  88026. */
  88027. _this.aberrationAmount = 30;
  88028. /**
  88029. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  88030. */
  88031. _this.radialIntensity = 0;
  88032. /**
  88033. * 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))
  88034. */
  88035. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  88036. /**
  88037. * 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))
  88038. */
  88039. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  88040. _this.onApplyObservable.add(function (effect) {
  88041. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  88042. effect.setFloat('screen_width', screenWidth);
  88043. effect.setFloat('screen_height', screenHeight);
  88044. effect.setFloat('radialIntensity', _this.radialIntensity);
  88045. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  88046. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  88047. });
  88048. return _this;
  88049. }
  88050. return ChromaticAberrationPostProcess;
  88051. }(BABYLON.PostProcess));
  88052. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  88053. })(BABYLON || (BABYLON = {}));
  88054. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  88055. var BABYLON;
  88056. (function (BABYLON) {
  88057. /**
  88058. * The GrainPostProcess adds noise to the image at mid luminance levels
  88059. */
  88060. var GrainPostProcess = /** @class */ (function (_super) {
  88061. __extends(GrainPostProcess, _super);
  88062. /**
  88063. * Creates a new instance of @see GrainPostProcess
  88064. * @param name The name of the effect.
  88065. * @param options The required width/height ratio to downsize to before computing the render pass.
  88066. * @param camera The camera to apply the render pass to.
  88067. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88068. * @param engine The engine which the post process will be applied. (default: current engine)
  88069. * @param reusable If the post process can be reused on the same frame. (default: false)
  88070. * @param textureType Type of textures used when performing the post process. (default: 0)
  88071. * @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)
  88072. */
  88073. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88074. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88075. if (blockCompilation === void 0) { blockCompilation = false; }
  88076. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88077. /**
  88078. * The intensity of the grain added (default: 30)
  88079. */
  88080. _this.intensity = 30;
  88081. /**
  88082. * If the grain should be randomized on every frame
  88083. */
  88084. _this.animated = false;
  88085. _this.onApplyObservable.add(function (effect) {
  88086. effect.setFloat('intensity', _this.intensity);
  88087. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  88088. });
  88089. return _this;
  88090. }
  88091. return GrainPostProcess;
  88092. }(BABYLON.PostProcess));
  88093. BABYLON.GrainPostProcess = GrainPostProcess;
  88094. })(BABYLON || (BABYLON = {}));
  88095. //# sourceMappingURL=babylon.grainPostProcess.js.map
  88096. var BABYLON;
  88097. (function (BABYLON) {
  88098. /**
  88099. * The SharpenPostProcess applies a sharpen kernel to every pixel
  88100. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  88101. */
  88102. var SharpenPostProcess = /** @class */ (function (_super) {
  88103. __extends(SharpenPostProcess, _super);
  88104. /**
  88105. * Creates a new instance ConvolutionPostProcess
  88106. * @param name The name of the effect.
  88107. * @param options The required width/height ratio to downsize to before computing the render pass.
  88108. * @param camera The camera to apply the render pass to.
  88109. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88110. * @param engine The engine which the post process will be applied. (default: current engine)
  88111. * @param reusable If the post process can be reused on the same frame. (default: false)
  88112. * @param textureType Type of textures used when performing the post process. (default: 0)
  88113. * @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)
  88114. */
  88115. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88116. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88117. if (blockCompilation === void 0) { blockCompilation = false; }
  88118. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88119. /**
  88120. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  88121. */
  88122. _this.colorAmount = 1.0;
  88123. /**
  88124. * How much sharpness should be applied (default: 0.3)
  88125. */
  88126. _this.edgeAmount = 0.3;
  88127. _this.onApply = function (effect) {
  88128. effect.setFloat2("screenSize", _this.width, _this.height);
  88129. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  88130. };
  88131. return _this;
  88132. }
  88133. return SharpenPostProcess;
  88134. }(BABYLON.PostProcess));
  88135. BABYLON.SharpenPostProcess = SharpenPostProcess;
  88136. })(BABYLON || (BABYLON = {}));
  88137. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  88138. var BABYLON;
  88139. (function (BABYLON) {
  88140. /**
  88141. * The Blur Post Process which blurs an image based on a kernel and direction.
  88142. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88143. */
  88144. var BlurPostProcess = /** @class */ (function (_super) {
  88145. __extends(BlurPostProcess, _super);
  88146. /**
  88147. * Creates a new instance BlurPostProcess
  88148. * @param name The name of the effect.
  88149. * @param direction The direction in which to blur the image.
  88150. * @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.
  88151. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88152. * @param camera The camera to apply the render pass to.
  88153. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88154. * @param engine The engine which the post process will be applied. (default: current engine)
  88155. * @param reusable If the post process can be reused on the same frame. (default: false)
  88156. * @param textureType Type of textures used when performing the post process. (default: 0)
  88157. * @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)
  88158. */
  88159. function BlurPostProcess(name,
  88160. /** The direction in which to blur the image. */
  88161. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  88162. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88163. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88164. if (defines === void 0) { defines = ""; }
  88165. if (blockCompilation === void 0) { blockCompilation = false; }
  88166. 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;
  88167. _this.direction = direction;
  88168. _this.blockCompilation = blockCompilation;
  88169. _this._packedFloat = false;
  88170. _this._staticDefines = "";
  88171. _this._staticDefines = defines;
  88172. _this.onApplyObservable.add(function (effect) {
  88173. if (_this._outputTexture) {
  88174. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88175. }
  88176. else {
  88177. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88178. }
  88179. });
  88180. _this.kernel = kernel;
  88181. return _this;
  88182. }
  88183. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88184. /**
  88185. * Gets the length in pixels of the blur sample region
  88186. */
  88187. get: function () {
  88188. return this._idealKernel;
  88189. },
  88190. /**
  88191. * Sets the length in pixels of the blur sample region
  88192. */
  88193. set: function (v) {
  88194. if (this._idealKernel === v) {
  88195. return;
  88196. }
  88197. v = Math.max(v, 1);
  88198. this._idealKernel = v;
  88199. this._kernel = this._nearestBestKernel(v);
  88200. if (!this.blockCompilation) {
  88201. this._updateParameters();
  88202. }
  88203. },
  88204. enumerable: true,
  88205. configurable: true
  88206. });
  88207. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88208. /**
  88209. * Gets wether or not the blur is unpacking/repacking floats
  88210. */
  88211. get: function () {
  88212. return this._packedFloat;
  88213. },
  88214. /**
  88215. * Sets wether or not the blur needs to unpack/repack floats
  88216. */
  88217. set: function (v) {
  88218. if (this._packedFloat === v) {
  88219. return;
  88220. }
  88221. this._packedFloat = v;
  88222. if (!this.blockCompilation) {
  88223. this._updateParameters();
  88224. }
  88225. },
  88226. enumerable: true,
  88227. configurable: true
  88228. });
  88229. /**
  88230. * Updates the effect with the current post process compile time values and recompiles the shader.
  88231. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88232. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88233. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88234. * @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
  88235. * @param onCompiled Called when the shader has been compiled.
  88236. * @param onError Called if there is an error when compiling a shader.
  88237. */
  88238. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88239. if (defines === void 0) { defines = null; }
  88240. if (uniforms === void 0) { uniforms = null; }
  88241. if (samplers === void 0) { samplers = null; }
  88242. this._updateParameters(onCompiled, onError);
  88243. };
  88244. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88245. // Generate sampling offsets and weights
  88246. var N = this._kernel;
  88247. var centerIndex = (N - 1) / 2;
  88248. // Generate Gaussian sampling weights over kernel
  88249. var offsets = [];
  88250. var weights = [];
  88251. var totalWeight = 0;
  88252. for (var i = 0; i < N; i++) {
  88253. var u = i / (N - 1);
  88254. var w = this._gaussianWeight(u * 2.0 - 1);
  88255. offsets[i] = (i - centerIndex);
  88256. weights[i] = w;
  88257. totalWeight += w;
  88258. }
  88259. // Normalize weights
  88260. for (var i = 0; i < weights.length; i++) {
  88261. weights[i] /= totalWeight;
  88262. }
  88263. // Optimize: combine samples to take advantage of hardware linear sampling
  88264. // Walk from left to center, combining pairs (symmetrically)
  88265. var linearSamplingWeights = [];
  88266. var linearSamplingOffsets = [];
  88267. var linearSamplingMap = [];
  88268. for (var i = 0; i <= centerIndex; i += 2) {
  88269. var j = Math.min(i + 1, Math.floor(centerIndex));
  88270. var singleCenterSample = i === j;
  88271. if (singleCenterSample) {
  88272. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88273. }
  88274. else {
  88275. var sharedCell = j === centerIndex;
  88276. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88277. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88278. if (offsetLinear === 0) {
  88279. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88280. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88281. }
  88282. else {
  88283. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88284. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88285. }
  88286. }
  88287. }
  88288. for (var i = 0; i < linearSamplingMap.length; i++) {
  88289. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88290. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88291. }
  88292. // Replace with optimized
  88293. offsets = linearSamplingOffsets;
  88294. weights = linearSamplingWeights;
  88295. // Generate shaders
  88296. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88297. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88298. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88299. var defines = "";
  88300. defines += this._staticDefines;
  88301. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88302. if (this._staticDefines.indexOf("DOF") != -1) {
  88303. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88304. varyingCount--;
  88305. }
  88306. for (var i = 0; i < varyingCount; i++) {
  88307. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88308. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88309. }
  88310. var depCount = 0;
  88311. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88312. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88313. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88314. depCount++;
  88315. }
  88316. if (this.packedFloat) {
  88317. defines += "#define PACKEDFLOAT 1";
  88318. }
  88319. this.blockCompilation = false;
  88320. _super.prototype.updateEffect.call(this, defines, null, null, {
  88321. varyingCount: varyingCount,
  88322. depCount: depCount
  88323. }, onCompiled, onError);
  88324. };
  88325. /**
  88326. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88327. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88328. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88329. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88330. * The gaps between physical kernels are compensated for in the weighting of the samples
  88331. * @param idealKernel Ideal blur kernel.
  88332. * @return Nearest best kernel.
  88333. */
  88334. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88335. var v = Math.round(idealKernel);
  88336. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88337. var k = _a[_i];
  88338. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88339. return Math.max(k, 3);
  88340. }
  88341. }
  88342. return Math.max(v, 3);
  88343. };
  88344. /**
  88345. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88346. * @param x The point on the Gaussian distribution to sample.
  88347. * @return the value of the Gaussian function at x.
  88348. */
  88349. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88350. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88351. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88352. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88353. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88354. // truncated at around 1.3% of peak strength.
  88355. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88356. var sigma = (1 / 3);
  88357. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88358. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88359. var weight = (1.0 / denominator) * Math.exp(exponent);
  88360. return weight;
  88361. };
  88362. /**
  88363. * Generates a string that can be used as a floating point number in GLSL.
  88364. * @param x Value to print.
  88365. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88366. * @return GLSL float string.
  88367. */
  88368. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88369. if (decimalFigures === void 0) { decimalFigures = 8; }
  88370. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88371. };
  88372. return BlurPostProcess;
  88373. }(BABYLON.PostProcess));
  88374. BABYLON.BlurPostProcess = BlurPostProcess;
  88375. })(BABYLON || (BABYLON = {}));
  88376. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88377. var BABYLON;
  88378. (function (BABYLON) {
  88379. /**
  88380. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88381. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88382. * based on samples that have a large difference in distance than the center pixel.
  88383. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88384. */
  88385. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88386. __extends(DepthOfFieldBlurPostProcess, _super);
  88387. /**
  88388. * Creates a new instance CircleOfConfusionPostProcess
  88389. * @param name The name of the effect.
  88390. * @param scene The scene the effect belongs to.
  88391. * @param direction The direction the blur should be applied.
  88392. * @param kernel The size of the kernel used to blur.
  88393. * @param options The required width/height ratio to downsize to before computing the render pass.
  88394. * @param camera The camera to apply the render pass to.
  88395. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88396. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88397. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88398. * @param engine The engine which the post process will be applied. (default: current engine)
  88399. * @param reusable If the post process can be reused on the same frame. (default: false)
  88400. * @param textureType Type of textures used when performing the post process. (default: 0)
  88401. * @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)
  88402. */
  88403. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88404. if (imageToBlur === void 0) { imageToBlur = null; }
  88405. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88406. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88407. if (blockCompilation === void 0) { blockCompilation = false; }
  88408. 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;
  88409. _this.direction = direction;
  88410. _this.onApplyObservable.add(function (effect) {
  88411. if (imageToBlur != null) {
  88412. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88413. }
  88414. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88415. if (scene.activeCamera) {
  88416. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88417. }
  88418. });
  88419. return _this;
  88420. }
  88421. return DepthOfFieldBlurPostProcess;
  88422. }(BABYLON.BlurPostProcess));
  88423. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88424. })(BABYLON || (BABYLON = {}));
  88425. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88426. var BABYLON;
  88427. (function (BABYLON) {
  88428. /**
  88429. * Options to be set when merging outputs from the default pipeline.
  88430. */
  88431. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88432. function DepthOfFieldMergePostProcessOptions() {
  88433. }
  88434. return DepthOfFieldMergePostProcessOptions;
  88435. }());
  88436. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88437. /**
  88438. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88439. */
  88440. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88441. __extends(DepthOfFieldMergePostProcess, _super);
  88442. /**
  88443. * Creates a new instance of DepthOfFieldMergePostProcess
  88444. * @param name The name of the effect.
  88445. * @param originalFromInput Post process which's input will be used for the merge.
  88446. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88447. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88448. * @param options The required width/height ratio to downsize to before computing the render pass.
  88449. * @param camera The camera to apply the render pass to.
  88450. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88451. * @param engine The engine which the post process will be applied. (default: current engine)
  88452. * @param reusable If the post process can be reused on the same frame. (default: false)
  88453. * @param textureType Type of textures used when performing the post process. (default: 0)
  88454. * @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)
  88455. */
  88456. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88457. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88458. if (blockCompilation === void 0) { blockCompilation = false; }
  88459. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88460. _this.blurSteps = blurSteps;
  88461. _this.onApplyObservable.add(function (effect) {
  88462. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88463. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88464. blurSteps.forEach(function (step, index) {
  88465. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88466. });
  88467. });
  88468. if (!blockCompilation) {
  88469. _this.updateEffect();
  88470. }
  88471. return _this;
  88472. }
  88473. /**
  88474. * Updates the effect with the current post process compile time values and recompiles the shader.
  88475. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88476. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88477. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88478. * @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
  88479. * @param onCompiled Called when the shader has been compiled.
  88480. * @param onError Called if there is an error when compiling a shader.
  88481. */
  88482. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88483. if (defines === void 0) { defines = null; }
  88484. if (uniforms === void 0) { uniforms = null; }
  88485. if (samplers === void 0) { samplers = null; }
  88486. if (!defines) {
  88487. defines = "";
  88488. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88489. }
  88490. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88491. };
  88492. return DepthOfFieldMergePostProcess;
  88493. }(BABYLON.PostProcess));
  88494. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88495. })(BABYLON || (BABYLON = {}));
  88496. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88497. var BABYLON;
  88498. (function (BABYLON) {
  88499. /**
  88500. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88501. */
  88502. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88503. __extends(CircleOfConfusionPostProcess, _super);
  88504. /**
  88505. * Creates a new instance CircleOfConfusionPostProcess
  88506. * @param name The name of the effect.
  88507. * @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.
  88508. * @param options The required width/height ratio to downsize to before computing the render pass.
  88509. * @param camera The camera to apply the render pass to.
  88510. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88511. * @param engine The engine which the post process will be applied. (default: current engine)
  88512. * @param reusable If the post process can be reused on the same frame. (default: false)
  88513. * @param textureType Type of textures used when performing the post process. (default: 0)
  88514. * @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)
  88515. */
  88516. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88517. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88518. if (blockCompilation === void 0) { blockCompilation = false; }
  88519. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88520. /**
  88521. * 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.
  88522. */
  88523. _this.lensSize = 50;
  88524. /**
  88525. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88526. */
  88527. _this.fStop = 1.4;
  88528. /**
  88529. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88530. */
  88531. _this.focusDistance = 2000;
  88532. /**
  88533. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88534. */
  88535. _this.focalLength = 50;
  88536. _this._depthTexture = null;
  88537. _this._depthTexture = depthTexture;
  88538. _this.onApplyObservable.add(function (effect) {
  88539. if (!_this._depthTexture) {
  88540. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88541. return;
  88542. }
  88543. effect.setTexture("depthSampler", _this._depthTexture);
  88544. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88545. var aperture = _this.lensSize / _this.fStop;
  88546. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88547. effect.setFloat('focusDistance', _this.focusDistance);
  88548. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88549. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88550. });
  88551. return _this;
  88552. }
  88553. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88554. /**
  88555. * 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.
  88556. */
  88557. set: function (value) {
  88558. this._depthTexture = value;
  88559. },
  88560. enumerable: true,
  88561. configurable: true
  88562. });
  88563. return CircleOfConfusionPostProcess;
  88564. }(BABYLON.PostProcess));
  88565. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88566. })(BABYLON || (BABYLON = {}));
  88567. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88568. var BABYLON;
  88569. (function (BABYLON) {
  88570. /**
  88571. * Specifies the level of max blur that should be applied when using the depth of field effect
  88572. */
  88573. var DepthOfFieldEffectBlurLevel;
  88574. (function (DepthOfFieldEffectBlurLevel) {
  88575. /**
  88576. * Subtle blur
  88577. */
  88578. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88579. /**
  88580. * Medium blur
  88581. */
  88582. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88583. /**
  88584. * Large blur
  88585. */
  88586. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88587. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88588. /**
  88589. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88590. */
  88591. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88592. __extends(DepthOfFieldEffect, _super);
  88593. /**
  88594. * Creates a new instance DepthOfFieldEffect
  88595. * @param scene The scene the effect belongs to.
  88596. * @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.
  88597. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88598. * @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)
  88599. */
  88600. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88601. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88602. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88603. if (blockCompilation === void 0) { blockCompilation = false; }
  88604. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88605. return _this._effects;
  88606. }, true) || this;
  88607. /**
  88608. * @hidden Internal post processes in depth of field effect
  88609. */
  88610. _this._effects = [];
  88611. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88612. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88613. // 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)
  88614. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88615. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88616. _this._depthOfFieldBlurY = [];
  88617. _this._depthOfFieldBlurX = [];
  88618. var blurCount = 1;
  88619. var kernelSize = 15;
  88620. switch (blurLevel) {
  88621. case DepthOfFieldEffectBlurLevel.High: {
  88622. blurCount = 3;
  88623. kernelSize = 51;
  88624. break;
  88625. }
  88626. case DepthOfFieldEffectBlurLevel.Medium: {
  88627. blurCount = 2;
  88628. kernelSize = 31;
  88629. break;
  88630. }
  88631. default: {
  88632. kernelSize = 15;
  88633. blurCount = 1;
  88634. break;
  88635. }
  88636. }
  88637. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88638. var ratio = 1.0;
  88639. for (var i = 0; i < blurCount; i++) {
  88640. 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);
  88641. blurY.autoClear = false;
  88642. ratio = 0.75 / Math.pow(2, i);
  88643. 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);
  88644. blurX.autoClear = false;
  88645. _this._depthOfFieldBlurY.push(blurY);
  88646. _this._depthOfFieldBlurX.push(blurX);
  88647. }
  88648. // Set all post processes on the effect.
  88649. _this._effects = [_this._circleOfConfusion];
  88650. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88651. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88652. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88653. }
  88654. // Merge blurred images with original image based on circleOfConfusion
  88655. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88656. _this._dofMerge.autoClear = false;
  88657. _this._effects.push(_this._dofMerge);
  88658. return _this;
  88659. }
  88660. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88661. get: function () {
  88662. return this._circleOfConfusion.focalLength;
  88663. },
  88664. /**
  88665. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88666. */
  88667. set: function (value) {
  88668. this._circleOfConfusion.focalLength = value;
  88669. },
  88670. enumerable: true,
  88671. configurable: true
  88672. });
  88673. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88674. get: function () {
  88675. return this._circleOfConfusion.fStop;
  88676. },
  88677. /**
  88678. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88679. */
  88680. set: function (value) {
  88681. this._circleOfConfusion.fStop = value;
  88682. },
  88683. enumerable: true,
  88684. configurable: true
  88685. });
  88686. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88687. get: function () {
  88688. return this._circleOfConfusion.focusDistance;
  88689. },
  88690. /**
  88691. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88692. */
  88693. set: function (value) {
  88694. this._circleOfConfusion.focusDistance = value;
  88695. },
  88696. enumerable: true,
  88697. configurable: true
  88698. });
  88699. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88700. get: function () {
  88701. return this._circleOfConfusion.lensSize;
  88702. },
  88703. /**
  88704. * 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.
  88705. */
  88706. set: function (value) {
  88707. this._circleOfConfusion.lensSize = value;
  88708. },
  88709. enumerable: true,
  88710. configurable: true
  88711. });
  88712. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88713. /**
  88714. * 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.
  88715. */
  88716. set: function (value) {
  88717. this._circleOfConfusion.depthTexture = value;
  88718. },
  88719. enumerable: true,
  88720. configurable: true
  88721. });
  88722. /**
  88723. * Disposes each of the internal effects for a given camera.
  88724. * @param camera The camera to dispose the effect on.
  88725. */
  88726. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88727. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88728. this._effects[effectIndex].dispose(camera);
  88729. }
  88730. };
  88731. /**
  88732. * @hidden Internal
  88733. */
  88734. DepthOfFieldEffect.prototype._updateEffects = function () {
  88735. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88736. this._effects[effectIndex].updateEffect();
  88737. }
  88738. };
  88739. /**
  88740. * Internal
  88741. * @returns if all the contained post processes are ready.
  88742. * @hidden
  88743. */
  88744. DepthOfFieldEffect.prototype._isReady = function () {
  88745. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88746. if (!this._effects[effectIndex].isReady()) {
  88747. return false;
  88748. }
  88749. }
  88750. return true;
  88751. };
  88752. return DepthOfFieldEffect;
  88753. }(BABYLON.PostProcessRenderEffect));
  88754. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88755. })(BABYLON || (BABYLON = {}));
  88756. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88757. var BABYLON;
  88758. (function (BABYLON) {
  88759. /**
  88760. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88761. */
  88762. var BloomMergePostProcess = /** @class */ (function (_super) {
  88763. __extends(BloomMergePostProcess, _super);
  88764. /**
  88765. * Creates a new instance of @see BloomMergePostProcess
  88766. * @param name The name of the effect.
  88767. * @param originalFromInput Post process which's input will be used for the merge.
  88768. * @param blurred Blurred highlights post process which's output will be used.
  88769. * @param weight Weight of the bloom to be added to the original input.
  88770. * @param options The required width/height ratio to downsize to before computing the render pass.
  88771. * @param camera The camera to apply the render pass to.
  88772. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88773. * @param engine The engine which the post process will be applied. (default: current engine)
  88774. * @param reusable If the post process can be reused on the same frame. (default: false)
  88775. * @param textureType Type of textures used when performing the post process. (default: 0)
  88776. * @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)
  88777. */
  88778. function BloomMergePostProcess(name, originalFromInput, blurred,
  88779. /** Weight of the bloom to be added to the original input. */
  88780. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88781. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88782. if (blockCompilation === void 0) { blockCompilation = false; }
  88783. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88784. _this.weight = weight;
  88785. _this.onApplyObservable.add(function (effect) {
  88786. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88787. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88788. effect.setFloat("bloomWeight", _this.weight);
  88789. });
  88790. if (!blockCompilation) {
  88791. _this.updateEffect();
  88792. }
  88793. return _this;
  88794. }
  88795. return BloomMergePostProcess;
  88796. }(BABYLON.PostProcess));
  88797. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88798. })(BABYLON || (BABYLON = {}));
  88799. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88800. var BABYLON;
  88801. (function (BABYLON) {
  88802. /**
  88803. * 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.
  88804. */
  88805. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88806. __extends(ExtractHighlightsPostProcess, _super);
  88807. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88808. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88809. if (blockCompilation === void 0) { blockCompilation = false; }
  88810. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88811. /**
  88812. * The luminance threshold, pixels below this value will be set to black.
  88813. */
  88814. _this.threshold = 0.9;
  88815. /** @hidden */
  88816. _this._exposure = 1;
  88817. /**
  88818. * Post process which has the input texture to be used when performing highlight extraction
  88819. * @hidden
  88820. */
  88821. _this._inputPostProcess = null;
  88822. _this.onApplyObservable.add(function (effect) {
  88823. if (_this._inputPostProcess) {
  88824. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88825. }
  88826. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88827. effect.setFloat('exposure', _this._exposure);
  88828. });
  88829. return _this;
  88830. }
  88831. return ExtractHighlightsPostProcess;
  88832. }(BABYLON.PostProcess));
  88833. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88834. })(BABYLON || (BABYLON = {}));
  88835. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88836. var BABYLON;
  88837. (function (BABYLON) {
  88838. /**
  88839. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88840. */
  88841. var BloomEffect = /** @class */ (function (_super) {
  88842. __extends(BloomEffect, _super);
  88843. /**
  88844. * Creates a new instance of @see BloomEffect
  88845. * @param scene The scene the effect belongs to.
  88846. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88847. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88848. * @param bloomWeight The the strength of bloom.
  88849. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88850. * @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)
  88851. */
  88852. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88853. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88854. if (blockCompilation === void 0) { blockCompilation = false; }
  88855. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88856. return _this._effects;
  88857. }, true) || this;
  88858. _this.bloomScale = bloomScale;
  88859. /**
  88860. * @hidden Internal
  88861. */
  88862. _this._effects = [];
  88863. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88864. _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);
  88865. _this._blurX.alwaysForcePOT = true;
  88866. _this._blurX.autoClear = false;
  88867. _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);
  88868. _this._blurY.alwaysForcePOT = true;
  88869. _this._blurY.autoClear = false;
  88870. _this.kernel = bloomKernel;
  88871. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88872. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88873. _this._merge.autoClear = false;
  88874. _this._effects.push(_this._merge);
  88875. return _this;
  88876. }
  88877. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88878. /**
  88879. * The luminance threshold to find bright areas of the image to bloom.
  88880. */
  88881. get: function () {
  88882. return this._downscale.threshold;
  88883. },
  88884. set: function (value) {
  88885. this._downscale.threshold = value;
  88886. },
  88887. enumerable: true,
  88888. configurable: true
  88889. });
  88890. Object.defineProperty(BloomEffect.prototype, "weight", {
  88891. /**
  88892. * The strength of the bloom.
  88893. */
  88894. get: function () {
  88895. return this._merge.weight;
  88896. },
  88897. set: function (value) {
  88898. this._merge.weight = value;
  88899. },
  88900. enumerable: true,
  88901. configurable: true
  88902. });
  88903. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88904. /**
  88905. * Specifies the size of the bloom blur kernel, relative to the final output size
  88906. */
  88907. get: function () {
  88908. return this._blurX.kernel / this.bloomScale;
  88909. },
  88910. set: function (value) {
  88911. this._blurX.kernel = value * this.bloomScale;
  88912. this._blurY.kernel = value * this.bloomScale;
  88913. },
  88914. enumerable: true,
  88915. configurable: true
  88916. });
  88917. /**
  88918. * Disposes each of the internal effects for a given camera.
  88919. * @param camera The camera to dispose the effect on.
  88920. */
  88921. BloomEffect.prototype.disposeEffects = function (camera) {
  88922. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88923. this._effects[effectIndex].dispose(camera);
  88924. }
  88925. };
  88926. /**
  88927. * @hidden Internal
  88928. */
  88929. BloomEffect.prototype._updateEffects = function () {
  88930. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88931. this._effects[effectIndex].updateEffect();
  88932. }
  88933. };
  88934. /**
  88935. * Internal
  88936. * @returns if all the contained post processes are ready.
  88937. * @hidden
  88938. */
  88939. BloomEffect.prototype._isReady = function () {
  88940. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88941. if (!this._effects[effectIndex].isReady()) {
  88942. return false;
  88943. }
  88944. }
  88945. return true;
  88946. };
  88947. return BloomEffect;
  88948. }(BABYLON.PostProcessRenderEffect));
  88949. BABYLON.BloomEffect = BloomEffect;
  88950. })(BABYLON || (BABYLON = {}));
  88951. //# sourceMappingURL=babylon.bloomEffect.js.map
  88952. var BABYLON;
  88953. (function (BABYLON) {
  88954. /**
  88955. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88956. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88957. */
  88958. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88959. __extends(DefaultRenderingPipeline, _super);
  88960. /**
  88961. * @constructor
  88962. * @param name - The rendering pipeline name (default: "")
  88963. * @param hdr - If high dynamic range textures should be used (default: true)
  88964. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88965. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88966. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88967. */
  88968. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88969. if (name === void 0) { name = ""; }
  88970. if (hdr === void 0) { hdr = true; }
  88971. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88972. if (automaticBuild === void 0) { automaticBuild = true; }
  88973. var _this = _super.call(this, scene.getEngine(), name) || this;
  88974. _this._camerasToBeAttached = [];
  88975. /**
  88976. * ID of the sharpen post process,
  88977. */
  88978. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88979. /**
  88980. * @ignore
  88981. * ID of the image processing post process;
  88982. */
  88983. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88984. /**
  88985. * @ignore
  88986. * ID of the Fast Approximate Anti-Aliasing post process;
  88987. */
  88988. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88989. /**
  88990. * ID of the chromatic aberration post process,
  88991. */
  88992. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88993. /**
  88994. * ID of the grain post process
  88995. */
  88996. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88997. /**
  88998. * Glow post process which adds a glow to emmisive areas of the image
  88999. */
  89000. _this._glowLayer = null;
  89001. /**
  89002. * Animations which can be used to tweak settings over a period of time
  89003. */
  89004. _this.animations = [];
  89005. _this._imageProcessingConfigurationObserver = null;
  89006. // Values
  89007. _this._sharpenEnabled = false;
  89008. _this._bloomEnabled = false;
  89009. _this._depthOfFieldEnabled = false;
  89010. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  89011. _this._fxaaEnabled = false;
  89012. _this._imageProcessingEnabled = true;
  89013. _this._bloomScale = 0.5;
  89014. _this._chromaticAberrationEnabled = false;
  89015. _this._grainEnabled = false;
  89016. _this._buildAllowed = true;
  89017. _this._resizeObserver = null;
  89018. _this._hardwareScaleLevel = 1.0;
  89019. _this._bloomKernel = 64;
  89020. /**
  89021. * Specifies the weight of the bloom in the final rendering
  89022. */
  89023. _this._bloomWeight = 0.15;
  89024. /**
  89025. * Specifies the luma threshold for the area that will be blurred by the bloom
  89026. */
  89027. _this._bloomThreshold = 0.9;
  89028. _this._samples = 1;
  89029. _this._hasCleared = false;
  89030. _this._prevPostProcess = null;
  89031. _this._prevPrevPostProcess = null;
  89032. _this._depthOfFieldSceneObserver = null;
  89033. _this._cameras = cameras || scene.cameras;
  89034. _this._cameras = _this._cameras.slice();
  89035. _this._camerasToBeAttached = _this._cameras.slice();
  89036. _this._buildAllowed = automaticBuild;
  89037. // Initialize
  89038. _this._scene = scene;
  89039. var caps = _this._scene.getEngine().getCaps();
  89040. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  89041. // Misc
  89042. if (_this._hdr) {
  89043. if (caps.textureHalfFloatRender) {
  89044. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  89045. }
  89046. else if (caps.textureFloatRender) {
  89047. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  89048. }
  89049. }
  89050. else {
  89051. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  89052. }
  89053. // Attach
  89054. scene.postProcessRenderPipelineManager.addPipeline(_this);
  89055. var engine = _this._scene.getEngine();
  89056. // Create post processes before hand so they can be modified before enabled.
  89057. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  89058. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89059. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  89060. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  89061. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  89062. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89063. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  89064. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89065. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  89066. _this._resizeObserver = engine.onResizeObservable.add(function () {
  89067. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  89068. _this.bloomKernel = _this.bloomKernel;
  89069. });
  89070. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  89071. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  89072. });
  89073. _this._buildPipeline();
  89074. return _this;
  89075. }
  89076. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  89077. get: function () {
  89078. return this._sharpenEnabled;
  89079. },
  89080. /**
  89081. * Enable or disable the sharpen process from the pipeline
  89082. */
  89083. set: function (enabled) {
  89084. if (this._sharpenEnabled === enabled) {
  89085. return;
  89086. }
  89087. this._sharpenEnabled = enabled;
  89088. this._buildPipeline();
  89089. },
  89090. enumerable: true,
  89091. configurable: true
  89092. });
  89093. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  89094. /**
  89095. * Specifies the size of the bloom blur kernel, relative to the final output size
  89096. */
  89097. get: function () {
  89098. return this._bloomKernel;
  89099. },
  89100. set: function (value) {
  89101. this._bloomKernel = value;
  89102. this.bloom.kernel = value / this._hardwareScaleLevel;
  89103. },
  89104. enumerable: true,
  89105. configurable: true
  89106. });
  89107. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  89108. get: function () {
  89109. return this._bloomWeight;
  89110. },
  89111. /**
  89112. * The strength of the bloom.
  89113. */
  89114. set: function (value) {
  89115. if (this._bloomWeight === value) {
  89116. return;
  89117. }
  89118. this.bloom.weight = value;
  89119. this._bloomWeight = value;
  89120. },
  89121. enumerable: true,
  89122. configurable: true
  89123. });
  89124. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  89125. get: function () {
  89126. return this._bloomThreshold;
  89127. },
  89128. /**
  89129. * The strength of the bloom.
  89130. */
  89131. set: function (value) {
  89132. if (this._bloomThreshold === value) {
  89133. return;
  89134. }
  89135. this.bloom.threshold = value;
  89136. this._bloomThreshold = value;
  89137. },
  89138. enumerable: true,
  89139. configurable: true
  89140. });
  89141. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  89142. get: function () {
  89143. return this._bloomScale;
  89144. },
  89145. /**
  89146. * The scale of the bloom, lower value will provide better performance.
  89147. */
  89148. set: function (value) {
  89149. if (this._bloomScale === value) {
  89150. return;
  89151. }
  89152. this._bloomScale = value;
  89153. // recreate bloom and dispose old as this setting is not dynamic
  89154. this._rebuildBloom();
  89155. this._buildPipeline();
  89156. },
  89157. enumerable: true,
  89158. configurable: true
  89159. });
  89160. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  89161. get: function () {
  89162. return this._bloomEnabled;
  89163. },
  89164. /**
  89165. * Enable or disable the bloom from the pipeline
  89166. */
  89167. set: function (enabled) {
  89168. if (this._bloomEnabled === enabled) {
  89169. return;
  89170. }
  89171. this._bloomEnabled = enabled;
  89172. this._buildPipeline();
  89173. },
  89174. enumerable: true,
  89175. configurable: true
  89176. });
  89177. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89178. // recreate bloom and dispose old as this setting is not dynamic
  89179. var oldBloom = this.bloom;
  89180. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89181. this.bloom.threshold = oldBloom.threshold;
  89182. for (var i = 0; i < this._cameras.length; i++) {
  89183. oldBloom.disposeEffects(this._cameras[i]);
  89184. }
  89185. };
  89186. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89187. /**
  89188. * If the depth of field is enabled.
  89189. */
  89190. get: function () {
  89191. return this._depthOfFieldEnabled;
  89192. },
  89193. set: function (enabled) {
  89194. if (this._depthOfFieldEnabled === enabled) {
  89195. return;
  89196. }
  89197. this._depthOfFieldEnabled = enabled;
  89198. this._buildPipeline();
  89199. },
  89200. enumerable: true,
  89201. configurable: true
  89202. });
  89203. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89204. /**
  89205. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89206. */
  89207. get: function () {
  89208. return this._depthOfFieldBlurLevel;
  89209. },
  89210. set: function (value) {
  89211. if (this._depthOfFieldBlurLevel === value) {
  89212. return;
  89213. }
  89214. this._depthOfFieldBlurLevel = value;
  89215. // recreate dof and dispose old as this setting is not dynamic
  89216. var oldDof = this.depthOfField;
  89217. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89218. this.depthOfField.focalLength = oldDof.focalLength;
  89219. this.depthOfField.focusDistance = oldDof.focusDistance;
  89220. this.depthOfField.fStop = oldDof.fStop;
  89221. this.depthOfField.lensSize = oldDof.lensSize;
  89222. for (var i = 0; i < this._cameras.length; i++) {
  89223. oldDof.disposeEffects(this._cameras[i]);
  89224. }
  89225. this._buildPipeline();
  89226. },
  89227. enumerable: true,
  89228. configurable: true
  89229. });
  89230. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89231. get: function () {
  89232. return this._fxaaEnabled;
  89233. },
  89234. /**
  89235. * If the anti aliasing is enabled.
  89236. */
  89237. set: function (enabled) {
  89238. if (this._fxaaEnabled === enabled) {
  89239. return;
  89240. }
  89241. this._fxaaEnabled = enabled;
  89242. this._buildPipeline();
  89243. },
  89244. enumerable: true,
  89245. configurable: true
  89246. });
  89247. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89248. get: function () {
  89249. return this._samples;
  89250. },
  89251. /**
  89252. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89253. */
  89254. set: function (sampleCount) {
  89255. if (this._samples === sampleCount) {
  89256. return;
  89257. }
  89258. this._samples = sampleCount;
  89259. this._buildPipeline();
  89260. },
  89261. enumerable: true,
  89262. configurable: true
  89263. });
  89264. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89265. get: function () {
  89266. return this._imageProcessingEnabled;
  89267. },
  89268. /**
  89269. * If image processing is enabled.
  89270. */
  89271. set: function (enabled) {
  89272. if (this._imageProcessingEnabled === enabled) {
  89273. return;
  89274. }
  89275. this._imageProcessingEnabled = enabled;
  89276. this._buildPipeline();
  89277. },
  89278. enumerable: true,
  89279. configurable: true
  89280. });
  89281. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89282. get: function () {
  89283. return this._glowLayer == null;
  89284. },
  89285. /**
  89286. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89287. */
  89288. set: function (enabled) {
  89289. if (enabled && !this._glowLayer) {
  89290. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89291. }
  89292. else if (!enabled && this._glowLayer) {
  89293. this._glowLayer.dispose();
  89294. this._glowLayer = null;
  89295. }
  89296. },
  89297. enumerable: true,
  89298. configurable: true
  89299. });
  89300. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89301. get: function () {
  89302. return this._chromaticAberrationEnabled;
  89303. },
  89304. /**
  89305. * Enable or disable the chromaticAberration process from the pipeline
  89306. */
  89307. set: function (enabled) {
  89308. if (this._chromaticAberrationEnabled === enabled) {
  89309. return;
  89310. }
  89311. this._chromaticAberrationEnabled = enabled;
  89312. this._buildPipeline();
  89313. },
  89314. enumerable: true,
  89315. configurable: true
  89316. });
  89317. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89318. get: function () {
  89319. return this._grainEnabled;
  89320. },
  89321. /**
  89322. * Enable or disable the grain process from the pipeline
  89323. */
  89324. set: function (enabled) {
  89325. if (this._grainEnabled === enabled) {
  89326. return;
  89327. }
  89328. this._grainEnabled = enabled;
  89329. this._buildPipeline();
  89330. },
  89331. enumerable: true,
  89332. configurable: true
  89333. });
  89334. /**
  89335. * Force the compilation of the entire pipeline.
  89336. */
  89337. DefaultRenderingPipeline.prototype.prepare = function () {
  89338. var previousState = this._buildAllowed;
  89339. this._buildAllowed = true;
  89340. this._buildPipeline();
  89341. this._buildAllowed = previousState;
  89342. };
  89343. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89344. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89345. if (this._hasCleared) {
  89346. postProcess.autoClear = false;
  89347. }
  89348. else {
  89349. postProcess.autoClear = true;
  89350. this._scene.autoClear = false;
  89351. this._hasCleared = true;
  89352. }
  89353. if (!skipTextureSharing) {
  89354. if (this._prevPrevPostProcess) {
  89355. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89356. }
  89357. else {
  89358. postProcess.useOwnOutput();
  89359. }
  89360. if (this._prevPostProcess) {
  89361. this._prevPrevPostProcess = this._prevPostProcess;
  89362. }
  89363. this._prevPostProcess = postProcess;
  89364. }
  89365. };
  89366. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89367. var _this = this;
  89368. if (!this._buildAllowed) {
  89369. return;
  89370. }
  89371. this._scene.autoClear = true;
  89372. var engine = this._scene.getEngine();
  89373. this._disposePostProcesses();
  89374. if (this._cameras !== null) {
  89375. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89376. // get back cameras to be used to reattach pipeline
  89377. this._cameras = this._camerasToBeAttached.slice();
  89378. }
  89379. this._reset();
  89380. this._prevPostProcess = null;
  89381. this._prevPrevPostProcess = null;
  89382. this._hasCleared = false;
  89383. if (this.depthOfFieldEnabled) {
  89384. // Multi camera suport
  89385. if (this._cameras.length > 1) {
  89386. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89387. var camera = _a[_i];
  89388. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89389. depthRenderer.useOnlyInActiveCamera = true;
  89390. }
  89391. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89392. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89393. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89394. }
  89395. });
  89396. }
  89397. else {
  89398. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89399. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89400. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89401. }
  89402. if (!this.depthOfField._isReady()) {
  89403. this.depthOfField._updateEffects();
  89404. }
  89405. this.addEffect(this.depthOfField);
  89406. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89407. }
  89408. else {
  89409. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89410. }
  89411. if (this.bloomEnabled) {
  89412. if (!this.bloom._isReady()) {
  89413. this.bloom._updateEffects();
  89414. }
  89415. this.addEffect(this.bloom);
  89416. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89417. }
  89418. if (this._imageProcessingEnabled) {
  89419. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89420. if (this._hdr) {
  89421. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89422. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89423. }
  89424. else {
  89425. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89426. }
  89427. }
  89428. if (this.sharpenEnabled) {
  89429. if (!this.sharpen.isReady()) {
  89430. this.sharpen.updateEffect();
  89431. }
  89432. this.addEffect(this._sharpenEffect);
  89433. this._setAutoClearAndTextureSharing(this.sharpen);
  89434. }
  89435. if (this.grainEnabled) {
  89436. if (!this.grain.isReady()) {
  89437. this.grain.updateEffect();
  89438. }
  89439. this.addEffect(this._grainEffect);
  89440. this._setAutoClearAndTextureSharing(this.grain);
  89441. }
  89442. if (this.chromaticAberrationEnabled) {
  89443. if (!this.chromaticAberration.isReady()) {
  89444. this.chromaticAberration.updateEffect();
  89445. }
  89446. this.addEffect(this._chromaticAberrationEffect);
  89447. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89448. }
  89449. if (this.fxaaEnabled) {
  89450. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89451. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89452. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89453. }
  89454. if (this._cameras !== null) {
  89455. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89456. }
  89457. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89458. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89459. }
  89460. };
  89461. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89462. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89463. for (var i = 0; i < this._cameras.length; i++) {
  89464. var camera = this._cameras[i];
  89465. if (this.imageProcessing) {
  89466. this.imageProcessing.dispose(camera);
  89467. }
  89468. if (this.fxaa) {
  89469. this.fxaa.dispose(camera);
  89470. }
  89471. // These are created in the constructor and should not be disposed on every pipeline change
  89472. if (disposeNonRecreated) {
  89473. if (this.sharpen) {
  89474. this.sharpen.dispose(camera);
  89475. }
  89476. if (this.depthOfField) {
  89477. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89478. this.depthOfField.disposeEffects(camera);
  89479. }
  89480. if (this.bloom) {
  89481. this.bloom.disposeEffects(camera);
  89482. }
  89483. if (this.chromaticAberration) {
  89484. this.chromaticAberration.dispose(camera);
  89485. }
  89486. if (this.grain) {
  89487. this.grain.dispose(camera);
  89488. }
  89489. if (this._glowLayer) {
  89490. this._glowLayer.dispose();
  89491. }
  89492. }
  89493. }
  89494. this.imageProcessing = null;
  89495. this.fxaa = null;
  89496. if (disposeNonRecreated) {
  89497. this.sharpen = null;
  89498. this._sharpenEffect = null;
  89499. this.depthOfField = null;
  89500. this.bloom = null;
  89501. this.chromaticAberration = null;
  89502. this._chromaticAberrationEffect = null;
  89503. this.grain = null;
  89504. this._grainEffect = null;
  89505. this._glowLayer = null;
  89506. }
  89507. };
  89508. /**
  89509. * Adds a camera to the pipeline
  89510. * @param camera the camera to be added
  89511. */
  89512. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89513. this._camerasToBeAttached.push(camera);
  89514. this._buildPipeline();
  89515. };
  89516. /**
  89517. * Removes a camera from the pipeline
  89518. * @param camera the camera to remove
  89519. */
  89520. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89521. var index = this._camerasToBeAttached.indexOf(camera);
  89522. this._camerasToBeAttached.splice(index, 1);
  89523. this._buildPipeline();
  89524. };
  89525. /**
  89526. * Dispose of the pipeline and stop all post processes
  89527. */
  89528. DefaultRenderingPipeline.prototype.dispose = function () {
  89529. this._disposePostProcesses(true);
  89530. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89531. this._scene.autoClear = true;
  89532. if (this._resizeObserver) {
  89533. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89534. this._resizeObserver = null;
  89535. }
  89536. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89537. _super.prototype.dispose.call(this);
  89538. };
  89539. /**
  89540. * Serialize the rendering pipeline (Used when exporting)
  89541. * @returns the serialized object
  89542. */
  89543. DefaultRenderingPipeline.prototype.serialize = function () {
  89544. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89545. serializationObject.customType = "DefaultRenderingPipeline";
  89546. return serializationObject;
  89547. };
  89548. /**
  89549. * Parse the serialized pipeline
  89550. * @param source Source pipeline.
  89551. * @param scene The scene to load the pipeline to.
  89552. * @param rootUrl The URL of the serialized pipeline.
  89553. * @returns An instantiated pipeline from the serialized object.
  89554. */
  89555. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89556. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89557. };
  89558. __decorate([
  89559. BABYLON.serialize()
  89560. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89561. __decorate([
  89562. BABYLON.serialize()
  89563. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89564. __decorate([
  89565. BABYLON.serialize()
  89566. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89567. __decorate([
  89568. BABYLON.serialize()
  89569. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89570. __decorate([
  89571. BABYLON.serialize()
  89572. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89573. __decorate([
  89574. BABYLON.serialize()
  89575. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89576. __decorate([
  89577. BABYLON.serialize()
  89578. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89579. __decorate([
  89580. BABYLON.serialize()
  89581. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89582. __decorate([
  89583. BABYLON.serialize()
  89584. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89585. __decorate([
  89586. BABYLON.serialize()
  89587. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89588. __decorate([
  89589. BABYLON.serialize()
  89590. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89591. __decorate([
  89592. BABYLON.serialize()
  89593. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89594. __decorate([
  89595. BABYLON.serialize()
  89596. ], DefaultRenderingPipeline.prototype, "samples", null);
  89597. __decorate([
  89598. BABYLON.serialize()
  89599. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89600. __decorate([
  89601. BABYLON.serialize()
  89602. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89603. __decorate([
  89604. BABYLON.serialize()
  89605. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89606. __decorate([
  89607. BABYLON.serialize()
  89608. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89609. return DefaultRenderingPipeline;
  89610. }(BABYLON.PostProcessRenderPipeline));
  89611. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89612. })(BABYLON || (BABYLON = {}));
  89613. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89614. var BABYLON;
  89615. (function (BABYLON) {
  89616. /**
  89617. * @hidden
  89618. */
  89619. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89620. __extends(ImageProcessingConfigurationDefines, _super);
  89621. function ImageProcessingConfigurationDefines() {
  89622. var _this = _super.call(this) || this;
  89623. _this.IMAGEPROCESSING = false;
  89624. _this.VIGNETTE = false;
  89625. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89626. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89627. _this.TONEMAPPING = false;
  89628. _this.TONEMAPPING_ACES = false;
  89629. _this.CONTRAST = false;
  89630. _this.COLORCURVES = false;
  89631. _this.COLORGRADING = false;
  89632. _this.COLORGRADING3D = false;
  89633. _this.SAMPLER3DGREENDEPTH = false;
  89634. _this.SAMPLER3DBGRMAP = false;
  89635. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89636. _this.EXPOSURE = false;
  89637. _this.rebuild();
  89638. return _this;
  89639. }
  89640. return ImageProcessingConfigurationDefines;
  89641. }(BABYLON.MaterialDefines));
  89642. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89643. /**
  89644. * This groups together the common properties used for image processing either in direct forward pass
  89645. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89646. * or not.
  89647. */
  89648. var ImageProcessingConfiguration = /** @class */ (function () {
  89649. function ImageProcessingConfiguration() {
  89650. /**
  89651. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89652. */
  89653. this.colorCurves = new BABYLON.ColorCurves();
  89654. this._colorCurvesEnabled = false;
  89655. this._colorGradingEnabled = false;
  89656. this._colorGradingWithGreenDepth = true;
  89657. this._colorGradingBGR = true;
  89658. /** @hidden */
  89659. this._exposure = 1.0;
  89660. this._toneMappingEnabled = false;
  89661. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89662. this._contrast = 1.0;
  89663. /**
  89664. * Vignette stretch size.
  89665. */
  89666. this.vignetteStretch = 0;
  89667. /**
  89668. * Vignette centre X Offset.
  89669. */
  89670. this.vignetteCentreX = 0;
  89671. /**
  89672. * Vignette centre Y Offset.
  89673. */
  89674. this.vignetteCentreY = 0;
  89675. /**
  89676. * Vignette weight or intensity of the vignette effect.
  89677. */
  89678. this.vignetteWeight = 1.5;
  89679. /**
  89680. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89681. * if vignetteEnabled is set to true.
  89682. */
  89683. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89684. /**
  89685. * Camera field of view used by the Vignette effect.
  89686. */
  89687. this.vignetteCameraFov = 0.5;
  89688. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89689. this._vignetteEnabled = false;
  89690. this._applyByPostProcess = false;
  89691. this._isEnabled = true;
  89692. /**
  89693. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89694. */
  89695. this.onUpdateParameters = new BABYLON.Observable();
  89696. }
  89697. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89698. /**
  89699. * Gets wether the color curves effect is enabled.
  89700. */
  89701. get: function () {
  89702. return this._colorCurvesEnabled;
  89703. },
  89704. /**
  89705. * Sets wether the color curves effect is enabled.
  89706. */
  89707. set: function (value) {
  89708. if (this._colorCurvesEnabled === value) {
  89709. return;
  89710. }
  89711. this._colorCurvesEnabled = value;
  89712. this._updateParameters();
  89713. },
  89714. enumerable: true,
  89715. configurable: true
  89716. });
  89717. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89718. /**
  89719. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89720. */
  89721. get: function () {
  89722. return this._colorGradingTexture;
  89723. },
  89724. /**
  89725. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89726. */
  89727. set: function (value) {
  89728. if (this._colorGradingTexture === value) {
  89729. return;
  89730. }
  89731. this._colorGradingTexture = value;
  89732. this._updateParameters();
  89733. },
  89734. enumerable: true,
  89735. configurable: true
  89736. });
  89737. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89738. /**
  89739. * Gets wether the color grading effect is enabled.
  89740. */
  89741. get: function () {
  89742. return this._colorGradingEnabled;
  89743. },
  89744. /**
  89745. * Sets wether the color grading effect is enabled.
  89746. */
  89747. set: function (value) {
  89748. if (this._colorGradingEnabled === value) {
  89749. return;
  89750. }
  89751. this._colorGradingEnabled = value;
  89752. this._updateParameters();
  89753. },
  89754. enumerable: true,
  89755. configurable: true
  89756. });
  89757. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89758. /**
  89759. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89760. */
  89761. get: function () {
  89762. return this._colorGradingWithGreenDepth;
  89763. },
  89764. /**
  89765. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89766. */
  89767. set: function (value) {
  89768. if (this._colorGradingWithGreenDepth === value) {
  89769. return;
  89770. }
  89771. this._colorGradingWithGreenDepth = value;
  89772. this._updateParameters();
  89773. },
  89774. enumerable: true,
  89775. configurable: true
  89776. });
  89777. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89778. /**
  89779. * Gets wether the color grading texture contains BGR values.
  89780. */
  89781. get: function () {
  89782. return this._colorGradingBGR;
  89783. },
  89784. /**
  89785. * Sets wether the color grading texture contains BGR values.
  89786. */
  89787. set: function (value) {
  89788. if (this._colorGradingBGR === value) {
  89789. return;
  89790. }
  89791. this._colorGradingBGR = value;
  89792. this._updateParameters();
  89793. },
  89794. enumerable: true,
  89795. configurable: true
  89796. });
  89797. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89798. /**
  89799. * Gets the Exposure used in the effect.
  89800. */
  89801. get: function () {
  89802. return this._exposure;
  89803. },
  89804. /**
  89805. * Sets the Exposure used in the effect.
  89806. */
  89807. set: function (value) {
  89808. if (this._exposure === value) {
  89809. return;
  89810. }
  89811. this._exposure = value;
  89812. this._updateParameters();
  89813. },
  89814. enumerable: true,
  89815. configurable: true
  89816. });
  89817. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89818. /**
  89819. * Gets wether the tone mapping effect is enabled.
  89820. */
  89821. get: function () {
  89822. return this._toneMappingEnabled;
  89823. },
  89824. /**
  89825. * Sets wether the tone mapping effect is enabled.
  89826. */
  89827. set: function (value) {
  89828. if (this._toneMappingEnabled === value) {
  89829. return;
  89830. }
  89831. this._toneMappingEnabled = value;
  89832. this._updateParameters();
  89833. },
  89834. enumerable: true,
  89835. configurable: true
  89836. });
  89837. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89838. /**
  89839. * Gets the type of tone mapping effect.
  89840. */
  89841. get: function () {
  89842. return this._toneMappingType;
  89843. },
  89844. /**
  89845. * Sets the type of tone mapping effect used in BabylonJS.
  89846. */
  89847. set: function (value) {
  89848. if (this._toneMappingType === value) {
  89849. return;
  89850. }
  89851. this._toneMappingType = value;
  89852. this._updateParameters();
  89853. },
  89854. enumerable: true,
  89855. configurable: true
  89856. });
  89857. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89858. /**
  89859. * Gets the contrast used in the effect.
  89860. */
  89861. get: function () {
  89862. return this._contrast;
  89863. },
  89864. /**
  89865. * Sets the contrast used in the effect.
  89866. */
  89867. set: function (value) {
  89868. if (this._contrast === value) {
  89869. return;
  89870. }
  89871. this._contrast = value;
  89872. this._updateParameters();
  89873. },
  89874. enumerable: true,
  89875. configurable: true
  89876. });
  89877. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89878. /**
  89879. * Gets the vignette blend mode allowing different kind of effect.
  89880. */
  89881. get: function () {
  89882. return this._vignetteBlendMode;
  89883. },
  89884. /**
  89885. * Sets the vignette blend mode allowing different kind of effect.
  89886. */
  89887. set: function (value) {
  89888. if (this._vignetteBlendMode === value) {
  89889. return;
  89890. }
  89891. this._vignetteBlendMode = value;
  89892. this._updateParameters();
  89893. },
  89894. enumerable: true,
  89895. configurable: true
  89896. });
  89897. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89898. /**
  89899. * Gets wether the vignette effect is enabled.
  89900. */
  89901. get: function () {
  89902. return this._vignetteEnabled;
  89903. },
  89904. /**
  89905. * Sets wether the vignette effect is enabled.
  89906. */
  89907. set: function (value) {
  89908. if (this._vignetteEnabled === value) {
  89909. return;
  89910. }
  89911. this._vignetteEnabled = value;
  89912. this._updateParameters();
  89913. },
  89914. enumerable: true,
  89915. configurable: true
  89916. });
  89917. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89918. /**
  89919. * Gets wether the image processing is applied through a post process or not.
  89920. */
  89921. get: function () {
  89922. return this._applyByPostProcess;
  89923. },
  89924. /**
  89925. * Sets wether the image processing is applied through a post process or not.
  89926. */
  89927. set: function (value) {
  89928. if (this._applyByPostProcess === value) {
  89929. return;
  89930. }
  89931. this._applyByPostProcess = value;
  89932. this._updateParameters();
  89933. },
  89934. enumerable: true,
  89935. configurable: true
  89936. });
  89937. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89938. /**
  89939. * Gets wether the image processing is enabled or not.
  89940. */
  89941. get: function () {
  89942. return this._isEnabled;
  89943. },
  89944. /**
  89945. * Sets wether the image processing is enabled or not.
  89946. */
  89947. set: function (value) {
  89948. if (this._isEnabled === value) {
  89949. return;
  89950. }
  89951. this._isEnabled = value;
  89952. this._updateParameters();
  89953. },
  89954. enumerable: true,
  89955. configurable: true
  89956. });
  89957. /**
  89958. * Method called each time the image processing information changes requires to recompile the effect.
  89959. */
  89960. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89961. this.onUpdateParameters.notifyObservers(this);
  89962. };
  89963. /**
  89964. * Gets the current class name.
  89965. * @return "ImageProcessingConfiguration"
  89966. */
  89967. ImageProcessingConfiguration.prototype.getClassName = function () {
  89968. return "ImageProcessingConfiguration";
  89969. };
  89970. /**
  89971. * Prepare the list of uniforms associated with the Image Processing effects.
  89972. * @param uniforms The list of uniforms used in the effect
  89973. * @param defines the list of defines currently in use
  89974. */
  89975. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89976. if (defines.EXPOSURE) {
  89977. uniforms.push("exposureLinear");
  89978. }
  89979. if (defines.CONTRAST) {
  89980. uniforms.push("contrast");
  89981. }
  89982. if (defines.COLORGRADING) {
  89983. uniforms.push("colorTransformSettings");
  89984. }
  89985. if (defines.VIGNETTE) {
  89986. uniforms.push("vInverseScreenSize");
  89987. uniforms.push("vignetteSettings1");
  89988. uniforms.push("vignetteSettings2");
  89989. }
  89990. if (defines.COLORCURVES) {
  89991. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89992. }
  89993. };
  89994. /**
  89995. * Prepare the list of samplers associated with the Image Processing effects.
  89996. * @param samplersList The list of uniforms used in the effect
  89997. * @param defines the list of defines currently in use
  89998. */
  89999. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  90000. if (defines.COLORGRADING) {
  90001. samplersList.push("txColorTransform");
  90002. }
  90003. };
  90004. /**
  90005. * Prepare the list of defines associated to the shader.
  90006. * @param defines the list of defines to complete
  90007. * @param forPostProcess Define if we are currently in post process mode or not
  90008. */
  90009. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  90010. if (forPostProcess === void 0) { forPostProcess = false; }
  90011. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  90012. defines.VIGNETTE = false;
  90013. defines.TONEMAPPING = false;
  90014. defines.TONEMAPPING_ACES = false;
  90015. defines.CONTRAST = false;
  90016. defines.EXPOSURE = false;
  90017. defines.COLORCURVES = false;
  90018. defines.COLORGRADING = false;
  90019. defines.COLORGRADING3D = false;
  90020. defines.IMAGEPROCESSING = false;
  90021. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  90022. return;
  90023. }
  90024. defines.VIGNETTE = this.vignetteEnabled;
  90025. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  90026. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  90027. defines.TONEMAPPING = this.toneMappingEnabled;
  90028. switch (this._toneMappingType) {
  90029. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  90030. defines.TONEMAPPING_ACES = true;
  90031. break;
  90032. default:
  90033. defines.TONEMAPPING_ACES = false;
  90034. break;
  90035. }
  90036. defines.CONTRAST = (this.contrast !== 1.0);
  90037. defines.EXPOSURE = (this.exposure !== 1.0);
  90038. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  90039. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  90040. if (defines.COLORGRADING) {
  90041. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  90042. }
  90043. else {
  90044. defines.COLORGRADING3D = false;
  90045. }
  90046. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  90047. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  90048. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  90049. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  90050. };
  90051. /**
  90052. * Returns true if all the image processing information are ready.
  90053. * @returns True if ready, otherwise, false
  90054. */
  90055. ImageProcessingConfiguration.prototype.isReady = function () {
  90056. // Color Grading texure can not be none blocking.
  90057. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  90058. };
  90059. /**
  90060. * Binds the image processing to the shader.
  90061. * @param effect The effect to bind to
  90062. * @param aspectRatio Define the current aspect ratio of the effect
  90063. */
  90064. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  90065. if (aspectRatio === void 0) { aspectRatio = 1; }
  90066. // Color Curves
  90067. if (this._colorCurvesEnabled && this.colorCurves) {
  90068. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  90069. }
  90070. // Vignette
  90071. if (this._vignetteEnabled) {
  90072. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  90073. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  90074. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  90075. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  90076. var vignetteScaleX = vignetteScaleY * aspectRatio;
  90077. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  90078. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  90079. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  90080. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  90081. var vignettePower = -2.0 * this.vignetteWeight;
  90082. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  90083. }
  90084. // Exposure
  90085. effect.setFloat("exposureLinear", this.exposure);
  90086. // Contrast
  90087. effect.setFloat("contrast", this.contrast);
  90088. // Color transform settings
  90089. if (this.colorGradingTexture) {
  90090. effect.setTexture("txColorTransform", this.colorGradingTexture);
  90091. var textureSize = this.colorGradingTexture.getSize().height;
  90092. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  90093. 0.5 / textureSize, // textureOffset
  90094. textureSize, // textureSize
  90095. this.colorGradingTexture.level // weight
  90096. );
  90097. }
  90098. };
  90099. /**
  90100. * Clones the current image processing instance.
  90101. * @return The cloned image processing
  90102. */
  90103. ImageProcessingConfiguration.prototype.clone = function () {
  90104. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  90105. };
  90106. /**
  90107. * Serializes the current image processing instance to a json representation.
  90108. * @return a JSON representation
  90109. */
  90110. ImageProcessingConfiguration.prototype.serialize = function () {
  90111. return BABYLON.SerializationHelper.Serialize(this);
  90112. };
  90113. /**
  90114. * Parses the image processing from a json representation.
  90115. * @param source the JSON source to parse
  90116. * @return The parsed image processing
  90117. */
  90118. ImageProcessingConfiguration.Parse = function (source) {
  90119. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  90120. };
  90121. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  90122. /**
  90123. * Used to apply the vignette as a mix with the pixel color.
  90124. */
  90125. get: function () {
  90126. return this._VIGNETTEMODE_MULTIPLY;
  90127. },
  90128. enumerable: true,
  90129. configurable: true
  90130. });
  90131. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  90132. /**
  90133. * Used to apply the vignette as a replacement of the pixel color.
  90134. */
  90135. get: function () {
  90136. return this._VIGNETTEMODE_OPAQUE;
  90137. },
  90138. enumerable: true,
  90139. configurable: true
  90140. });
  90141. /**
  90142. * Default tone mapping applied in BabylonJS.
  90143. */
  90144. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  90145. /**
  90146. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  90147. * to other engines rendering to increase portability.
  90148. */
  90149. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  90150. // Static constants associated to the image processing.
  90151. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  90152. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  90153. __decorate([
  90154. BABYLON.serializeAsColorCurves()
  90155. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  90156. __decorate([
  90157. BABYLON.serialize()
  90158. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  90159. __decorate([
  90160. BABYLON.serializeAsTexture("colorGradingTexture")
  90161. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  90162. __decorate([
  90163. BABYLON.serialize()
  90164. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  90165. __decorate([
  90166. BABYLON.serialize()
  90167. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90168. __decorate([
  90169. BABYLON.serialize()
  90170. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90171. __decorate([
  90172. BABYLON.serialize()
  90173. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90174. __decorate([
  90175. BABYLON.serialize()
  90176. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90177. __decorate([
  90178. BABYLON.serialize()
  90179. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90180. __decorate([
  90181. BABYLON.serialize()
  90182. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90183. __decorate([
  90184. BABYLON.serialize()
  90185. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90186. __decorate([
  90187. BABYLON.serialize()
  90188. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90189. __decorate([
  90190. BABYLON.serialize()
  90191. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90192. __decorate([
  90193. BABYLON.serialize()
  90194. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90195. __decorate([
  90196. BABYLON.serializeAsColor4()
  90197. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90198. __decorate([
  90199. BABYLON.serialize()
  90200. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90201. __decorate([
  90202. BABYLON.serialize()
  90203. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90204. __decorate([
  90205. BABYLON.serialize()
  90206. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90207. __decorate([
  90208. BABYLON.serialize()
  90209. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90210. __decorate([
  90211. BABYLON.serialize()
  90212. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90213. return ImageProcessingConfiguration;
  90214. }());
  90215. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90216. })(BABYLON || (BABYLON = {}));
  90217. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90218. var BABYLON;
  90219. (function (BABYLON) {
  90220. /**
  90221. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90222. * It can help converting any input color in a desired output one. This can then be used to create effects
  90223. * from sepia, black and white to sixties or futuristic rendering...
  90224. *
  90225. * The only supported format is currently 3dl.
  90226. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90227. */
  90228. var ColorGradingTexture = /** @class */ (function (_super) {
  90229. __extends(ColorGradingTexture, _super);
  90230. /**
  90231. * Instantiates a ColorGradingTexture from the following parameters.
  90232. *
  90233. * @param url The location of the color gradind data (currently only supporting 3dl)
  90234. * @param scene The scene the texture will be used in
  90235. */
  90236. function ColorGradingTexture(url, scene) {
  90237. var _this = _super.call(this, scene) || this;
  90238. if (!url) {
  90239. return _this;
  90240. }
  90241. _this._engine = scene.getEngine();
  90242. _this._textureMatrix = BABYLON.Matrix.Identity();
  90243. _this.name = url;
  90244. _this.url = url;
  90245. _this.hasAlpha = false;
  90246. _this.isCube = false;
  90247. _this.is3D = _this._engine.webGLVersion > 1;
  90248. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90249. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90250. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90251. _this.anisotropicFilteringLevel = 1;
  90252. _this._texture = _this._getFromCache(url, true);
  90253. if (!_this._texture) {
  90254. if (!scene.useDelayedTextureLoading) {
  90255. _this.loadTexture();
  90256. }
  90257. else {
  90258. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90259. }
  90260. }
  90261. return _this;
  90262. }
  90263. /**
  90264. * Returns the texture matrix used in most of the material.
  90265. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90266. */
  90267. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90268. return this._textureMatrix;
  90269. };
  90270. /**
  90271. * Occurs when the file being loaded is a .3dl LUT file.
  90272. */
  90273. ColorGradingTexture.prototype.load3dlTexture = function () {
  90274. var engine = this._engine;
  90275. var texture;
  90276. if (engine.webGLVersion === 1) {
  90277. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90278. }
  90279. else {
  90280. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90281. }
  90282. this._texture = texture;
  90283. var callback = function (text) {
  90284. if (typeof text !== "string") {
  90285. return;
  90286. }
  90287. var data = null;
  90288. var tempData = null;
  90289. var line;
  90290. var lines = text.split('\n');
  90291. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90292. var maxColor = 0;
  90293. for (var i = 0; i < lines.length; i++) {
  90294. line = lines[i];
  90295. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90296. continue;
  90297. }
  90298. if (line.indexOf('#') === 0) {
  90299. continue;
  90300. }
  90301. var words = line.split(" ");
  90302. if (size === 0) {
  90303. // Number of space + one
  90304. size = words.length;
  90305. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90306. tempData = new Float32Array(size * size * size * 4);
  90307. continue;
  90308. }
  90309. if (size != 0) {
  90310. var r = Math.max(parseInt(words[0]), 0);
  90311. var g = Math.max(parseInt(words[1]), 0);
  90312. var b = Math.max(parseInt(words[2]), 0);
  90313. maxColor = Math.max(r, maxColor);
  90314. maxColor = Math.max(g, maxColor);
  90315. maxColor = Math.max(b, maxColor);
  90316. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90317. if (tempData) {
  90318. tempData[pixelStorageIndex + 0] = r;
  90319. tempData[pixelStorageIndex + 1] = g;
  90320. tempData[pixelStorageIndex + 2] = b;
  90321. }
  90322. // Keep for reference in case of back compat problems.
  90323. // pixelIndexSlice++;
  90324. // if (pixelIndexSlice % size == 0) {
  90325. // pixelIndexH++;
  90326. // pixelIndexSlice = 0;
  90327. // if (pixelIndexH % size == 0) {
  90328. // pixelIndexW++;
  90329. // pixelIndexH = 0;
  90330. // }
  90331. // }
  90332. pixelIndexH++;
  90333. if (pixelIndexH % size == 0) {
  90334. pixelIndexSlice++;
  90335. pixelIndexH = 0;
  90336. if (pixelIndexSlice % size == 0) {
  90337. pixelIndexW++;
  90338. pixelIndexSlice = 0;
  90339. }
  90340. }
  90341. }
  90342. }
  90343. if (tempData && data) {
  90344. for (var i = 0; i < tempData.length; i++) {
  90345. if (i > 0 && (i + 1) % 4 === 0) {
  90346. data[i] = 255;
  90347. }
  90348. else {
  90349. var value = tempData[i];
  90350. data[i] = (value / maxColor * 255);
  90351. }
  90352. }
  90353. }
  90354. if (texture.is3D) {
  90355. texture.updateSize(size, size, size);
  90356. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90357. }
  90358. else {
  90359. texture.updateSize(size * size, size);
  90360. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90361. }
  90362. };
  90363. var scene = this.getScene();
  90364. if (scene) {
  90365. scene._loadFile(this.url, callback);
  90366. }
  90367. else {
  90368. this._engine._loadFile(this.url, callback);
  90369. }
  90370. return this._texture;
  90371. };
  90372. /**
  90373. * Starts the loading process of the texture.
  90374. */
  90375. ColorGradingTexture.prototype.loadTexture = function () {
  90376. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90377. this.load3dlTexture();
  90378. }
  90379. };
  90380. /**
  90381. * Clones the color gradind texture.
  90382. */
  90383. ColorGradingTexture.prototype.clone = function () {
  90384. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90385. // Base texture
  90386. newTexture.level = this.level;
  90387. return newTexture;
  90388. };
  90389. /**
  90390. * Called during delayed load for textures.
  90391. */
  90392. ColorGradingTexture.prototype.delayLoad = function () {
  90393. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90394. return;
  90395. }
  90396. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90397. this._texture = this._getFromCache(this.url, true);
  90398. if (!this._texture) {
  90399. this.loadTexture();
  90400. }
  90401. };
  90402. /**
  90403. * Parses a color grading texture serialized by Babylon.
  90404. * @param parsedTexture The texture information being parsedTexture
  90405. * @param scene The scene to load the texture in
  90406. * @param rootUrl The root url of the data assets to load
  90407. * @return A color gradind texture
  90408. */
  90409. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90410. var texture = null;
  90411. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90412. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90413. texture.name = parsedTexture.name;
  90414. texture.level = parsedTexture.level;
  90415. }
  90416. return texture;
  90417. };
  90418. /**
  90419. * Serializes the LUT texture to json format.
  90420. */
  90421. ColorGradingTexture.prototype.serialize = function () {
  90422. if (!this.name) {
  90423. return null;
  90424. }
  90425. var serializationObject = {};
  90426. serializationObject.name = this.name;
  90427. serializationObject.level = this.level;
  90428. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90429. return serializationObject;
  90430. };
  90431. /**
  90432. * Empty line regex stored for GC.
  90433. */
  90434. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90435. return ColorGradingTexture;
  90436. }(BABYLON.BaseTexture));
  90437. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90438. })(BABYLON || (BABYLON = {}));
  90439. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90440. var BABYLON;
  90441. (function (BABYLON) {
  90442. /**
  90443. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90444. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90445. * 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;
  90446. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90447. */
  90448. var ColorCurves = /** @class */ (function () {
  90449. function ColorCurves() {
  90450. this._dirty = true;
  90451. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90452. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90453. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90454. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90455. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90456. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90457. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90458. this._globalHue = 30;
  90459. this._globalDensity = 0;
  90460. this._globalSaturation = 0;
  90461. this._globalExposure = 0;
  90462. this._highlightsHue = 30;
  90463. this._highlightsDensity = 0;
  90464. this._highlightsSaturation = 0;
  90465. this._highlightsExposure = 0;
  90466. this._midtonesHue = 30;
  90467. this._midtonesDensity = 0;
  90468. this._midtonesSaturation = 0;
  90469. this._midtonesExposure = 0;
  90470. this._shadowsHue = 30;
  90471. this._shadowsDensity = 0;
  90472. this._shadowsSaturation = 0;
  90473. this._shadowsExposure = 0;
  90474. }
  90475. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90476. /**
  90477. * Gets the global Hue value.
  90478. * 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).
  90479. */
  90480. get: function () {
  90481. return this._globalHue;
  90482. },
  90483. /**
  90484. * Sets the global Hue value.
  90485. * 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).
  90486. */
  90487. set: function (value) {
  90488. this._globalHue = value;
  90489. this._dirty = true;
  90490. },
  90491. enumerable: true,
  90492. configurable: true
  90493. });
  90494. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90495. /**
  90496. * Gets the global Density value.
  90497. * 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.
  90498. * Values less than zero provide a filter of opposite hue.
  90499. */
  90500. get: function () {
  90501. return this._globalDensity;
  90502. },
  90503. /**
  90504. * Sets the global Density value.
  90505. * 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.
  90506. * Values less than zero provide a filter of opposite hue.
  90507. */
  90508. set: function (value) {
  90509. this._globalDensity = value;
  90510. this._dirty = true;
  90511. },
  90512. enumerable: true,
  90513. configurable: true
  90514. });
  90515. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90516. /**
  90517. * Gets the global Saturation 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 saturation and negative values decrease saturation.
  90519. */
  90520. get: function () {
  90521. return this._globalSaturation;
  90522. },
  90523. /**
  90524. * Sets the global Saturation value.
  90525. * 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.
  90526. */
  90527. set: function (value) {
  90528. this._globalSaturation = value;
  90529. this._dirty = true;
  90530. },
  90531. enumerable: true,
  90532. configurable: true
  90533. });
  90534. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90535. /**
  90536. * Gets the global Exposure value.
  90537. * 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.
  90538. */
  90539. get: function () {
  90540. return this._globalExposure;
  90541. },
  90542. /**
  90543. * Sets the global Exposure value.
  90544. * 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.
  90545. */
  90546. set: function (value) {
  90547. this._globalExposure = value;
  90548. this._dirty = true;
  90549. },
  90550. enumerable: true,
  90551. configurable: true
  90552. });
  90553. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90554. /**
  90555. * Gets the highlights Hue value.
  90556. * 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).
  90557. */
  90558. get: function () {
  90559. return this._highlightsHue;
  90560. },
  90561. /**
  90562. * Sets the highlights Hue value.
  90563. * 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).
  90564. */
  90565. set: function (value) {
  90566. this._highlightsHue = value;
  90567. this._dirty = true;
  90568. },
  90569. enumerable: true,
  90570. configurable: true
  90571. });
  90572. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90573. /**
  90574. * Gets the highlights Density value.
  90575. * 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.
  90576. * Values less than zero provide a filter of opposite hue.
  90577. */
  90578. get: function () {
  90579. return this._highlightsDensity;
  90580. },
  90581. /**
  90582. * Sets the highlights Density value.
  90583. * 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.
  90584. * Values less than zero provide a filter of opposite hue.
  90585. */
  90586. set: function (value) {
  90587. this._highlightsDensity = value;
  90588. this._dirty = true;
  90589. },
  90590. enumerable: true,
  90591. configurable: true
  90592. });
  90593. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90594. /**
  90595. * Gets the highlights Saturation 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 saturation and negative values decrease saturation.
  90597. */
  90598. get: function () {
  90599. return this._highlightsSaturation;
  90600. },
  90601. /**
  90602. * Sets the highlights Saturation value.
  90603. * 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.
  90604. */
  90605. set: function (value) {
  90606. this._highlightsSaturation = value;
  90607. this._dirty = true;
  90608. },
  90609. enumerable: true,
  90610. configurable: true
  90611. });
  90612. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90613. /**
  90614. * Gets the highlights Exposure value.
  90615. * 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.
  90616. */
  90617. get: function () {
  90618. return this._highlightsExposure;
  90619. },
  90620. /**
  90621. * Sets the highlights Exposure value.
  90622. * 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.
  90623. */
  90624. set: function (value) {
  90625. this._highlightsExposure = value;
  90626. this._dirty = true;
  90627. },
  90628. enumerable: true,
  90629. configurable: true
  90630. });
  90631. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90632. /**
  90633. * Gets the midtones Hue value.
  90634. * 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).
  90635. */
  90636. get: function () {
  90637. return this._midtonesHue;
  90638. },
  90639. /**
  90640. * Sets the midtones Hue value.
  90641. * 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).
  90642. */
  90643. set: function (value) {
  90644. this._midtonesHue = value;
  90645. this._dirty = true;
  90646. },
  90647. enumerable: true,
  90648. configurable: true
  90649. });
  90650. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90651. /**
  90652. * Gets the midtones Density value.
  90653. * 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.
  90654. * Values less than zero provide a filter of opposite hue.
  90655. */
  90656. get: function () {
  90657. return this._midtonesDensity;
  90658. },
  90659. /**
  90660. * Sets the midtones Density value.
  90661. * 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.
  90662. * Values less than zero provide a filter of opposite hue.
  90663. */
  90664. set: function (value) {
  90665. this._midtonesDensity = value;
  90666. this._dirty = true;
  90667. },
  90668. enumerable: true,
  90669. configurable: true
  90670. });
  90671. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90672. /**
  90673. * Gets the midtones Saturation 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 saturation and negative values decrease saturation.
  90675. */
  90676. get: function () {
  90677. return this._midtonesSaturation;
  90678. },
  90679. /**
  90680. * Sets the midtones Saturation value.
  90681. * 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.
  90682. */
  90683. set: function (value) {
  90684. this._midtonesSaturation = value;
  90685. this._dirty = true;
  90686. },
  90687. enumerable: true,
  90688. configurable: true
  90689. });
  90690. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90691. /**
  90692. * Gets the midtones Exposure value.
  90693. * 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.
  90694. */
  90695. get: function () {
  90696. return this._midtonesExposure;
  90697. },
  90698. /**
  90699. * Sets the midtones Exposure value.
  90700. * 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.
  90701. */
  90702. set: function (value) {
  90703. this._midtonesExposure = value;
  90704. this._dirty = true;
  90705. },
  90706. enumerable: true,
  90707. configurable: true
  90708. });
  90709. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90710. /**
  90711. * Gets the shadows Hue value.
  90712. * 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).
  90713. */
  90714. get: function () {
  90715. return this._shadowsHue;
  90716. },
  90717. /**
  90718. * Sets the shadows Hue value.
  90719. * 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).
  90720. */
  90721. set: function (value) {
  90722. this._shadowsHue = value;
  90723. this._dirty = true;
  90724. },
  90725. enumerable: true,
  90726. configurable: true
  90727. });
  90728. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90729. /**
  90730. * Gets the shadows Density value.
  90731. * 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.
  90732. * Values less than zero provide a filter of opposite hue.
  90733. */
  90734. get: function () {
  90735. return this._shadowsDensity;
  90736. },
  90737. /**
  90738. * Sets the shadows Density value.
  90739. * 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.
  90740. * Values less than zero provide a filter of opposite hue.
  90741. */
  90742. set: function (value) {
  90743. this._shadowsDensity = value;
  90744. this._dirty = true;
  90745. },
  90746. enumerable: true,
  90747. configurable: true
  90748. });
  90749. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90750. /**
  90751. * Gets the shadows Saturation 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 saturation and negative values decrease saturation.
  90753. */
  90754. get: function () {
  90755. return this._shadowsSaturation;
  90756. },
  90757. /**
  90758. * Sets the shadows Saturation value.
  90759. * 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.
  90760. */
  90761. set: function (value) {
  90762. this._shadowsSaturation = value;
  90763. this._dirty = true;
  90764. },
  90765. enumerable: true,
  90766. configurable: true
  90767. });
  90768. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90769. /**
  90770. * Gets the shadows Exposure value.
  90771. * 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.
  90772. */
  90773. get: function () {
  90774. return this._shadowsExposure;
  90775. },
  90776. /**
  90777. * Sets the shadows Exposure value.
  90778. * 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.
  90779. */
  90780. set: function (value) {
  90781. this._shadowsExposure = value;
  90782. this._dirty = true;
  90783. },
  90784. enumerable: true,
  90785. configurable: true
  90786. });
  90787. /**
  90788. * Returns the class name
  90789. * @returns The class name
  90790. */
  90791. ColorCurves.prototype.getClassName = function () {
  90792. return "ColorCurves";
  90793. };
  90794. /**
  90795. * Binds the color curves to the shader.
  90796. * @param colorCurves The color curve to bind
  90797. * @param effect The effect to bind to
  90798. * @param positiveUniform The positive uniform shader parameter
  90799. * @param neutralUniform The neutral uniform shader parameter
  90800. * @param negativeUniform The negative uniform shader parameter
  90801. */
  90802. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90803. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90804. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90805. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90806. if (colorCurves._dirty) {
  90807. colorCurves._dirty = false;
  90808. // Fill in global info.
  90809. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90810. // Compute highlights info.
  90811. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90812. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90813. // Compute midtones info.
  90814. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90815. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90816. // Compute shadows info.
  90817. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90818. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90819. // Compute deltas (neutral is midtones).
  90820. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90821. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90822. }
  90823. if (effect) {
  90824. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90825. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90826. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90827. }
  90828. };
  90829. /**
  90830. * Prepare the list of uniforms associated with the ColorCurves effects.
  90831. * @param uniformsList The list of uniforms used in the effect
  90832. */
  90833. ColorCurves.PrepareUniforms = function (uniformsList) {
  90834. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90835. };
  90836. /**
  90837. * Returns color grading data based on a hue, density, saturation and exposure value.
  90838. * @param filterHue The hue of the color filter.
  90839. * @param filterDensity The density of the color filter.
  90840. * @param saturation The saturation.
  90841. * @param exposure The exposure.
  90842. * @param result The result data container.
  90843. */
  90844. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90845. if (hue == null) {
  90846. return;
  90847. }
  90848. hue = ColorCurves.clamp(hue, 0, 360);
  90849. density = ColorCurves.clamp(density, -100, 100);
  90850. saturation = ColorCurves.clamp(saturation, -100, 100);
  90851. exposure = ColorCurves.clamp(exposure, -100, 100);
  90852. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90853. // so that the maximum filter density is only 50% control. This provides fine control
  90854. // for small values and reasonable range.
  90855. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90856. density *= 0.5;
  90857. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90858. if (density < 0) {
  90859. density *= -1;
  90860. hue = (hue + 180) % 360;
  90861. }
  90862. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90863. result.scaleToRef(2, result);
  90864. result.a = 1 + 0.01 * saturation;
  90865. };
  90866. /**
  90867. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90868. * @param value The input slider value in range [-100,100].
  90869. * @returns Adjusted value.
  90870. */
  90871. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90872. value /= 100;
  90873. var x = Math.abs(value);
  90874. x = Math.pow(x, 2);
  90875. if (value < 0) {
  90876. x *= -1;
  90877. }
  90878. x *= 100;
  90879. return x;
  90880. };
  90881. /**
  90882. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90883. * @param hue The hue (H) input.
  90884. * @param saturation The saturation (S) input.
  90885. * @param brightness The brightness (B) input.
  90886. * @result An RGBA color represented as Vector4.
  90887. */
  90888. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90889. var h = ColorCurves.clamp(hue, 0, 360);
  90890. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90891. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90892. if (s === 0) {
  90893. result.r = v;
  90894. result.g = v;
  90895. result.b = v;
  90896. }
  90897. else {
  90898. // sector 0 to 5
  90899. h /= 60;
  90900. var i = Math.floor(h);
  90901. // fractional part of h
  90902. var f = h - i;
  90903. var p = v * (1 - s);
  90904. var q = v * (1 - s * f);
  90905. var t = v * (1 - s * (1 - f));
  90906. switch (i) {
  90907. case 0:
  90908. result.r = v;
  90909. result.g = t;
  90910. result.b = p;
  90911. break;
  90912. case 1:
  90913. result.r = q;
  90914. result.g = v;
  90915. result.b = p;
  90916. break;
  90917. case 2:
  90918. result.r = p;
  90919. result.g = v;
  90920. result.b = t;
  90921. break;
  90922. case 3:
  90923. result.r = p;
  90924. result.g = q;
  90925. result.b = v;
  90926. break;
  90927. case 4:
  90928. result.r = t;
  90929. result.g = p;
  90930. result.b = v;
  90931. break;
  90932. default: // case 5:
  90933. result.r = v;
  90934. result.g = p;
  90935. result.b = q;
  90936. break;
  90937. }
  90938. }
  90939. result.a = 1;
  90940. };
  90941. /**
  90942. * Returns a value clamped between min and max
  90943. * @param value The value to clamp
  90944. * @param min The minimum of value
  90945. * @param max The maximum of value
  90946. * @returns The clamped value.
  90947. */
  90948. ColorCurves.clamp = function (value, min, max) {
  90949. return Math.min(Math.max(value, min), max);
  90950. };
  90951. /**
  90952. * Clones the current color curve instance.
  90953. * @return The cloned curves
  90954. */
  90955. ColorCurves.prototype.clone = function () {
  90956. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90957. };
  90958. /**
  90959. * Serializes the current color curve instance to a json representation.
  90960. * @return a JSON representation
  90961. */
  90962. ColorCurves.prototype.serialize = function () {
  90963. return BABYLON.SerializationHelper.Serialize(this);
  90964. };
  90965. /**
  90966. * Parses the color curve from a json representation.
  90967. * @param source the JSON source to parse
  90968. * @return The parsed curves
  90969. */
  90970. ColorCurves.Parse = function (source) {
  90971. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90972. };
  90973. __decorate([
  90974. BABYLON.serialize()
  90975. ], ColorCurves.prototype, "_globalHue", void 0);
  90976. __decorate([
  90977. BABYLON.serialize()
  90978. ], ColorCurves.prototype, "_globalDensity", void 0);
  90979. __decorate([
  90980. BABYLON.serialize()
  90981. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90982. __decorate([
  90983. BABYLON.serialize()
  90984. ], ColorCurves.prototype, "_globalExposure", void 0);
  90985. __decorate([
  90986. BABYLON.serialize()
  90987. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90988. __decorate([
  90989. BABYLON.serialize()
  90990. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90991. __decorate([
  90992. BABYLON.serialize()
  90993. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90994. __decorate([
  90995. BABYLON.serialize()
  90996. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90997. __decorate([
  90998. BABYLON.serialize()
  90999. ], ColorCurves.prototype, "_midtonesHue", void 0);
  91000. __decorate([
  91001. BABYLON.serialize()
  91002. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  91003. __decorate([
  91004. BABYLON.serialize()
  91005. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  91006. __decorate([
  91007. BABYLON.serialize()
  91008. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  91009. return ColorCurves;
  91010. }());
  91011. BABYLON.ColorCurves = ColorCurves;
  91012. })(BABYLON || (BABYLON = {}));
  91013. //# sourceMappingURL=babylon.colorCurves.js.map
  91014. var BABYLON;
  91015. (function (BABYLON) {
  91016. /**
  91017. * Post process which applies a refractin texture
  91018. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91019. */
  91020. var RefractionPostProcess = /** @class */ (function (_super) {
  91021. __extends(RefractionPostProcess, _super);
  91022. /**
  91023. * Initializes the RefractionPostProcess
  91024. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91025. * @param name The name of the effect.
  91026. * @param refractionTextureUrl Url of the refraction texture to use
  91027. * @param color the base color of the refraction (used to taint the rendering)
  91028. * @param depth simulated refraction depth
  91029. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  91030. * @param camera The camera to apply the render pass to.
  91031. * @param options The required width/height ratio to downsize to before computing the render pass.
  91032. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91033. * @param engine The engine which the post process will be applied. (default: current engine)
  91034. * @param reusable If the post process can be reused on the same frame. (default: false)
  91035. */
  91036. function RefractionPostProcess(name, refractionTextureUrl,
  91037. /** the base color of the refraction (used to taint the rendering) */
  91038. color,
  91039. /** simulated refraction depth */
  91040. depth,
  91041. /** the coefficient of the base color (0 to remove base color tainting) */
  91042. colorLevel, options, camera, samplingMode, engine, reusable) {
  91043. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  91044. _this.color = color;
  91045. _this.depth = depth;
  91046. _this.colorLevel = colorLevel;
  91047. _this._ownRefractionTexture = true;
  91048. _this.onActivateObservable.add(function (cam) {
  91049. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  91050. });
  91051. _this.onApplyObservable.add(function (effect) {
  91052. effect.setColor3("baseColor", _this.color);
  91053. effect.setFloat("depth", _this.depth);
  91054. effect.setFloat("colorLevel", _this.colorLevel);
  91055. effect.setTexture("refractionSampler", _this._refTexture);
  91056. });
  91057. return _this;
  91058. }
  91059. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  91060. /**
  91061. * Gets or sets the refraction texture
  91062. * Please note that you are responsible for disposing the texture if you set it manually
  91063. */
  91064. get: function () {
  91065. return this._refTexture;
  91066. },
  91067. set: function (value) {
  91068. if (this._refTexture && this._ownRefractionTexture) {
  91069. this._refTexture.dispose();
  91070. }
  91071. this._refTexture = value;
  91072. this._ownRefractionTexture = false;
  91073. },
  91074. enumerable: true,
  91075. configurable: true
  91076. });
  91077. // Methods
  91078. /**
  91079. * Disposes of the post process
  91080. * @param camera Camera to dispose post process on
  91081. */
  91082. RefractionPostProcess.prototype.dispose = function (camera) {
  91083. if (this._refTexture && this._ownRefractionTexture) {
  91084. this._refTexture.dispose();
  91085. this._refTexture = null;
  91086. }
  91087. _super.prototype.dispose.call(this, camera);
  91088. };
  91089. return RefractionPostProcess;
  91090. }(BABYLON.PostProcess));
  91091. BABYLON.RefractionPostProcess = RefractionPostProcess;
  91092. })(BABYLON || (BABYLON = {}));
  91093. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  91094. var BABYLON;
  91095. (function (BABYLON) {
  91096. /**
  91097. * Post process used to render in black and white
  91098. */
  91099. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  91100. __extends(BlackAndWhitePostProcess, _super);
  91101. /**
  91102. * Creates a black and white post process
  91103. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  91104. * @param name The name of the effect.
  91105. * @param options The required width/height ratio to downsize to before computing the render pass.
  91106. * @param camera The camera to apply the render pass to.
  91107. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91108. * @param engine The engine which the post process will be applied. (default: current engine)
  91109. * @param reusable If the post process can be reused on the same frame. (default: false)
  91110. */
  91111. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  91112. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  91113. /**
  91114. * Linear about to convert he result to black and white (default: 1)
  91115. */
  91116. _this.degree = 1;
  91117. _this.onApplyObservable.add(function (effect) {
  91118. effect.setFloat("degree", _this.degree);
  91119. });
  91120. return _this;
  91121. }
  91122. return BlackAndWhitePostProcess;
  91123. }(BABYLON.PostProcess));
  91124. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  91125. })(BABYLON || (BABYLON = {}));
  91126. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  91127. var BABYLON;
  91128. (function (BABYLON) {
  91129. /**
  91130. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  91131. * input texture to perform effects such as edge detection or sharpening
  91132. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  91133. */
  91134. var ConvolutionPostProcess = /** @class */ (function (_super) {
  91135. __extends(ConvolutionPostProcess, _super);
  91136. /**
  91137. * Creates a new instance ConvolutionPostProcess
  91138. * @param name The name of the effect.
  91139. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  91140. * @param options The required width/height ratio to downsize to before computing the render pass.
  91141. * @param camera The camera to apply the render pass to.
  91142. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91143. * @param engine The engine which the post process will be applied. (default: current engine)
  91144. * @param reusable If the post process can be reused on the same frame. (default: false)
  91145. * @param textureType Type of textures used when performing the post process. (default: 0)
  91146. */
  91147. function ConvolutionPostProcess(name,
  91148. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  91149. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  91150. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91151. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91152. _this.kernel = kernel;
  91153. _this.onApply = function (effect) {
  91154. effect.setFloat2("screenSize", _this.width, _this.height);
  91155. effect.setArray("kernel", _this.kernel);
  91156. };
  91157. return _this;
  91158. }
  91159. // Statics
  91160. /**
  91161. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91162. */
  91163. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  91164. /**
  91165. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91166. */
  91167. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91168. /**
  91169. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91170. */
  91171. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91172. /**
  91173. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91174. */
  91175. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91176. /**
  91177. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91178. */
  91179. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91180. /**
  91181. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91182. */
  91183. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91184. return ConvolutionPostProcess;
  91185. }(BABYLON.PostProcess));
  91186. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91187. })(BABYLON || (BABYLON = {}));
  91188. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91189. var BABYLON;
  91190. (function (BABYLON) {
  91191. /**
  91192. * Applies a kernel filter to the image
  91193. */
  91194. var FilterPostProcess = /** @class */ (function (_super) {
  91195. __extends(FilterPostProcess, _super);
  91196. /**
  91197. *
  91198. * @param name The name of the effect.
  91199. * @param kernelMatrix The matrix to be applied to the image
  91200. * @param options The required width/height ratio to downsize to before computing the render pass.
  91201. * @param camera The camera to apply the render pass to.
  91202. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91203. * @param engine The engine which the post process will be applied. (default: current engine)
  91204. * @param reusable If the post process can be reused on the same frame. (default: false)
  91205. */
  91206. function FilterPostProcess(name,
  91207. /** The matrix to be applied to the image */
  91208. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91209. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91210. _this.kernelMatrix = kernelMatrix;
  91211. _this.onApply = function (effect) {
  91212. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91213. };
  91214. return _this;
  91215. }
  91216. return FilterPostProcess;
  91217. }(BABYLON.PostProcess));
  91218. BABYLON.FilterPostProcess = FilterPostProcess;
  91219. })(BABYLON || (BABYLON = {}));
  91220. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91221. var BABYLON;
  91222. (function (BABYLON) {
  91223. /**
  91224. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91225. */
  91226. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91227. __extends(VolumetricLightScatteringPostProcess, _super);
  91228. /**
  91229. * @constructor
  91230. * @param name The post-process name
  91231. * @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)
  91232. * @param camera The camera that the post-process will be attached to
  91233. * @param mesh The mesh used to create the light scattering
  91234. * @param samples The post-process quality, default 100
  91235. * @param samplingModeThe post-process filtering mode
  91236. * @param engine The babylon engine
  91237. * @param reusable If the post-process is reusable
  91238. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91239. */
  91240. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91241. if (samples === void 0) { samples = 100; }
  91242. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91243. 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;
  91244. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91245. /**
  91246. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91247. */
  91248. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91249. /**
  91250. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91251. */
  91252. _this.useCustomMeshPosition = false;
  91253. /**
  91254. * If the post-process should inverse the light scattering direction
  91255. */
  91256. _this.invert = true;
  91257. /**
  91258. * Array containing the excluded meshes not rendered in the internal pass
  91259. */
  91260. _this.excludedMeshes = new Array();
  91261. /**
  91262. * Controls the overall intensity of the post-process
  91263. */
  91264. _this.exposure = 0.3;
  91265. /**
  91266. * Dissipates each sample's contribution in range [0, 1]
  91267. */
  91268. _this.decay = 0.96815;
  91269. /**
  91270. * Controls the overall intensity of each sample
  91271. */
  91272. _this.weight = 0.58767;
  91273. /**
  91274. * Controls the density of each sample
  91275. */
  91276. _this.density = 0.926;
  91277. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91278. engine = scene.getEngine();
  91279. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91280. // Configure mesh
  91281. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91282. // Configure
  91283. _this._createPass(scene, ratio.passRatio || ratio);
  91284. _this.onActivate = function (camera) {
  91285. if (!_this.isSupported) {
  91286. _this.dispose(camera);
  91287. }
  91288. _this.onActivate = null;
  91289. };
  91290. _this.onApplyObservable.add(function (effect) {
  91291. _this._updateMeshScreenCoordinates(scene);
  91292. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91293. effect.setFloat("exposure", _this.exposure);
  91294. effect.setFloat("decay", _this.decay);
  91295. effect.setFloat("weight", _this.weight);
  91296. effect.setFloat("density", _this.density);
  91297. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91298. });
  91299. return _this;
  91300. }
  91301. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91302. /**
  91303. * @hidden
  91304. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91305. */
  91306. get: function () {
  91307. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91308. return false;
  91309. },
  91310. set: function (useDiffuseColor) {
  91311. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91312. },
  91313. enumerable: true,
  91314. configurable: true
  91315. });
  91316. /**
  91317. * Returns the string "VolumetricLightScatteringPostProcess"
  91318. * @returns "VolumetricLightScatteringPostProcess"
  91319. */
  91320. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91321. return "VolumetricLightScatteringPostProcess";
  91322. };
  91323. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91324. var mesh = subMesh.getMesh();
  91325. // Render this.mesh as default
  91326. if (mesh === this.mesh && mesh.material) {
  91327. return mesh.material.isReady(mesh);
  91328. }
  91329. var defines = [];
  91330. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91331. var material = subMesh.getMaterial();
  91332. // Alpha test
  91333. if (material) {
  91334. if (material.needAlphaTesting()) {
  91335. defines.push("#define ALPHATEST");
  91336. }
  91337. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91338. attribs.push(BABYLON.VertexBuffer.UVKind);
  91339. defines.push("#define UV1");
  91340. }
  91341. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91342. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91343. defines.push("#define UV2");
  91344. }
  91345. }
  91346. // Bones
  91347. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91348. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91349. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91350. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91351. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91352. }
  91353. else {
  91354. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91355. }
  91356. // Instances
  91357. if (useInstances) {
  91358. defines.push("#define INSTANCES");
  91359. attribs.push("world0");
  91360. attribs.push("world1");
  91361. attribs.push("world2");
  91362. attribs.push("world3");
  91363. }
  91364. // Get correct effect
  91365. var join = defines.join("\n");
  91366. if (this._cachedDefines !== join) {
  91367. this._cachedDefines = join;
  91368. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91369. }
  91370. return this._volumetricLightScatteringPass.isReady();
  91371. };
  91372. /**
  91373. * Sets the new light position for light scattering effect
  91374. * @param position The new custom light position
  91375. */
  91376. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91377. this.customMeshPosition = position;
  91378. };
  91379. /**
  91380. * Returns the light position for light scattering effect
  91381. * @return Vector3 The custom light position
  91382. */
  91383. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91384. return this.customMeshPosition;
  91385. };
  91386. /**
  91387. * Disposes the internal assets and detaches the post-process from the camera
  91388. */
  91389. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91390. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91391. if (rttIndex !== -1) {
  91392. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91393. }
  91394. this._volumetricLightScatteringRTT.dispose();
  91395. _super.prototype.dispose.call(this, camera);
  91396. };
  91397. /**
  91398. * Returns the render target texture used by the post-process
  91399. * @return the render target texture used by the post-process
  91400. */
  91401. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91402. return this._volumetricLightScatteringRTT;
  91403. };
  91404. // Private methods
  91405. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91406. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91407. return true;
  91408. }
  91409. return false;
  91410. };
  91411. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91412. var _this = this;
  91413. var engine = scene.getEngine();
  91414. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91415. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91416. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91417. this._volumetricLightScatteringRTT.renderList = null;
  91418. this._volumetricLightScatteringRTT.renderParticles = false;
  91419. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91420. var camera = this.getCamera();
  91421. if (camera) {
  91422. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91423. }
  91424. else {
  91425. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91426. }
  91427. // Custom render function for submeshes
  91428. var renderSubMesh = function (subMesh) {
  91429. var mesh = subMesh.getRenderingMesh();
  91430. if (_this._meshExcluded(mesh)) {
  91431. return;
  91432. }
  91433. var material = subMesh.getMaterial();
  91434. if (!material) {
  91435. return;
  91436. }
  91437. var scene = mesh.getScene();
  91438. var engine = scene.getEngine();
  91439. // Culling
  91440. engine.setState(material.backFaceCulling);
  91441. // Managing instances
  91442. var batch = mesh._getInstancesRenderList(subMesh._id);
  91443. if (batch.mustReturn) {
  91444. return;
  91445. }
  91446. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91447. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91448. var effect = _this._volumetricLightScatteringPass;
  91449. if (mesh === _this.mesh) {
  91450. if (subMesh.effect) {
  91451. effect = subMesh.effect;
  91452. }
  91453. else {
  91454. effect = material.getEffect();
  91455. }
  91456. }
  91457. engine.enableEffect(effect);
  91458. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91459. if (mesh === _this.mesh) {
  91460. material.bind(mesh.getWorldMatrix(), mesh);
  91461. }
  91462. else {
  91463. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91464. // Alpha test
  91465. if (material && material.needAlphaTesting()) {
  91466. var alphaTexture = material.getAlphaTestTexture();
  91467. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91468. if (alphaTexture) {
  91469. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91470. }
  91471. }
  91472. // Bones
  91473. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91474. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91475. }
  91476. }
  91477. // Draw
  91478. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91479. }
  91480. };
  91481. // Render target texture callbacks
  91482. var savedSceneClearColor;
  91483. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91484. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91485. savedSceneClearColor = scene.clearColor;
  91486. scene.clearColor = sceneClearColor;
  91487. });
  91488. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91489. scene.clearColor = savedSceneClearColor;
  91490. });
  91491. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91492. var engine = scene.getEngine();
  91493. var index;
  91494. if (depthOnlySubMeshes.length) {
  91495. engine.setColorWrite(false);
  91496. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91497. renderSubMesh(depthOnlySubMeshes.data[index]);
  91498. }
  91499. engine.setColorWrite(true);
  91500. }
  91501. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91502. renderSubMesh(opaqueSubMeshes.data[index]);
  91503. }
  91504. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91505. renderSubMesh(alphaTestSubMeshes.data[index]);
  91506. }
  91507. if (transparentSubMeshes.length) {
  91508. // Sort sub meshes
  91509. for (index = 0; index < transparentSubMeshes.length; index++) {
  91510. var submesh = transparentSubMeshes.data[index];
  91511. var boundingInfo = submesh.getBoundingInfo();
  91512. if (boundingInfo && scene.activeCamera) {
  91513. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91514. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91515. }
  91516. }
  91517. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91518. sortedArray.sort(function (a, b) {
  91519. // Alpha index first
  91520. if (a._alphaIndex > b._alphaIndex) {
  91521. return 1;
  91522. }
  91523. if (a._alphaIndex < b._alphaIndex) {
  91524. return -1;
  91525. }
  91526. // Then distance to camera
  91527. if (a._distanceToCamera < b._distanceToCamera) {
  91528. return 1;
  91529. }
  91530. if (a._distanceToCamera > b._distanceToCamera) {
  91531. return -1;
  91532. }
  91533. return 0;
  91534. });
  91535. // Render sub meshes
  91536. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91537. for (index = 0; index < sortedArray.length; index++) {
  91538. renderSubMesh(sortedArray[index]);
  91539. }
  91540. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91541. }
  91542. };
  91543. };
  91544. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91545. var transform = scene.getTransformMatrix();
  91546. var meshPosition;
  91547. if (this.useCustomMeshPosition) {
  91548. meshPosition = this.customMeshPosition;
  91549. }
  91550. else if (this.attachedNode) {
  91551. meshPosition = this.attachedNode.position;
  91552. }
  91553. else {
  91554. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91555. }
  91556. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91557. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91558. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91559. if (this.invert) {
  91560. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91561. }
  91562. };
  91563. // Static methods
  91564. /**
  91565. * Creates a default mesh for the Volumeric Light Scattering post-process
  91566. * @param name The mesh name
  91567. * @param scene The scene where to create the mesh
  91568. * @return the default mesh
  91569. */
  91570. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91571. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91572. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91573. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91574. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91575. mesh.material = material;
  91576. return mesh;
  91577. };
  91578. __decorate([
  91579. BABYLON.serializeAsVector3()
  91580. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91581. __decorate([
  91582. BABYLON.serialize()
  91583. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91584. __decorate([
  91585. BABYLON.serialize()
  91586. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91587. __decorate([
  91588. BABYLON.serializeAsMeshReference()
  91589. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91590. __decorate([
  91591. BABYLON.serialize()
  91592. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91593. __decorate([
  91594. BABYLON.serialize()
  91595. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91596. __decorate([
  91597. BABYLON.serialize()
  91598. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91599. __decorate([
  91600. BABYLON.serialize()
  91601. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91602. __decorate([
  91603. BABYLON.serialize()
  91604. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91605. return VolumetricLightScatteringPostProcess;
  91606. }(BABYLON.PostProcess));
  91607. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91608. })(BABYLON || (BABYLON = {}));
  91609. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91610. var BABYLON;
  91611. (function (BABYLON) {
  91612. /**
  91613. *
  91614. * This post-process allows the modification of rendered colors by using
  91615. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91616. *
  91617. * The object needs to be provided an url to a texture containing the color
  91618. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91619. * Use an image editing software to tweak the LUT to match your needs.
  91620. *
  91621. * For an example of a color LUT, see here:
  91622. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91623. * For explanations on color grading, see here:
  91624. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91625. *
  91626. */
  91627. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91628. __extends(ColorCorrectionPostProcess, _super);
  91629. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91630. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91631. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91632. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91633. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91634. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91635. _this.onApply = function (effect) {
  91636. effect.setTexture("colorTable", _this._colorTableTexture);
  91637. };
  91638. return _this;
  91639. }
  91640. return ColorCorrectionPostProcess;
  91641. }(BABYLON.PostProcess));
  91642. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91643. })(BABYLON || (BABYLON = {}));
  91644. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91645. var BABYLON;
  91646. (function (BABYLON) {
  91647. /** Defines operator used for tonemapping */
  91648. var TonemappingOperator;
  91649. (function (TonemappingOperator) {
  91650. /** Hable */
  91651. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91652. /** Reinhard */
  91653. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91654. /** HejiDawson */
  91655. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91656. /** Photographic */
  91657. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91658. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91659. /**
  91660. * Defines a post process to apply tone mapping
  91661. */
  91662. var TonemapPostProcess = /** @class */ (function (_super) {
  91663. __extends(TonemapPostProcess, _super);
  91664. /**
  91665. * Creates a new TonemapPostProcess
  91666. * @param name defines the name of the postprocess
  91667. * @param _operator defines the operator to use
  91668. * @param exposureAdjustment defines the required exposure adjustement
  91669. * @param camera defines the camera to use (can be null)
  91670. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91671. * @param engine defines the hosting engine (can be ignore if camera is set)
  91672. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91673. */
  91674. function TonemapPostProcess(name, _operator,
  91675. /** Defines the required exposure adjustement */
  91676. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91677. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91678. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91679. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91680. _this._operator = _operator;
  91681. _this.exposureAdjustment = exposureAdjustment;
  91682. var defines = "#define ";
  91683. if (_this._operator === TonemappingOperator.Hable) {
  91684. defines += "HABLE_TONEMAPPING";
  91685. }
  91686. else if (_this._operator === TonemappingOperator.Reinhard) {
  91687. defines += "REINHARD_TONEMAPPING";
  91688. }
  91689. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91690. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91691. }
  91692. else if (_this._operator === TonemappingOperator.Photographic) {
  91693. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91694. }
  91695. //sadly a second call to create the effect.
  91696. _this.updateEffect(defines);
  91697. _this.onApply = function (effect) {
  91698. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91699. };
  91700. return _this;
  91701. }
  91702. return TonemapPostProcess;
  91703. }(BABYLON.PostProcess));
  91704. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91705. })(BABYLON || (BABYLON = {}));
  91706. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91707. var BABYLON;
  91708. (function (BABYLON) {
  91709. /**
  91710. * DisplayPassPostProcess which produces an output the same as it's input
  91711. */
  91712. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91713. __extends(DisplayPassPostProcess, _super);
  91714. /**
  91715. * Creates the DisplayPassPostProcess
  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. */
  91723. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91724. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91725. }
  91726. return DisplayPassPostProcess;
  91727. }(BABYLON.PostProcess));
  91728. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91729. })(BABYLON || (BABYLON = {}));
  91730. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91731. var BABYLON;
  91732. (function (BABYLON) {
  91733. /**
  91734. * Extracts highlights from the image
  91735. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91736. */
  91737. var HighlightsPostProcess = /** @class */ (function (_super) {
  91738. __extends(HighlightsPostProcess, _super);
  91739. /**
  91740. * Extracts highlights from the image
  91741. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91742. * @param name The name of the effect.
  91743. * @param options The required width/height ratio to downsize to before computing the render pass.
  91744. * @param camera The camera to apply the render pass to.
  91745. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91746. * @param engine The engine which the post process will be applied. (default: current engine)
  91747. * @param reusable If the post process can be reused on the same frame. (default: false)
  91748. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91749. */
  91750. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91751. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91752. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91753. }
  91754. return HighlightsPostProcess;
  91755. }(BABYLON.PostProcess));
  91756. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91757. })(BABYLON || (BABYLON = {}));
  91758. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91759. var BABYLON;
  91760. (function (BABYLON) {
  91761. /**
  91762. * ImageProcessingPostProcess
  91763. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91764. */
  91765. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91766. __extends(ImageProcessingPostProcess, _super);
  91767. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91768. if (camera === void 0) { camera = null; }
  91769. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91770. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91771. _this._fromLinearSpace = true;
  91772. /**
  91773. * Defines cache preventing GC.
  91774. */
  91775. _this._defines = {
  91776. IMAGEPROCESSING: false,
  91777. VIGNETTE: false,
  91778. VIGNETTEBLENDMODEMULTIPLY: false,
  91779. VIGNETTEBLENDMODEOPAQUE: false,
  91780. TONEMAPPING: false,
  91781. TONEMAPPING_ACES: false,
  91782. CONTRAST: false,
  91783. COLORCURVES: false,
  91784. COLORGRADING: false,
  91785. COLORGRADING3D: false,
  91786. FROMLINEARSPACE: false,
  91787. SAMPLER3DGREENDEPTH: false,
  91788. SAMPLER3DBGRMAP: false,
  91789. IMAGEPROCESSINGPOSTPROCESS: false,
  91790. EXPOSURE: false,
  91791. };
  91792. // Setup the configuration as forced by the constructor. This would then not force the
  91793. // scene materials output in linear space and let untouched the default forward pass.
  91794. if (imageProcessingConfiguration) {
  91795. imageProcessingConfiguration.applyByPostProcess = true;
  91796. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91797. // This will cause the shader to be compiled
  91798. _this.fromLinearSpace = false;
  91799. }
  91800. // Setup the default processing configuration to the scene.
  91801. else {
  91802. _this._attachImageProcessingConfiguration(null, true);
  91803. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91804. }
  91805. _this.onApply = function (effect) {
  91806. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91807. };
  91808. return _this;
  91809. }
  91810. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91811. /**
  91812. * Gets the image processing configuration used either in this material.
  91813. */
  91814. get: function () {
  91815. return this._imageProcessingConfiguration;
  91816. },
  91817. /**
  91818. * Sets the Default image processing configuration used either in the this material.
  91819. *
  91820. * If sets to null, the scene one is in use.
  91821. */
  91822. set: function (value) {
  91823. this._attachImageProcessingConfiguration(value);
  91824. },
  91825. enumerable: true,
  91826. configurable: true
  91827. });
  91828. /**
  91829. * Attaches a new image processing configuration to the PBR Material.
  91830. * @param configuration
  91831. */
  91832. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91833. var _this = this;
  91834. if (doNotBuild === void 0) { doNotBuild = false; }
  91835. if (configuration === this._imageProcessingConfiguration) {
  91836. return;
  91837. }
  91838. // Detaches observer.
  91839. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91840. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91841. }
  91842. // Pick the scene configuration if needed.
  91843. if (!configuration) {
  91844. var scene = null;
  91845. var engine = this.getEngine();
  91846. var camera = this.getCamera();
  91847. if (camera) {
  91848. scene = camera.getScene();
  91849. }
  91850. else if (engine && engine.scenes) {
  91851. var scenes = engine.scenes;
  91852. scene = scenes[scenes.length - 1];
  91853. }
  91854. else {
  91855. scene = BABYLON.Engine.LastCreatedScene;
  91856. }
  91857. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91858. }
  91859. else {
  91860. this._imageProcessingConfiguration = configuration;
  91861. }
  91862. // Attaches observer.
  91863. if (this._imageProcessingConfiguration) {
  91864. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91865. _this._updateParameters();
  91866. });
  91867. }
  91868. // Ensure the effect will be rebuilt.
  91869. if (!doNotBuild) {
  91870. this._updateParameters();
  91871. }
  91872. };
  91873. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91874. /**
  91875. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91876. */
  91877. get: function () {
  91878. return this.imageProcessingConfiguration.colorCurves;
  91879. },
  91880. /**
  91881. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91882. */
  91883. set: function (value) {
  91884. this.imageProcessingConfiguration.colorCurves = value;
  91885. },
  91886. enumerable: true,
  91887. configurable: true
  91888. });
  91889. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91890. /**
  91891. * Gets wether the color curves effect is enabled.
  91892. */
  91893. get: function () {
  91894. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91895. },
  91896. /**
  91897. * Sets wether the color curves effect is enabled.
  91898. */
  91899. set: function (value) {
  91900. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91901. },
  91902. enumerable: true,
  91903. configurable: true
  91904. });
  91905. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91906. /**
  91907. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91908. */
  91909. get: function () {
  91910. return this.imageProcessingConfiguration.colorGradingTexture;
  91911. },
  91912. /**
  91913. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91914. */
  91915. set: function (value) {
  91916. this.imageProcessingConfiguration.colorGradingTexture = value;
  91917. },
  91918. enumerable: true,
  91919. configurable: true
  91920. });
  91921. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91922. /**
  91923. * Gets wether the color grading effect is enabled.
  91924. */
  91925. get: function () {
  91926. return this.imageProcessingConfiguration.colorGradingEnabled;
  91927. },
  91928. /**
  91929. * Gets wether the color grading effect is enabled.
  91930. */
  91931. set: function (value) {
  91932. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91933. },
  91934. enumerable: true,
  91935. configurable: true
  91936. });
  91937. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91938. /**
  91939. * Gets exposure used in the effect.
  91940. */
  91941. get: function () {
  91942. return this.imageProcessingConfiguration.exposure;
  91943. },
  91944. /**
  91945. * Sets exposure used in the effect.
  91946. */
  91947. set: function (value) {
  91948. this.imageProcessingConfiguration.exposure = value;
  91949. },
  91950. enumerable: true,
  91951. configurable: true
  91952. });
  91953. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91954. /**
  91955. * Gets wether tonemapping is enabled or not.
  91956. */
  91957. get: function () {
  91958. return this._imageProcessingConfiguration.toneMappingEnabled;
  91959. },
  91960. /**
  91961. * Sets wether tonemapping is enabled or not
  91962. */
  91963. set: function (value) {
  91964. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91965. },
  91966. enumerable: true,
  91967. configurable: true
  91968. });
  91969. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91970. /**
  91971. * Gets contrast used in the effect.
  91972. */
  91973. get: function () {
  91974. return this.imageProcessingConfiguration.contrast;
  91975. },
  91976. /**
  91977. * Sets contrast used in the effect.
  91978. */
  91979. set: function (value) {
  91980. this.imageProcessingConfiguration.contrast = value;
  91981. },
  91982. enumerable: true,
  91983. configurable: true
  91984. });
  91985. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91986. /**
  91987. * Gets Vignette stretch size.
  91988. */
  91989. get: function () {
  91990. return this.imageProcessingConfiguration.vignetteStretch;
  91991. },
  91992. /**
  91993. * Sets Vignette stretch size.
  91994. */
  91995. set: function (value) {
  91996. this.imageProcessingConfiguration.vignetteStretch = value;
  91997. },
  91998. enumerable: true,
  91999. configurable: true
  92000. });
  92001. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  92002. /**
  92003. * Gets Vignette centre X Offset.
  92004. */
  92005. get: function () {
  92006. return this.imageProcessingConfiguration.vignetteCentreX;
  92007. },
  92008. /**
  92009. * Sets Vignette centre X Offset.
  92010. */
  92011. set: function (value) {
  92012. this.imageProcessingConfiguration.vignetteCentreX = value;
  92013. },
  92014. enumerable: true,
  92015. configurable: true
  92016. });
  92017. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  92018. /**
  92019. * Gets Vignette centre Y Offset.
  92020. */
  92021. get: function () {
  92022. return this.imageProcessingConfiguration.vignetteCentreY;
  92023. },
  92024. /**
  92025. * Sets Vignette centre Y Offset.
  92026. */
  92027. set: function (value) {
  92028. this.imageProcessingConfiguration.vignetteCentreY = value;
  92029. },
  92030. enumerable: true,
  92031. configurable: true
  92032. });
  92033. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  92034. /**
  92035. * Gets Vignette weight or intensity of the vignette effect.
  92036. */
  92037. get: function () {
  92038. return this.imageProcessingConfiguration.vignetteWeight;
  92039. },
  92040. /**
  92041. * Sets Vignette weight or intensity of the vignette effect.
  92042. */
  92043. set: function (value) {
  92044. this.imageProcessingConfiguration.vignetteWeight = value;
  92045. },
  92046. enumerable: true,
  92047. configurable: true
  92048. });
  92049. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  92050. /**
  92051. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92052. * if vignetteEnabled is set to true.
  92053. */
  92054. get: function () {
  92055. return this.imageProcessingConfiguration.vignetteColor;
  92056. },
  92057. /**
  92058. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92059. * if vignetteEnabled is set to true.
  92060. */
  92061. set: function (value) {
  92062. this.imageProcessingConfiguration.vignetteColor = value;
  92063. },
  92064. enumerable: true,
  92065. configurable: true
  92066. });
  92067. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  92068. /**
  92069. * Gets Camera field of view used by the Vignette effect.
  92070. */
  92071. get: function () {
  92072. return this.imageProcessingConfiguration.vignetteCameraFov;
  92073. },
  92074. /**
  92075. * Sets Camera field of view used by the Vignette effect.
  92076. */
  92077. set: function (value) {
  92078. this.imageProcessingConfiguration.vignetteCameraFov = value;
  92079. },
  92080. enumerable: true,
  92081. configurable: true
  92082. });
  92083. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  92084. /**
  92085. * Gets the vignette blend mode allowing different kind of effect.
  92086. */
  92087. get: function () {
  92088. return this.imageProcessingConfiguration.vignetteBlendMode;
  92089. },
  92090. /**
  92091. * Sets the vignette blend mode allowing different kind of effect.
  92092. */
  92093. set: function (value) {
  92094. this.imageProcessingConfiguration.vignetteBlendMode = value;
  92095. },
  92096. enumerable: true,
  92097. configurable: true
  92098. });
  92099. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  92100. /**
  92101. * Gets wether the vignette effect is enabled.
  92102. */
  92103. get: function () {
  92104. return this.imageProcessingConfiguration.vignetteEnabled;
  92105. },
  92106. /**
  92107. * Sets wether the vignette effect is enabled.
  92108. */
  92109. set: function (value) {
  92110. this.imageProcessingConfiguration.vignetteEnabled = value;
  92111. },
  92112. enumerable: true,
  92113. configurable: true
  92114. });
  92115. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  92116. /**
  92117. * Gets wether the input of the processing is in Gamma or Linear Space.
  92118. */
  92119. get: function () {
  92120. return this._fromLinearSpace;
  92121. },
  92122. /**
  92123. * Sets wether the input of the processing is in Gamma or Linear Space.
  92124. */
  92125. set: function (value) {
  92126. if (this._fromLinearSpace === value) {
  92127. return;
  92128. }
  92129. this._fromLinearSpace = value;
  92130. this._updateParameters();
  92131. },
  92132. enumerable: true,
  92133. configurable: true
  92134. });
  92135. /**
  92136. * "ImageProcessingPostProcess"
  92137. * @returns "ImageProcessingPostProcess"
  92138. */
  92139. ImageProcessingPostProcess.prototype.getClassName = function () {
  92140. return "ImageProcessingPostProcess";
  92141. };
  92142. ImageProcessingPostProcess.prototype._updateParameters = function () {
  92143. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  92144. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  92145. var defines = "";
  92146. for (var define in this._defines) {
  92147. if (this._defines[define]) {
  92148. defines += "#define " + define + ";\r\n";
  92149. }
  92150. }
  92151. var samplers = ["textureSampler"];
  92152. var uniforms = ["scale"];
  92153. if (BABYLON.ImageProcessingConfiguration) {
  92154. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  92155. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  92156. }
  92157. this.updateEffect(defines, uniforms, samplers);
  92158. };
  92159. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  92160. _super.prototype.dispose.call(this, camera);
  92161. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92162. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92163. }
  92164. if (this._imageProcessingConfiguration) {
  92165. this.imageProcessingConfiguration.applyByPostProcess = false;
  92166. }
  92167. };
  92168. __decorate([
  92169. BABYLON.serialize()
  92170. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92171. return ImageProcessingPostProcess;
  92172. }(BABYLON.PostProcess));
  92173. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92174. })(BABYLON || (BABYLON = {}));
  92175. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92176. var BABYLON;
  92177. (function (BABYLON) {
  92178. /**
  92179. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92180. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92181. * As an example, all you have to do is to create the post-process:
  92182. * var mb = new BABYLON.MotionBlurPostProcess(
  92183. * 'mb', // The name of the effect.
  92184. * scene, // The scene containing the objects to blur according to their velocity.
  92185. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92186. * camera // The camera to apply the render pass to.
  92187. * );
  92188. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92189. */
  92190. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92191. __extends(MotionBlurPostProcess, _super);
  92192. /**
  92193. * Creates a new instance MotionBlurPostProcess
  92194. * @param name The name of the effect.
  92195. * @param scene The scene containing the objects to blur according to their velocity.
  92196. * @param options The required width/height ratio to downsize to before computing the render pass.
  92197. * @param camera The camera to apply the render pass to.
  92198. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92199. * @param engine The engine which the post process will be applied. (default: current engine)
  92200. * @param reusable If the post process can be reused on the same frame. (default: false)
  92201. * @param textureType Type of textures used when performing the post process. (default: 0)
  92202. * @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)
  92203. */
  92204. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92205. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92206. if (blockCompilation === void 0) { blockCompilation = false; }
  92207. 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;
  92208. /**
  92209. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92210. */
  92211. _this.motionStrength = 1;
  92212. _this._motionBlurSamples = 32;
  92213. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92214. if (!_this._geometryBufferRenderer) {
  92215. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92216. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92217. _this.updateEffect();
  92218. }
  92219. else {
  92220. // Geometry buffer renderer is supported.
  92221. _this._geometryBufferRenderer.enableVelocity = true;
  92222. _this.onApply = function (effect) {
  92223. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92224. effect.setFloat("motionScale", scene.getAnimationRatio());
  92225. effect.setFloat("motionStrength", _this.motionStrength);
  92226. if (_this._geometryBufferRenderer) {
  92227. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92228. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92229. }
  92230. };
  92231. }
  92232. return _this;
  92233. }
  92234. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92235. /**
  92236. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92237. */
  92238. get: function () {
  92239. return this._motionBlurSamples;
  92240. },
  92241. /**
  92242. * Sets the number of iterations to be used for motion blur quality
  92243. */
  92244. set: function (samples) {
  92245. this._motionBlurSamples = samples;
  92246. if (this._geometryBufferRenderer) {
  92247. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92248. }
  92249. },
  92250. enumerable: true,
  92251. configurable: true
  92252. });
  92253. /**
  92254. * Disposes the post process.
  92255. * @param camera The camera to dispose the post process on.
  92256. */
  92257. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92258. if (this._geometryBufferRenderer) {
  92259. // Clear previous transformation matrices dictionary used to compute objects velocities
  92260. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92261. }
  92262. _super.prototype.dispose.call(this, camera);
  92263. };
  92264. return MotionBlurPostProcess;
  92265. }(BABYLON.PostProcess));
  92266. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92267. })(BABYLON || (BABYLON = {}));
  92268. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92269. var BABYLON;
  92270. (function (BABYLON) {
  92271. /**
  92272. * Class used to store bone information
  92273. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92274. */
  92275. var Bone = /** @class */ (function (_super) {
  92276. __extends(Bone, _super);
  92277. /**
  92278. * Create a new bone
  92279. * @param name defines the bone name
  92280. * @param skeleton defines the parent skeleton
  92281. * @param parentBone defines the parent (can be null if the bone is the root)
  92282. * @param localMatrix defines the local matrix
  92283. * @param restPose defines the rest pose matrix
  92284. * @param baseMatrix defines the base matrix
  92285. * @param index defines index of the bone in the hiearchy
  92286. */
  92287. function Bone(
  92288. /**
  92289. * defines the bone name
  92290. */
  92291. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92292. if (parentBone === void 0) { parentBone = null; }
  92293. if (localMatrix === void 0) { localMatrix = null; }
  92294. if (restPose === void 0) { restPose = null; }
  92295. if (baseMatrix === void 0) { baseMatrix = null; }
  92296. if (index === void 0) { index = null; }
  92297. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92298. _this.name = name;
  92299. /**
  92300. * Gets the list of child bones
  92301. */
  92302. _this.children = new Array();
  92303. /** Gets the animations associated with this bone */
  92304. _this.animations = new Array();
  92305. /**
  92306. * @hidden Internal only
  92307. * Set this value to map this bone to a different index in the transform matrices
  92308. * Set this value to -1 to exclude the bone from the transform matrices
  92309. */
  92310. _this._index = null;
  92311. _this._absoluteTransform = new BABYLON.Matrix();
  92312. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92313. _this._scalingDeterminant = 1;
  92314. _this._worldTransform = new BABYLON.Matrix();
  92315. _this._needToDecompose = true;
  92316. _this._needToCompose = false;
  92317. /** @hidden */
  92318. _this._linkedTransformNode = null;
  92319. _this._skeleton = skeleton;
  92320. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92321. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92322. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92323. _this._index = index;
  92324. skeleton.bones.push(_this);
  92325. _this.setParent(parentBone, false);
  92326. if (baseMatrix || localMatrix) {
  92327. _this._updateDifferenceMatrix();
  92328. }
  92329. return _this;
  92330. }
  92331. Object.defineProperty(Bone.prototype, "_matrix", {
  92332. /** @hidden */
  92333. get: function () {
  92334. this._compose();
  92335. return this._localMatrix;
  92336. },
  92337. /** @hidden */
  92338. set: function (value) {
  92339. this._localMatrix.copyFrom(value);
  92340. this._needToDecompose = true;
  92341. },
  92342. enumerable: true,
  92343. configurable: true
  92344. });
  92345. // Members
  92346. /**
  92347. * Gets the parent skeleton
  92348. * @returns a skeleton
  92349. */
  92350. Bone.prototype.getSkeleton = function () {
  92351. return this._skeleton;
  92352. };
  92353. /**
  92354. * Gets parent bone
  92355. * @returns a bone or null if the bone is the root of the bone hierarchy
  92356. */
  92357. Bone.prototype.getParent = function () {
  92358. return this._parent;
  92359. };
  92360. /**
  92361. * Sets the parent bone
  92362. * @param parent defines the parent (can be null if the bone is the root)
  92363. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92364. */
  92365. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92366. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92367. if (this._parent === parent) {
  92368. return;
  92369. }
  92370. if (this._parent) {
  92371. var index = this._parent.children.indexOf(this);
  92372. if (index !== -1) {
  92373. this._parent.children.splice(index, 1);
  92374. }
  92375. }
  92376. this._parent = parent;
  92377. if (this._parent) {
  92378. this._parent.children.push(this);
  92379. }
  92380. if (updateDifferenceMatrix) {
  92381. this._updateDifferenceMatrix();
  92382. }
  92383. this.markAsDirty();
  92384. };
  92385. /**
  92386. * Gets the local matrix
  92387. * @returns a matrix
  92388. */
  92389. Bone.prototype.getLocalMatrix = function () {
  92390. this._compose();
  92391. return this._localMatrix;
  92392. };
  92393. /**
  92394. * Gets the base matrix (initial matrix which remains unchanged)
  92395. * @returns a matrix
  92396. */
  92397. Bone.prototype.getBaseMatrix = function () {
  92398. return this._baseMatrix;
  92399. };
  92400. /**
  92401. * Gets the rest pose matrix
  92402. * @returns a matrix
  92403. */
  92404. Bone.prototype.getRestPose = function () {
  92405. return this._restPose;
  92406. };
  92407. /**
  92408. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92409. */
  92410. Bone.prototype.getWorldMatrix = function () {
  92411. return this._worldTransform;
  92412. };
  92413. /**
  92414. * Sets the local matrix to rest pose matrix
  92415. */
  92416. Bone.prototype.returnToRest = function () {
  92417. this.updateMatrix(this._restPose.clone());
  92418. };
  92419. /**
  92420. * Gets the inverse of the absolute transform matrix.
  92421. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92422. * @returns a matrix
  92423. */
  92424. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92425. return this._invertedAbsoluteTransform;
  92426. };
  92427. /**
  92428. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92429. * @returns a matrix
  92430. */
  92431. Bone.prototype.getAbsoluteTransform = function () {
  92432. return this._absoluteTransform;
  92433. };
  92434. /**
  92435. * Links with the given transform node.
  92436. * The local matrix of this bone is copied from the transform node every frame.
  92437. * @param transformNode defines the transform node to link to
  92438. */
  92439. Bone.prototype.linkTransformNode = function (transformNode) {
  92440. if (this._linkedTransformNode) {
  92441. this._skeleton._numBonesWithLinkedTransformNode--;
  92442. }
  92443. this._linkedTransformNode = transformNode;
  92444. if (this._linkedTransformNode) {
  92445. this._skeleton._numBonesWithLinkedTransformNode++;
  92446. }
  92447. };
  92448. Object.defineProperty(Bone.prototype, "position", {
  92449. // Properties (matches AbstractMesh properties)
  92450. /** Gets or sets current position (in local space) */
  92451. get: function () {
  92452. this._decompose();
  92453. return this._localPosition;
  92454. },
  92455. set: function (newPosition) {
  92456. this._decompose();
  92457. this._localPosition.copyFrom(newPosition);
  92458. this._markAsDirtyAndCompose();
  92459. },
  92460. enumerable: true,
  92461. configurable: true
  92462. });
  92463. Object.defineProperty(Bone.prototype, "rotation", {
  92464. /** Gets or sets current rotation (in local space) */
  92465. get: function () {
  92466. return this.getRotation();
  92467. },
  92468. set: function (newRotation) {
  92469. this.setRotation(newRotation);
  92470. },
  92471. enumerable: true,
  92472. configurable: true
  92473. });
  92474. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92475. /** Gets or sets current rotation quaternion (in local space) */
  92476. get: function () {
  92477. this._decompose();
  92478. return this._localRotation;
  92479. },
  92480. set: function (newRotation) {
  92481. this.setRotationQuaternion(newRotation);
  92482. },
  92483. enumerable: true,
  92484. configurable: true
  92485. });
  92486. Object.defineProperty(Bone.prototype, "scaling", {
  92487. /** Gets or sets current scaling (in local space) */
  92488. get: function () {
  92489. return this.getScale();
  92490. },
  92491. set: function (newScaling) {
  92492. this.setScale(newScaling);
  92493. },
  92494. enumerable: true,
  92495. configurable: true
  92496. });
  92497. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92498. /**
  92499. * Gets the animation properties override
  92500. */
  92501. get: function () {
  92502. return this._skeleton.animationPropertiesOverride;
  92503. },
  92504. enumerable: true,
  92505. configurable: true
  92506. });
  92507. // Methods
  92508. Bone.prototype._decompose = function () {
  92509. if (!this._needToDecompose) {
  92510. return;
  92511. }
  92512. this._needToDecompose = false;
  92513. if (!this._localScaling) {
  92514. this._localScaling = BABYLON.Vector3.Zero();
  92515. this._localRotation = BABYLON.Quaternion.Zero();
  92516. this._localPosition = BABYLON.Vector3.Zero();
  92517. }
  92518. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92519. };
  92520. Bone.prototype._compose = function () {
  92521. if (!this._needToCompose) {
  92522. return;
  92523. }
  92524. this._needToCompose = false;
  92525. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92526. };
  92527. /**
  92528. * Update the base and local matrices
  92529. * @param matrix defines the new base or local matrix
  92530. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92531. * @param updateLocalMatrix defines if the local matrix should be updated
  92532. */
  92533. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92534. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92535. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92536. this._baseMatrix.copyFrom(matrix);
  92537. if (updateDifferenceMatrix) {
  92538. this._updateDifferenceMatrix();
  92539. }
  92540. if (updateLocalMatrix) {
  92541. this._localMatrix.copyFrom(matrix);
  92542. this._markAsDirtyAndDecompose();
  92543. }
  92544. else {
  92545. this.markAsDirty();
  92546. }
  92547. };
  92548. /** @hidden */
  92549. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92550. if (updateChildren === void 0) { updateChildren = true; }
  92551. if (!rootMatrix) {
  92552. rootMatrix = this._baseMatrix;
  92553. }
  92554. if (this._parent) {
  92555. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92556. }
  92557. else {
  92558. this._absoluteTransform.copyFrom(rootMatrix);
  92559. }
  92560. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92561. if (updateChildren) {
  92562. for (var index = 0; index < this.children.length; index++) {
  92563. this.children[index]._updateDifferenceMatrix();
  92564. }
  92565. }
  92566. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92567. };
  92568. /**
  92569. * Flag the bone as dirty (Forcing it to update everything)
  92570. */
  92571. Bone.prototype.markAsDirty = function () {
  92572. this._currentRenderId++;
  92573. this._childRenderId++;
  92574. this._skeleton._markAsDirty();
  92575. };
  92576. Bone.prototype._markAsDirtyAndCompose = function () {
  92577. this.markAsDirty();
  92578. this._needToCompose = true;
  92579. };
  92580. Bone.prototype._markAsDirtyAndDecompose = function () {
  92581. this.markAsDirty();
  92582. this._needToDecompose = true;
  92583. };
  92584. /**
  92585. * Copy an animation range from another bone
  92586. * @param source defines the source bone
  92587. * @param rangeName defines the range name to copy
  92588. * @param frameOffset defines the frame offset
  92589. * @param rescaleAsRequired defines if rescaling must be applied if required
  92590. * @param skelDimensionsRatio defines the scaling ratio
  92591. * @returns true if operation was successful
  92592. */
  92593. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92594. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92595. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92596. // all animation may be coming from a library skeleton, so may need to create animation
  92597. if (this.animations.length === 0) {
  92598. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92599. this.animations[0].setKeys([]);
  92600. }
  92601. // get animation info / verify there is such a range from the source bone
  92602. var sourceRange = source.animations[0].getRange(rangeName);
  92603. if (!sourceRange) {
  92604. return false;
  92605. }
  92606. var from = sourceRange.from;
  92607. var to = sourceRange.to;
  92608. var sourceKeys = source.animations[0].getKeys();
  92609. // rescaling prep
  92610. var sourceBoneLength = source.length;
  92611. var sourceParent = source.getParent();
  92612. var parent = this.getParent();
  92613. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92614. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92615. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92616. var destKeys = this.animations[0].getKeys();
  92617. // loop vars declaration
  92618. var orig;
  92619. var origTranslation;
  92620. var mat;
  92621. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92622. orig = sourceKeys[key];
  92623. if (orig.frame >= from && orig.frame <= to) {
  92624. if (rescaleAsRequired) {
  92625. mat = orig.value.clone();
  92626. // scale based on parent ratio, when bone has parent
  92627. if (parentScalingReqd) {
  92628. origTranslation = mat.getTranslation();
  92629. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92630. // scale based on skeleton dimension ratio when root bone, and value is passed
  92631. }
  92632. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92633. origTranslation = mat.getTranslation();
  92634. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92635. // use original when root bone, and no data for skelDimensionsRatio
  92636. }
  92637. else {
  92638. mat = orig.value;
  92639. }
  92640. }
  92641. else {
  92642. mat = orig.value;
  92643. }
  92644. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92645. }
  92646. }
  92647. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92648. return true;
  92649. };
  92650. /**
  92651. * Translate the bone in local or world space
  92652. * @param vec The amount to translate the bone
  92653. * @param space The space that the translation is in
  92654. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92655. */
  92656. Bone.prototype.translate = function (vec, space, mesh) {
  92657. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92658. var lm = this.getLocalMatrix();
  92659. if (space == BABYLON.Space.LOCAL) {
  92660. lm.addAtIndex(12, vec.x);
  92661. lm.addAtIndex(13, vec.y);
  92662. lm.addAtIndex(14, vec.z);
  92663. }
  92664. else {
  92665. var wm = null;
  92666. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92667. if (mesh) {
  92668. wm = mesh.getWorldMatrix();
  92669. }
  92670. this._skeleton.computeAbsoluteTransforms();
  92671. var tmat = Bone._tmpMats[0];
  92672. var tvec = Bone._tmpVecs[0];
  92673. if (this._parent) {
  92674. if (mesh && wm) {
  92675. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92676. tmat.multiplyToRef(wm, tmat);
  92677. }
  92678. else {
  92679. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92680. }
  92681. }
  92682. tmat.setTranslationFromFloats(0, 0, 0);
  92683. tmat.invert();
  92684. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92685. lm.addAtIndex(12, tvec.x);
  92686. lm.addAtIndex(13, tvec.y);
  92687. lm.addAtIndex(14, tvec.z);
  92688. }
  92689. this._markAsDirtyAndDecompose();
  92690. };
  92691. /**
  92692. * Set the postion of the bone in local or world space
  92693. * @param position The position to set the bone
  92694. * @param space The space that the position is in
  92695. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92696. */
  92697. Bone.prototype.setPosition = function (position, space, mesh) {
  92698. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92699. var lm = this.getLocalMatrix();
  92700. if (space == BABYLON.Space.LOCAL) {
  92701. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92702. }
  92703. else {
  92704. var wm = null;
  92705. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92706. if (mesh) {
  92707. wm = mesh.getWorldMatrix();
  92708. }
  92709. this._skeleton.computeAbsoluteTransforms();
  92710. var tmat = Bone._tmpMats[0];
  92711. var vec = Bone._tmpVecs[0];
  92712. if (this._parent) {
  92713. if (mesh && wm) {
  92714. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92715. tmat.multiplyToRef(wm, tmat);
  92716. }
  92717. else {
  92718. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92719. }
  92720. }
  92721. tmat.invert();
  92722. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92723. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92724. }
  92725. this._markAsDirtyAndDecompose();
  92726. };
  92727. /**
  92728. * Set the absolute position of the bone (world space)
  92729. * @param position The position to set the bone
  92730. * @param mesh The mesh that this bone is attached to
  92731. */
  92732. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92733. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92734. };
  92735. /**
  92736. * Scale the bone on the x, y and z axes (in local space)
  92737. * @param x The amount to scale the bone on the x axis
  92738. * @param y The amount to scale the bone on the y axis
  92739. * @param z The amount to scale the bone on the z axis
  92740. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92741. */
  92742. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92743. if (scaleChildren === void 0) { scaleChildren = false; }
  92744. var locMat = this.getLocalMatrix();
  92745. // Apply new scaling on top of current local matrix
  92746. var scaleMat = Bone._tmpMats[0];
  92747. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92748. scaleMat.multiplyToRef(locMat, locMat);
  92749. // Invert scaling matrix and apply the inverse to all children
  92750. scaleMat.invert();
  92751. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92752. var child = _a[_i];
  92753. var cm = child.getLocalMatrix();
  92754. cm.multiplyToRef(scaleMat, cm);
  92755. cm.multiplyAtIndex(12, x);
  92756. cm.multiplyAtIndex(13, y);
  92757. cm.multiplyAtIndex(14, z);
  92758. child._markAsDirtyAndDecompose();
  92759. }
  92760. this._markAsDirtyAndDecompose();
  92761. if (scaleChildren) {
  92762. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92763. var child = _c[_b];
  92764. child.scale(x, y, z, scaleChildren);
  92765. }
  92766. }
  92767. };
  92768. /**
  92769. * Set the bone scaling in local space
  92770. * @param scale defines the scaling vector
  92771. */
  92772. Bone.prototype.setScale = function (scale) {
  92773. this._decompose();
  92774. this._localScaling.copyFrom(scale);
  92775. this._markAsDirtyAndCompose();
  92776. };
  92777. /**
  92778. * Gets the current scaling in local space
  92779. * @returns the current scaling vector
  92780. */
  92781. Bone.prototype.getScale = function () {
  92782. this._decompose();
  92783. return this._localScaling;
  92784. };
  92785. /**
  92786. * Gets the current scaling in local space and stores it in a target vector
  92787. * @param result defines the target vector
  92788. */
  92789. Bone.prototype.getScaleToRef = function (result) {
  92790. this._decompose();
  92791. result.copyFrom(this._localScaling);
  92792. };
  92793. /**
  92794. * Set the yaw, pitch, and roll of the bone in local or world space
  92795. * @param yaw The rotation of the bone on the y axis
  92796. * @param pitch The rotation of the bone on the x axis
  92797. * @param roll The rotation of the bone on the z axis
  92798. * @param space The space that the axes of rotation are in
  92799. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92800. */
  92801. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92802. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92803. if (space === BABYLON.Space.LOCAL) {
  92804. var quat = Bone._tmpQuat;
  92805. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92806. this.setRotationQuaternion(quat, space, mesh);
  92807. return;
  92808. }
  92809. var rotMatInv = Bone._tmpMats[0];
  92810. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92811. return;
  92812. }
  92813. var rotMat = Bone._tmpMats[1];
  92814. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92815. rotMatInv.multiplyToRef(rotMat, rotMat);
  92816. this._rotateWithMatrix(rotMat, space, mesh);
  92817. };
  92818. /**
  92819. * Add a rotation to the bone on an axis in local or world space
  92820. * @param axis The axis to rotate the bone on
  92821. * @param amount The amount to rotate the bone
  92822. * @param space The space that the axis is in
  92823. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92824. */
  92825. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92826. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92827. var rmat = Bone._tmpMats[0];
  92828. rmat.setTranslationFromFloats(0, 0, 0);
  92829. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92830. this._rotateWithMatrix(rmat, space, mesh);
  92831. };
  92832. /**
  92833. * Set the rotation of the bone to a particular axis angle in local or world space
  92834. * @param axis The axis to rotate the bone on
  92835. * @param angle The angle that the bone should be rotated to
  92836. * @param space The space that the axis is in
  92837. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92838. */
  92839. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92840. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92841. if (space === BABYLON.Space.LOCAL) {
  92842. var quat = Bone._tmpQuat;
  92843. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92844. this.setRotationQuaternion(quat, space, mesh);
  92845. return;
  92846. }
  92847. var rotMatInv = Bone._tmpMats[0];
  92848. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92849. return;
  92850. }
  92851. var rotMat = Bone._tmpMats[1];
  92852. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92853. rotMatInv.multiplyToRef(rotMat, rotMat);
  92854. this._rotateWithMatrix(rotMat, space, mesh);
  92855. };
  92856. /**
  92857. * Set the euler rotation of the bone in local of world space
  92858. * @param rotation The euler rotation that the bone should be set to
  92859. * @param space The space that the rotation is in
  92860. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92861. */
  92862. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92863. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92864. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92865. };
  92866. /**
  92867. * Set the quaternion rotation of the bone in local of world space
  92868. * @param quat The quaternion rotation that the bone should be set to
  92869. * @param space The space that the rotation is in
  92870. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92871. */
  92872. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92873. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92874. if (space === BABYLON.Space.LOCAL) {
  92875. this._decompose();
  92876. this._localRotation.copyFrom(quat);
  92877. this._markAsDirtyAndCompose();
  92878. return;
  92879. }
  92880. var rotMatInv = Bone._tmpMats[0];
  92881. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92882. return;
  92883. }
  92884. var rotMat = Bone._tmpMats[1];
  92885. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92886. rotMatInv.multiplyToRef(rotMat, rotMat);
  92887. this._rotateWithMatrix(rotMat, space, mesh);
  92888. };
  92889. /**
  92890. * Set the rotation matrix of the bone in local of world space
  92891. * @param rotMat The rotation matrix that the bone should be set to
  92892. * @param space The space that the rotation is in
  92893. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92894. */
  92895. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92896. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92897. if (space === BABYLON.Space.LOCAL) {
  92898. var quat = Bone._tmpQuat;
  92899. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92900. this.setRotationQuaternion(quat, space, mesh);
  92901. return;
  92902. }
  92903. var rotMatInv = Bone._tmpMats[0];
  92904. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92905. return;
  92906. }
  92907. var rotMat2 = Bone._tmpMats[1];
  92908. rotMat2.copyFrom(rotMat);
  92909. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92910. this._rotateWithMatrix(rotMat2, space, mesh);
  92911. };
  92912. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92913. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92914. var lmat = this.getLocalMatrix();
  92915. var lx = lmat.m[12];
  92916. var ly = lmat.m[13];
  92917. var lz = lmat.m[14];
  92918. var parent = this.getParent();
  92919. var parentScale = Bone._tmpMats[3];
  92920. var parentScaleInv = Bone._tmpMats[4];
  92921. if (parent && space == BABYLON.Space.WORLD) {
  92922. if (mesh) {
  92923. parentScale.copyFrom(mesh.getWorldMatrix());
  92924. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92925. }
  92926. else {
  92927. parentScale.copyFrom(parent.getAbsoluteTransform());
  92928. }
  92929. parentScaleInv.copyFrom(parentScale);
  92930. parentScaleInv.invert();
  92931. lmat.multiplyToRef(parentScale, lmat);
  92932. lmat.multiplyToRef(rmat, lmat);
  92933. lmat.multiplyToRef(parentScaleInv, lmat);
  92934. }
  92935. else {
  92936. if (space == BABYLON.Space.WORLD && mesh) {
  92937. parentScale.copyFrom(mesh.getWorldMatrix());
  92938. parentScaleInv.copyFrom(parentScale);
  92939. parentScaleInv.invert();
  92940. lmat.multiplyToRef(parentScale, lmat);
  92941. lmat.multiplyToRef(rmat, lmat);
  92942. lmat.multiplyToRef(parentScaleInv, lmat);
  92943. }
  92944. else {
  92945. lmat.multiplyToRef(rmat, lmat);
  92946. }
  92947. }
  92948. lmat.setTranslationFromFloats(lx, ly, lz);
  92949. this.computeAbsoluteTransforms();
  92950. this._markAsDirtyAndDecompose();
  92951. };
  92952. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92953. var scaleMatrix = Bone._tmpMats[2];
  92954. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92955. if (mesh) {
  92956. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92957. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92958. }
  92959. rotMatInv.invert();
  92960. if (isNaN(rotMatInv.m[0])) {
  92961. // Matrix failed to invert.
  92962. // This can happen if scale is zero for example.
  92963. return false;
  92964. }
  92965. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92966. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92967. return true;
  92968. };
  92969. /**
  92970. * Get the position of the bone in local or world space
  92971. * @param space The space that the returned position is in
  92972. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92973. * @returns The position of the bone
  92974. */
  92975. Bone.prototype.getPosition = function (space, mesh) {
  92976. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92977. if (mesh === void 0) { mesh = null; }
  92978. var pos = BABYLON.Vector3.Zero();
  92979. this.getPositionToRef(space, mesh, pos);
  92980. return pos;
  92981. };
  92982. /**
  92983. * Copy the position of the bone to a vector3 in local or world space
  92984. * @param space The space that the returned position is in
  92985. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92986. * @param result The vector3 to copy the position to
  92987. */
  92988. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92989. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92990. if (space == BABYLON.Space.LOCAL) {
  92991. var lm = this.getLocalMatrix();
  92992. result.x = lm.m[12];
  92993. result.y = lm.m[13];
  92994. result.z = lm.m[14];
  92995. }
  92996. else {
  92997. var wm = null;
  92998. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92999. if (mesh) {
  93000. wm = mesh.getWorldMatrix();
  93001. }
  93002. this._skeleton.computeAbsoluteTransforms();
  93003. var tmat = Bone._tmpMats[0];
  93004. if (mesh && wm) {
  93005. tmat.copyFrom(this.getAbsoluteTransform());
  93006. tmat.multiplyToRef(wm, tmat);
  93007. }
  93008. else {
  93009. tmat = this.getAbsoluteTransform();
  93010. }
  93011. result.x = tmat.m[12];
  93012. result.y = tmat.m[13];
  93013. result.z = tmat.m[14];
  93014. }
  93015. };
  93016. /**
  93017. * Get the absolute position of the bone (world space)
  93018. * @param mesh The mesh that this bone is attached to
  93019. * @returns The absolute position of the bone
  93020. */
  93021. Bone.prototype.getAbsolutePosition = function (mesh) {
  93022. if (mesh === void 0) { mesh = null; }
  93023. var pos = BABYLON.Vector3.Zero();
  93024. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  93025. return pos;
  93026. };
  93027. /**
  93028. * Copy the absolute position of the bone (world space) to the result param
  93029. * @param mesh The mesh that this bone is attached to
  93030. * @param result The vector3 to copy the absolute position to
  93031. */
  93032. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  93033. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  93034. };
  93035. /**
  93036. * Compute the absolute transforms of this bone and its children
  93037. */
  93038. Bone.prototype.computeAbsoluteTransforms = function () {
  93039. this._compose();
  93040. if (this._parent) {
  93041. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  93042. }
  93043. else {
  93044. this._absoluteTransform.copyFrom(this._localMatrix);
  93045. var poseMatrix = this._skeleton.getPoseMatrix();
  93046. if (poseMatrix) {
  93047. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  93048. }
  93049. }
  93050. var children = this.children;
  93051. var len = children.length;
  93052. for (var i = 0; i < len; i++) {
  93053. children[i].computeAbsoluteTransforms();
  93054. }
  93055. };
  93056. /**
  93057. * Get the world direction from an axis that is in the local space of the bone
  93058. * @param localAxis The local direction that is used to compute the world direction
  93059. * @param mesh The mesh that this bone is attached to
  93060. * @returns The world direction
  93061. */
  93062. Bone.prototype.getDirection = function (localAxis, mesh) {
  93063. if (mesh === void 0) { mesh = null; }
  93064. var result = BABYLON.Vector3.Zero();
  93065. this.getDirectionToRef(localAxis, mesh, result);
  93066. return result;
  93067. };
  93068. /**
  93069. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  93070. * @param localAxis The local direction that is used to compute the world direction
  93071. * @param mesh The mesh that this bone is attached to
  93072. * @param result The vector3 that the world direction will be copied to
  93073. */
  93074. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  93075. if (mesh === void 0) { mesh = null; }
  93076. var wm = null;
  93077. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93078. if (mesh) {
  93079. wm = mesh.getWorldMatrix();
  93080. }
  93081. this._skeleton.computeAbsoluteTransforms();
  93082. var mat = Bone._tmpMats[0];
  93083. mat.copyFrom(this.getAbsoluteTransform());
  93084. if (mesh && wm) {
  93085. mat.multiplyToRef(wm, mat);
  93086. }
  93087. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  93088. result.normalize();
  93089. };
  93090. /**
  93091. * Get the euler rotation of the bone in 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 euler rotation
  93095. */
  93096. Bone.prototype.getRotation = function (space, mesh) {
  93097. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93098. if (mesh === void 0) { mesh = null; }
  93099. var result = BABYLON.Vector3.Zero();
  93100. this.getRotationToRef(space, mesh, result);
  93101. return result;
  93102. };
  93103. /**
  93104. * Copy the euler rotation of the bone to a vector3. 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 vector3 that the rotation should be copied to
  93108. */
  93109. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  93110. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93111. if (mesh === void 0) { mesh = null; }
  93112. var quat = Bone._tmpQuat;
  93113. this.getRotationQuaternionToRef(space, mesh, quat);
  93114. quat.toEulerAnglesToRef(result);
  93115. };
  93116. /**
  93117. * Get the quaternion rotation of the bone in either local or world space
  93118. * @param space The space that the rotation should be in
  93119. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93120. * @returns The quaternion rotation
  93121. */
  93122. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  93123. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93124. if (mesh === void 0) { mesh = null; }
  93125. var result = BABYLON.Quaternion.Identity();
  93126. this.getRotationQuaternionToRef(space, mesh, result);
  93127. return result;
  93128. };
  93129. /**
  93130. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  93131. * @param space The space that the rotation should be in
  93132. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93133. * @param result The quaternion that the rotation should be copied to
  93134. */
  93135. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  93136. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93137. if (mesh === void 0) { mesh = null; }
  93138. if (space == BABYLON.Space.LOCAL) {
  93139. this._decompose();
  93140. result.copyFrom(this._localRotation);
  93141. }
  93142. else {
  93143. var mat = Bone._tmpMats[0];
  93144. var amat = this.getAbsoluteTransform();
  93145. if (mesh) {
  93146. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93147. }
  93148. else {
  93149. mat.copyFrom(amat);
  93150. }
  93151. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93152. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93153. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93154. mat.decompose(undefined, result, undefined);
  93155. }
  93156. };
  93157. /**
  93158. * Get the rotation matrix of the bone in local or world space
  93159. * @param space The space that the rotation should be in
  93160. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93161. * @returns The rotation matrix
  93162. */
  93163. Bone.prototype.getRotationMatrix = function (space, mesh) {
  93164. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93165. var result = BABYLON.Matrix.Identity();
  93166. this.getRotationMatrixToRef(space, mesh, result);
  93167. return result;
  93168. };
  93169. /**
  93170. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  93171. * @param space The space that the rotation should be in
  93172. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93173. * @param result The quaternion that the rotation should be copied to
  93174. */
  93175. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  93176. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93177. if (space == BABYLON.Space.LOCAL) {
  93178. this.getLocalMatrix().getRotationMatrixToRef(result);
  93179. }
  93180. else {
  93181. var mat = Bone._tmpMats[0];
  93182. var amat = this.getAbsoluteTransform();
  93183. if (mesh) {
  93184. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93185. }
  93186. else {
  93187. mat.copyFrom(amat);
  93188. }
  93189. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93190. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93191. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93192. mat.getRotationMatrixToRef(result);
  93193. }
  93194. };
  93195. /**
  93196. * Get the world position of a point that is in the local space of the bone
  93197. * @param position The local position
  93198. * @param mesh The mesh that this bone is attached to
  93199. * @returns The world position
  93200. */
  93201. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93202. if (mesh === void 0) { mesh = null; }
  93203. var result = BABYLON.Vector3.Zero();
  93204. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93205. return result;
  93206. };
  93207. /**
  93208. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93209. * @param position The local position
  93210. * @param mesh The mesh that this bone is attached to
  93211. * @param result The vector3 that the world position should be copied to
  93212. */
  93213. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93214. if (mesh === void 0) { mesh = null; }
  93215. var wm = null;
  93216. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93217. if (mesh) {
  93218. wm = mesh.getWorldMatrix();
  93219. }
  93220. this._skeleton.computeAbsoluteTransforms();
  93221. var tmat = Bone._tmpMats[0];
  93222. if (mesh && wm) {
  93223. tmat.copyFrom(this.getAbsoluteTransform());
  93224. tmat.multiplyToRef(wm, tmat);
  93225. }
  93226. else {
  93227. tmat = this.getAbsoluteTransform();
  93228. }
  93229. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93230. };
  93231. /**
  93232. * Get the local position of a point that is in world space
  93233. * @param position The world position
  93234. * @param mesh The mesh that this bone is attached to
  93235. * @returns The local position
  93236. */
  93237. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93238. if (mesh === void 0) { mesh = null; }
  93239. var result = BABYLON.Vector3.Zero();
  93240. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93241. return result;
  93242. };
  93243. /**
  93244. * Get the local position of a point that is in world space and copy it to the result param
  93245. * @param position The world position
  93246. * @param mesh The mesh that this bone is attached to
  93247. * @param result The vector3 that the local position should be copied to
  93248. */
  93249. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93250. if (mesh === void 0) { mesh = null; }
  93251. var wm = null;
  93252. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93253. if (mesh) {
  93254. wm = mesh.getWorldMatrix();
  93255. }
  93256. this._skeleton.computeAbsoluteTransforms();
  93257. var tmat = Bone._tmpMats[0];
  93258. tmat.copyFrom(this.getAbsoluteTransform());
  93259. if (mesh && wm) {
  93260. tmat.multiplyToRef(wm, tmat);
  93261. }
  93262. tmat.invert();
  93263. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93264. };
  93265. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93266. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93267. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93268. return Bone;
  93269. }(BABYLON.Node));
  93270. BABYLON.Bone = Bone;
  93271. })(BABYLON || (BABYLON = {}));
  93272. //# sourceMappingURL=babylon.bone.js.map
  93273. var BABYLON;
  93274. (function (BABYLON) {
  93275. /**
  93276. * Class used to apply inverse kinematics to bones
  93277. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93278. */
  93279. var BoneIKController = /** @class */ (function () {
  93280. /**
  93281. * Creates a new BoneIKController
  93282. * @param mesh defines the mesh to control
  93283. * @param bone defines the bone to control
  93284. * @param options defines options to set up the controller
  93285. */
  93286. function BoneIKController(mesh, bone, options) {
  93287. /**
  93288. * Gets or sets the target position
  93289. */
  93290. this.targetPosition = BABYLON.Vector3.Zero();
  93291. /**
  93292. * Gets or sets the pole target position
  93293. */
  93294. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93295. /**
  93296. * Gets or sets the pole target local offset
  93297. */
  93298. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93299. /**
  93300. * Gets or sets the pole angle
  93301. */
  93302. this.poleAngle = 0;
  93303. /**
  93304. * 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)
  93305. */
  93306. this.slerpAmount = 1;
  93307. this._bone1Quat = BABYLON.Quaternion.Identity();
  93308. this._bone1Mat = BABYLON.Matrix.Identity();
  93309. this._bone2Ang = Math.PI;
  93310. this._maxAngle = Math.PI;
  93311. this._rightHandedSystem = false;
  93312. this._bendAxis = BABYLON.Vector3.Right();
  93313. this._slerping = false;
  93314. this._adjustRoll = 0;
  93315. this._bone2 = bone;
  93316. this._bone1 = bone.getParent();
  93317. if (!this._bone1) {
  93318. return;
  93319. }
  93320. this.mesh = mesh;
  93321. var bonePos = bone.getPosition();
  93322. if (bone.getAbsoluteTransform().determinant() > 0) {
  93323. this._rightHandedSystem = true;
  93324. this._bendAxis.x = 0;
  93325. this._bendAxis.y = 0;
  93326. this._bendAxis.z = -1;
  93327. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93328. this._adjustRoll = Math.PI * .5;
  93329. this._bendAxis.z = 1;
  93330. }
  93331. }
  93332. if (this._bone1.length) {
  93333. var boneScale1 = this._bone1.getScale();
  93334. var boneScale2 = this._bone2.getScale();
  93335. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93336. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93337. }
  93338. else if (this._bone1.children[0]) {
  93339. mesh.computeWorldMatrix(true);
  93340. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93341. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93342. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93343. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93344. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93345. }
  93346. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93347. this.maxAngle = Math.PI;
  93348. if (options) {
  93349. if (options.targetMesh) {
  93350. this.targetMesh = options.targetMesh;
  93351. this.targetMesh.computeWorldMatrix(true);
  93352. }
  93353. if (options.poleTargetMesh) {
  93354. this.poleTargetMesh = options.poleTargetMesh;
  93355. this.poleTargetMesh.computeWorldMatrix(true);
  93356. }
  93357. else if (options.poleTargetBone) {
  93358. this.poleTargetBone = options.poleTargetBone;
  93359. }
  93360. else if (this._bone1.getParent()) {
  93361. this.poleTargetBone = this._bone1.getParent();
  93362. }
  93363. if (options.poleTargetLocalOffset) {
  93364. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93365. }
  93366. if (options.poleAngle) {
  93367. this.poleAngle = options.poleAngle;
  93368. }
  93369. if (options.bendAxis) {
  93370. this._bendAxis.copyFrom(options.bendAxis);
  93371. }
  93372. if (options.maxAngle) {
  93373. this.maxAngle = options.maxAngle;
  93374. }
  93375. if (options.slerpAmount) {
  93376. this.slerpAmount = options.slerpAmount;
  93377. }
  93378. }
  93379. }
  93380. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93381. /**
  93382. * Gets or sets maximum allowed angle
  93383. */
  93384. get: function () {
  93385. return this._maxAngle;
  93386. },
  93387. set: function (value) {
  93388. this._setMaxAngle(value);
  93389. },
  93390. enumerable: true,
  93391. configurable: true
  93392. });
  93393. BoneIKController.prototype._setMaxAngle = function (ang) {
  93394. if (ang < 0) {
  93395. ang = 0;
  93396. }
  93397. if (ang > Math.PI || ang == undefined) {
  93398. ang = Math.PI;
  93399. }
  93400. this._maxAngle = ang;
  93401. var a = this._bone1Length;
  93402. var b = this._bone2Length;
  93403. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93404. };
  93405. /**
  93406. * Force the controller to update the bones
  93407. */
  93408. BoneIKController.prototype.update = function () {
  93409. var bone1 = this._bone1;
  93410. if (!bone1) {
  93411. return;
  93412. }
  93413. var target = this.targetPosition;
  93414. var poleTarget = this.poleTargetPosition;
  93415. var mat1 = BoneIKController._tmpMats[0];
  93416. var mat2 = BoneIKController._tmpMats[1];
  93417. if (this.targetMesh) {
  93418. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93419. }
  93420. if (this.poleTargetBone) {
  93421. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93422. }
  93423. else if (this.poleTargetMesh) {
  93424. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93425. }
  93426. var bonePos = BoneIKController._tmpVecs[0];
  93427. var zaxis = BoneIKController._tmpVecs[1];
  93428. var xaxis = BoneIKController._tmpVecs[2];
  93429. var yaxis = BoneIKController._tmpVecs[3];
  93430. var upAxis = BoneIKController._tmpVecs[4];
  93431. var _tmpQuat = BoneIKController._tmpQuat;
  93432. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93433. poleTarget.subtractToRef(bonePos, upAxis);
  93434. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93435. upAxis.y = 1;
  93436. }
  93437. else {
  93438. upAxis.normalize();
  93439. }
  93440. target.subtractToRef(bonePos, yaxis);
  93441. yaxis.normalize();
  93442. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93443. zaxis.normalize();
  93444. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93445. xaxis.normalize();
  93446. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93447. var a = this._bone1Length;
  93448. var b = this._bone2Length;
  93449. var c = BABYLON.Vector3.Distance(bonePos, target);
  93450. if (this._maxReach > 0) {
  93451. c = Math.min(this._maxReach, c);
  93452. }
  93453. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93454. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93455. if (acosa > 1) {
  93456. acosa = 1;
  93457. }
  93458. if (acosb > 1) {
  93459. acosb = 1;
  93460. }
  93461. if (acosa < -1) {
  93462. acosa = -1;
  93463. }
  93464. if (acosb < -1) {
  93465. acosb = -1;
  93466. }
  93467. var angA = Math.acos(acosa);
  93468. var angB = Math.acos(acosb);
  93469. var angC = -angA - angB;
  93470. if (this._rightHandedSystem) {
  93471. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93472. mat2.multiplyToRef(mat1, mat1);
  93473. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93474. mat2.multiplyToRef(mat1, mat1);
  93475. }
  93476. else {
  93477. var _tmpVec = BoneIKController._tmpVecs[5];
  93478. _tmpVec.copyFrom(this._bendAxis);
  93479. _tmpVec.x *= -1;
  93480. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93481. mat2.multiplyToRef(mat1, mat1);
  93482. }
  93483. if (this.poleAngle) {
  93484. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93485. mat1.multiplyToRef(mat2, mat1);
  93486. }
  93487. if (this._bone1) {
  93488. if (this.slerpAmount < 1) {
  93489. if (!this._slerping) {
  93490. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93491. }
  93492. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93493. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93494. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93495. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93496. this._slerping = true;
  93497. }
  93498. else {
  93499. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93500. this._bone1Mat.copyFrom(mat1);
  93501. this._slerping = false;
  93502. }
  93503. }
  93504. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93505. this._bone2Ang = angC;
  93506. };
  93507. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93508. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93509. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93510. return BoneIKController;
  93511. }());
  93512. BABYLON.BoneIKController = BoneIKController;
  93513. })(BABYLON || (BABYLON = {}));
  93514. //# sourceMappingURL=babylon.boneIKController.js.map
  93515. var BABYLON;
  93516. (function (BABYLON) {
  93517. /**
  93518. * Class used to make a bone look toward a point in space
  93519. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93520. */
  93521. var BoneLookController = /** @class */ (function () {
  93522. /**
  93523. * Create a BoneLookController
  93524. * @param mesh the mesh that the bone belongs to
  93525. * @param bone the bone that will be looking to the target
  93526. * @param target the target Vector3 to look at
  93527. * @param settings optional settings:
  93528. * * maxYaw: the maximum angle the bone will yaw to
  93529. * * minYaw: the minimum angle the bone will yaw to
  93530. * * maxPitch: the maximum angle the bone will pitch to
  93531. * * minPitch: the minimum angle the bone will yaw to
  93532. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93533. * * upAxis: the up axis of the coordinate system
  93534. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93535. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93536. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93537. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93538. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93539. * * adjustRoll: used to make an adjustment to the roll of the bone
  93540. **/
  93541. function BoneLookController(mesh, bone, target, options) {
  93542. /**
  93543. * The up axis of the coordinate system that is used when the bone is rotated
  93544. */
  93545. this.upAxis = BABYLON.Vector3.Up();
  93546. /**
  93547. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93548. */
  93549. this.upAxisSpace = BABYLON.Space.LOCAL;
  93550. /**
  93551. * Used to make an adjustment to the yaw of the bone
  93552. */
  93553. this.adjustYaw = 0;
  93554. /**
  93555. * Used to make an adjustment to the pitch of the bone
  93556. */
  93557. this.adjustPitch = 0;
  93558. /**
  93559. * Used to make an adjustment to the roll of the bone
  93560. */
  93561. this.adjustRoll = 0;
  93562. /**
  93563. * 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)
  93564. */
  93565. this.slerpAmount = 1;
  93566. this._boneQuat = BABYLON.Quaternion.Identity();
  93567. this._slerping = false;
  93568. this._firstFrameSkipped = false;
  93569. this._fowardAxis = BABYLON.Vector3.Forward();
  93570. this.mesh = mesh;
  93571. this.bone = bone;
  93572. this.target = target;
  93573. if (options) {
  93574. if (options.adjustYaw) {
  93575. this.adjustYaw = options.adjustYaw;
  93576. }
  93577. if (options.adjustPitch) {
  93578. this.adjustPitch = options.adjustPitch;
  93579. }
  93580. if (options.adjustRoll) {
  93581. this.adjustRoll = options.adjustRoll;
  93582. }
  93583. if (options.maxYaw != null) {
  93584. this.maxYaw = options.maxYaw;
  93585. }
  93586. else {
  93587. this.maxYaw = Math.PI;
  93588. }
  93589. if (options.minYaw != null) {
  93590. this.minYaw = options.minYaw;
  93591. }
  93592. else {
  93593. this.minYaw = -Math.PI;
  93594. }
  93595. if (options.maxPitch != null) {
  93596. this.maxPitch = options.maxPitch;
  93597. }
  93598. else {
  93599. this.maxPitch = Math.PI;
  93600. }
  93601. if (options.minPitch != null) {
  93602. this.minPitch = options.minPitch;
  93603. }
  93604. else {
  93605. this.minPitch = -Math.PI;
  93606. }
  93607. if (options.slerpAmount != null) {
  93608. this.slerpAmount = options.slerpAmount;
  93609. }
  93610. if (options.upAxis != null) {
  93611. this.upAxis = options.upAxis;
  93612. }
  93613. if (options.upAxisSpace != null) {
  93614. this.upAxisSpace = options.upAxisSpace;
  93615. }
  93616. if (options.yawAxis != null || options.pitchAxis != null) {
  93617. var newYawAxis = BABYLON.Axis.Y;
  93618. var newPitchAxis = BABYLON.Axis.X;
  93619. if (options.yawAxis != null) {
  93620. newYawAxis = options.yawAxis.clone();
  93621. newYawAxis.normalize();
  93622. }
  93623. if (options.pitchAxis != null) {
  93624. newPitchAxis = options.pitchAxis.clone();
  93625. newPitchAxis.normalize();
  93626. }
  93627. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93628. this._transformYawPitch = BABYLON.Matrix.Identity();
  93629. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93630. this._transformYawPitchInv = this._transformYawPitch.clone();
  93631. this._transformYawPitch.invert();
  93632. }
  93633. }
  93634. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93635. this.upAxisSpace = BABYLON.Space.LOCAL;
  93636. }
  93637. }
  93638. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93639. /**
  93640. * Gets or sets the minimum yaw angle that the bone can look to
  93641. */
  93642. get: function () {
  93643. return this._minYaw;
  93644. },
  93645. set: function (value) {
  93646. this._minYaw = value;
  93647. this._minYawSin = Math.sin(value);
  93648. this._minYawCos = Math.cos(value);
  93649. if (this._maxYaw != null) {
  93650. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93651. this._yawRange = this._maxYaw - this._minYaw;
  93652. }
  93653. },
  93654. enumerable: true,
  93655. configurable: true
  93656. });
  93657. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93658. /**
  93659. * Gets or sets the maximum yaw angle that the bone can look to
  93660. */
  93661. get: function () {
  93662. return this._maxYaw;
  93663. },
  93664. set: function (value) {
  93665. this._maxYaw = value;
  93666. this._maxYawSin = Math.sin(value);
  93667. this._maxYawCos = Math.cos(value);
  93668. if (this._minYaw != null) {
  93669. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93670. this._yawRange = this._maxYaw - this._minYaw;
  93671. }
  93672. },
  93673. enumerable: true,
  93674. configurable: true
  93675. });
  93676. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93677. /**
  93678. * Gets or sets the minimum pitch angle that the bone can look to
  93679. */
  93680. get: function () {
  93681. return this._minPitch;
  93682. },
  93683. set: function (value) {
  93684. this._minPitch = value;
  93685. this._minPitchTan = Math.tan(value);
  93686. },
  93687. enumerable: true,
  93688. configurable: true
  93689. });
  93690. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93691. /**
  93692. * Gets or sets the maximum pitch angle that the bone can look to
  93693. */
  93694. get: function () {
  93695. return this._maxPitch;
  93696. },
  93697. set: function (value) {
  93698. this._maxPitch = value;
  93699. this._maxPitchTan = Math.tan(value);
  93700. },
  93701. enumerable: true,
  93702. configurable: true
  93703. });
  93704. /**
  93705. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93706. */
  93707. BoneLookController.prototype.update = function () {
  93708. //skip the first frame when slerping so that the mesh rotation is correct
  93709. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93710. this._firstFrameSkipped = true;
  93711. return;
  93712. }
  93713. var bone = this.bone;
  93714. var bonePos = BoneLookController._tmpVecs[0];
  93715. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93716. var target = this.target;
  93717. var _tmpMat1 = BoneLookController._tmpMats[0];
  93718. var _tmpMat2 = BoneLookController._tmpMats[1];
  93719. var mesh = this.mesh;
  93720. var parentBone = bone.getParent();
  93721. var upAxis = BoneLookController._tmpVecs[1];
  93722. upAxis.copyFrom(this.upAxis);
  93723. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93724. if (this._transformYawPitch) {
  93725. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93726. }
  93727. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93728. }
  93729. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93730. mesh.getDirectionToRef(upAxis, upAxis);
  93731. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93732. upAxis.normalize();
  93733. }
  93734. }
  93735. var checkYaw = false;
  93736. var checkPitch = false;
  93737. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93738. checkYaw = true;
  93739. }
  93740. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93741. checkPitch = true;
  93742. }
  93743. if (checkYaw || checkPitch) {
  93744. var spaceMat = BoneLookController._tmpMats[2];
  93745. var spaceMatInv = BoneLookController._tmpMats[3];
  93746. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93747. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93748. }
  93749. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93750. spaceMat.copyFrom(mesh.getWorldMatrix());
  93751. }
  93752. else {
  93753. var forwardAxis = BoneLookController._tmpVecs[2];
  93754. forwardAxis.copyFrom(this._fowardAxis);
  93755. if (this._transformYawPitch) {
  93756. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93757. }
  93758. if (parentBone) {
  93759. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93760. }
  93761. else {
  93762. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93763. }
  93764. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93765. rightAxis.normalize();
  93766. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93767. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93768. }
  93769. spaceMat.invertToRef(spaceMatInv);
  93770. var xzlen = null;
  93771. if (checkPitch) {
  93772. var localTarget = BoneLookController._tmpVecs[3];
  93773. target.subtractToRef(bonePos, localTarget);
  93774. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93775. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93776. var pitch = Math.atan2(localTarget.y, xzlen);
  93777. var newPitch = pitch;
  93778. if (pitch > this._maxPitch) {
  93779. localTarget.y = this._maxPitchTan * xzlen;
  93780. newPitch = this._maxPitch;
  93781. }
  93782. else if (pitch < this._minPitch) {
  93783. localTarget.y = this._minPitchTan * xzlen;
  93784. newPitch = this._minPitch;
  93785. }
  93786. if (pitch != newPitch) {
  93787. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93788. localTarget.addInPlace(bonePos);
  93789. target = localTarget;
  93790. }
  93791. }
  93792. if (checkYaw) {
  93793. var localTarget = BoneLookController._tmpVecs[4];
  93794. target.subtractToRef(bonePos, localTarget);
  93795. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93796. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93797. var newYaw = yaw;
  93798. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93799. if (xzlen == null) {
  93800. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93801. }
  93802. if (this._yawRange > Math.PI) {
  93803. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93804. localTarget.z = this._maxYawCos * xzlen;
  93805. localTarget.x = this._maxYawSin * xzlen;
  93806. newYaw = this._maxYaw;
  93807. }
  93808. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93809. localTarget.z = this._minYawCos * xzlen;
  93810. localTarget.x = this._minYawSin * xzlen;
  93811. newYaw = this._minYaw;
  93812. }
  93813. }
  93814. else {
  93815. if (yaw > this._maxYaw) {
  93816. localTarget.z = this._maxYawCos * xzlen;
  93817. localTarget.x = this._maxYawSin * xzlen;
  93818. newYaw = this._maxYaw;
  93819. }
  93820. else if (yaw < this._minYaw) {
  93821. localTarget.z = this._minYawCos * xzlen;
  93822. localTarget.x = this._minYawSin * xzlen;
  93823. newYaw = this._minYaw;
  93824. }
  93825. }
  93826. }
  93827. if (this._slerping && this._yawRange > Math.PI) {
  93828. //are we going to be crossing into the min/max region?
  93829. var boneFwd = BoneLookController._tmpVecs[8];
  93830. boneFwd.copyFrom(BABYLON.Axis.Z);
  93831. if (this._transformYawPitch) {
  93832. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93833. }
  93834. var boneRotMat = BoneLookController._tmpMats[4];
  93835. this._boneQuat.toRotationMatrix(boneRotMat);
  93836. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93837. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93838. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93839. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93840. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93841. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93842. if (angBtwTar > angBtwMidYaw) {
  93843. if (xzlen == null) {
  93844. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93845. }
  93846. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93847. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93848. if (angBtwMin < angBtwMax) {
  93849. newYaw = boneYaw + Math.PI * .75;
  93850. localTarget.z = Math.cos(newYaw) * xzlen;
  93851. localTarget.x = Math.sin(newYaw) * xzlen;
  93852. }
  93853. else {
  93854. newYaw = boneYaw - Math.PI * .75;
  93855. localTarget.z = Math.cos(newYaw) * xzlen;
  93856. localTarget.x = Math.sin(newYaw) * xzlen;
  93857. }
  93858. }
  93859. }
  93860. if (yaw != newYaw) {
  93861. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93862. localTarget.addInPlace(bonePos);
  93863. target = localTarget;
  93864. }
  93865. }
  93866. }
  93867. var zaxis = BoneLookController._tmpVecs[5];
  93868. var xaxis = BoneLookController._tmpVecs[6];
  93869. var yaxis = BoneLookController._tmpVecs[7];
  93870. var _tmpQuat = BoneLookController._tmpQuat;
  93871. target.subtractToRef(bonePos, zaxis);
  93872. zaxis.normalize();
  93873. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93874. xaxis.normalize();
  93875. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93876. yaxis.normalize();
  93877. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93878. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93879. return;
  93880. }
  93881. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93882. return;
  93883. }
  93884. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93885. return;
  93886. }
  93887. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93888. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93889. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93890. }
  93891. if (this.slerpAmount < 1) {
  93892. if (!this._slerping) {
  93893. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93894. }
  93895. if (this._transformYawPitch) {
  93896. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93897. }
  93898. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93899. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93900. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93901. this._slerping = true;
  93902. }
  93903. else {
  93904. if (this._transformYawPitch) {
  93905. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93906. }
  93907. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93908. this._slerping = false;
  93909. }
  93910. };
  93911. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93912. var angDiff = ang2 - ang1;
  93913. angDiff %= Math.PI * 2;
  93914. if (angDiff > Math.PI) {
  93915. angDiff -= Math.PI * 2;
  93916. }
  93917. else if (angDiff < -Math.PI) {
  93918. angDiff += Math.PI * 2;
  93919. }
  93920. return angDiff;
  93921. };
  93922. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93923. ang1 %= (2 * Math.PI);
  93924. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93925. ang2 %= (2 * Math.PI);
  93926. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93927. var ab = 0;
  93928. if (ang1 < ang2) {
  93929. ab = ang2 - ang1;
  93930. }
  93931. else {
  93932. ab = ang1 - ang2;
  93933. }
  93934. if (ab > Math.PI) {
  93935. ab = Math.PI * 2 - ab;
  93936. }
  93937. return ab;
  93938. };
  93939. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93940. ang %= (2 * Math.PI);
  93941. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93942. ang1 %= (2 * Math.PI);
  93943. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93944. ang2 %= (2 * Math.PI);
  93945. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93946. if (ang1 < ang2) {
  93947. if (ang > ang1 && ang < ang2) {
  93948. return true;
  93949. }
  93950. }
  93951. else {
  93952. if (ang > ang2 && ang < ang1) {
  93953. return true;
  93954. }
  93955. }
  93956. return false;
  93957. };
  93958. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93959. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93960. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93961. return BoneLookController;
  93962. }());
  93963. BABYLON.BoneLookController = BoneLookController;
  93964. })(BABYLON || (BABYLON = {}));
  93965. //# sourceMappingURL=babylon.boneLookController.js.map
  93966. var BABYLON;
  93967. (function (BABYLON) {
  93968. /**
  93969. * Class used to handle skinning animations
  93970. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93971. */
  93972. var Skeleton = /** @class */ (function () {
  93973. /**
  93974. * Creates a new skeleton
  93975. * @param name defines the skeleton name
  93976. * @param id defines the skeleton Id
  93977. * @param scene defines the hosting scene
  93978. */
  93979. function Skeleton(
  93980. /** defines the skeleton name */
  93981. name,
  93982. /** defines the skeleton Id */
  93983. id, scene) {
  93984. this.name = name;
  93985. this.id = id;
  93986. /**
  93987. * Defines the list of child bones
  93988. */
  93989. this.bones = new Array();
  93990. /**
  93991. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93992. */
  93993. this.needInitialSkinMatrix = false;
  93994. /**
  93995. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  93996. */
  93997. this.overrideMesh = null;
  93998. this._isDirty = true;
  93999. this._meshesWithPoseMatrix = new Array();
  94000. this._identity = BABYLON.Matrix.Identity();
  94001. this._ranges = {};
  94002. this._lastAbsoluteTransformsUpdateId = -1;
  94003. this._canUseTextureForBones = false;
  94004. /** @hidden */
  94005. this._numBonesWithLinkedTransformNode = 0;
  94006. /**
  94007. * Specifies if the skeleton should be serialized
  94008. */
  94009. this.doNotSerialize = false;
  94010. /**
  94011. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  94012. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  94013. */
  94014. this.useTextureToStoreBoneMatrices = true;
  94015. this._animationPropertiesOverride = null;
  94016. // Events
  94017. /**
  94018. * An observable triggered before computing the skeleton's matrices
  94019. */
  94020. this.onBeforeComputeObservable = new BABYLON.Observable();
  94021. this.bones = [];
  94022. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  94023. this._scene.skeletons.push(this);
  94024. //make sure it will recalculate the matrix next time prepare is called.
  94025. this._isDirty = true;
  94026. var engineCaps = this._scene.getEngine().getCaps();
  94027. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  94028. }
  94029. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  94030. /**
  94031. * Gets or sets the animation properties override
  94032. */
  94033. get: function () {
  94034. if (!this._animationPropertiesOverride) {
  94035. return this._scene.animationPropertiesOverride;
  94036. }
  94037. return this._animationPropertiesOverride;
  94038. },
  94039. set: function (value) {
  94040. this._animationPropertiesOverride = value;
  94041. },
  94042. enumerable: true,
  94043. configurable: true
  94044. });
  94045. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  94046. /**
  94047. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  94048. */
  94049. get: function () {
  94050. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  94051. },
  94052. enumerable: true,
  94053. configurable: true
  94054. });
  94055. // Members
  94056. /**
  94057. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  94058. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  94059. * @returns a Float32Array containing matrices data
  94060. */
  94061. Skeleton.prototype.getTransformMatrices = function (mesh) {
  94062. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  94063. return mesh._bonesTransformMatrices;
  94064. }
  94065. if (!this._transformMatrices) {
  94066. this.prepare();
  94067. }
  94068. return this._transformMatrices;
  94069. };
  94070. /**
  94071. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  94072. * @returns a raw texture containing the data
  94073. */
  94074. Skeleton.prototype.getTransformMatrixTexture = function () {
  94075. return this._transformMatrixTexture;
  94076. };
  94077. /**
  94078. * Gets the current hosting scene
  94079. * @returns a scene object
  94080. */
  94081. Skeleton.prototype.getScene = function () {
  94082. return this._scene;
  94083. };
  94084. // Methods
  94085. /**
  94086. * Gets a string representing the current skeleton data
  94087. * @param fullDetails defines a boolean indicating if we want a verbose version
  94088. * @returns a string representing the current skeleton data
  94089. */
  94090. Skeleton.prototype.toString = function (fullDetails) {
  94091. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  94092. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  94093. if (fullDetails) {
  94094. ret += ", Ranges: {";
  94095. var first = true;
  94096. for (var name_1 in this._ranges) {
  94097. if (first) {
  94098. ret += ", ";
  94099. first = false;
  94100. }
  94101. ret += name_1;
  94102. }
  94103. ret += "}";
  94104. }
  94105. return ret;
  94106. };
  94107. /**
  94108. * Get bone's index searching by name
  94109. * @param name defines bone's name to search for
  94110. * @return the indice of the bone. Returns -1 if not found
  94111. */
  94112. Skeleton.prototype.getBoneIndexByName = function (name) {
  94113. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  94114. if (this.bones[boneIndex].name === name) {
  94115. return boneIndex;
  94116. }
  94117. }
  94118. return -1;
  94119. };
  94120. /**
  94121. * Creater a new animation range
  94122. * @param name defines the name of the range
  94123. * @param from defines the start key
  94124. * @param to defines the end key
  94125. */
  94126. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  94127. // check name not already in use
  94128. if (!this._ranges[name]) {
  94129. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  94130. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94131. if (this.bones[i].animations[0]) {
  94132. this.bones[i].animations[0].createRange(name, from, to);
  94133. }
  94134. }
  94135. }
  94136. };
  94137. /**
  94138. * Delete a specific animation range
  94139. * @param name defines the name of the range
  94140. * @param deleteFrames defines if frames must be removed as well
  94141. */
  94142. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  94143. if (deleteFrames === void 0) { deleteFrames = true; }
  94144. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94145. if (this.bones[i].animations[0]) {
  94146. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  94147. }
  94148. }
  94149. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  94150. };
  94151. /**
  94152. * Gets a specific animation range
  94153. * @param name defines the name of the range to look for
  94154. * @returns the requested animation range or null if not found
  94155. */
  94156. Skeleton.prototype.getAnimationRange = function (name) {
  94157. return this._ranges[name];
  94158. };
  94159. /**
  94160. * Gets the list of all animation ranges defined on this skeleton
  94161. * @returns an array
  94162. */
  94163. Skeleton.prototype.getAnimationRanges = function () {
  94164. var animationRanges = [];
  94165. var name;
  94166. var i = 0;
  94167. for (name in this._ranges) {
  94168. animationRanges[i] = this._ranges[name];
  94169. i++;
  94170. }
  94171. return animationRanges;
  94172. };
  94173. /**
  94174. * Copy animation range from a source skeleton.
  94175. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  94176. * @param source defines the source skeleton
  94177. * @param name defines the name of the range to copy
  94178. * @param rescaleAsRequired defines if rescaling must be applied if required
  94179. * @returns true if operation was successful
  94180. */
  94181. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  94182. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  94183. if (this._ranges[name] || !source.getAnimationRange(name)) {
  94184. return false;
  94185. }
  94186. var ret = true;
  94187. var frameOffset = this._getHighestAnimationFrame() + 1;
  94188. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94189. var boneDict = {};
  94190. var sourceBones = source.bones;
  94191. var nBones;
  94192. var i;
  94193. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94194. boneDict[sourceBones[i].name] = sourceBones[i];
  94195. }
  94196. if (this.bones.length !== sourceBones.length) {
  94197. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94198. ret = false;
  94199. }
  94200. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94201. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94202. var boneName = this.bones[i].name;
  94203. var sourceBone = boneDict[boneName];
  94204. if (sourceBone) {
  94205. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94206. }
  94207. else {
  94208. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94209. ret = false;
  94210. }
  94211. }
  94212. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94213. var range = source.getAnimationRange(name);
  94214. if (range) {
  94215. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94216. }
  94217. return ret;
  94218. };
  94219. /**
  94220. * Forces the skeleton to go to rest pose
  94221. */
  94222. Skeleton.prototype.returnToRest = function () {
  94223. for (var index = 0; index < this.bones.length; index++) {
  94224. this.bones[index].returnToRest();
  94225. }
  94226. };
  94227. Skeleton.prototype._getHighestAnimationFrame = function () {
  94228. var ret = 0;
  94229. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94230. if (this.bones[i].animations[0]) {
  94231. var highest = this.bones[i].animations[0].getHighestFrame();
  94232. if (ret < highest) {
  94233. ret = highest;
  94234. }
  94235. }
  94236. }
  94237. return ret;
  94238. };
  94239. /**
  94240. * Begin a specific animation range
  94241. * @param name defines the name of the range to start
  94242. * @param loop defines if looping must be turned on (false by default)
  94243. * @param speedRatio defines the speed ratio to apply (1 by default)
  94244. * @param onAnimationEnd defines a callback which will be called when animation will end
  94245. * @returns a new animatable
  94246. */
  94247. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94248. var range = this.getAnimationRange(name);
  94249. if (!range) {
  94250. return null;
  94251. }
  94252. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94253. };
  94254. /** @hidden */
  94255. Skeleton.prototype._markAsDirty = function () {
  94256. this._isDirty = true;
  94257. };
  94258. /** @hidden */
  94259. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94260. this._meshesWithPoseMatrix.push(mesh);
  94261. };
  94262. /** @hidden */
  94263. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94264. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94265. if (index > -1) {
  94266. this._meshesWithPoseMatrix.splice(index, 1);
  94267. }
  94268. };
  94269. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94270. this.onBeforeComputeObservable.notifyObservers(this);
  94271. for (var index = 0; index < this.bones.length; index++) {
  94272. var bone = this.bones[index];
  94273. var parentBone = bone.getParent();
  94274. if (parentBone) {
  94275. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94276. }
  94277. else {
  94278. if (initialSkinMatrix) {
  94279. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94280. }
  94281. else {
  94282. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94283. }
  94284. }
  94285. if (bone._index !== -1) {
  94286. var mappedIndex = bone._index === null ? index : bone._index;
  94287. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94288. }
  94289. }
  94290. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94291. };
  94292. /**
  94293. * Build all resources required to render a skeleton
  94294. */
  94295. Skeleton.prototype.prepare = function () {
  94296. // Update the local matrix of bones with linked transform nodes.
  94297. if (this._numBonesWithLinkedTransformNode > 0) {
  94298. for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
  94299. var bone_1 = _a[_i];
  94300. if (bone_1._linkedTransformNode) {
  94301. // Computing the world matrix also computes the local matrix.
  94302. bone_1._linkedTransformNode.computeWorldMatrix();
  94303. bone_1._matrix = bone_1._linkedTransformNode._localMatrix;
  94304. bone_1.markAsDirty();
  94305. }
  94306. }
  94307. }
  94308. if (!this._isDirty) {
  94309. return;
  94310. }
  94311. if (this.needInitialSkinMatrix) {
  94312. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94313. var mesh = this._meshesWithPoseMatrix[index];
  94314. var poseMatrix = mesh.getPoseMatrix();
  94315. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94316. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94317. }
  94318. if (this._synchronizedWithMesh !== mesh) {
  94319. this._synchronizedWithMesh = mesh;
  94320. // Prepare bones
  94321. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94322. var bone = this.bones[boneIndex];
  94323. if (!bone.getParent()) {
  94324. var matrix = bone.getBaseMatrix();
  94325. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94326. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94327. }
  94328. }
  94329. }
  94330. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94331. }
  94332. }
  94333. else {
  94334. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94335. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94336. if (this.isUsingTextureForMatrices) {
  94337. if (this._transformMatrixTexture) {
  94338. this._transformMatrixTexture.dispose();
  94339. }
  94340. 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);
  94341. }
  94342. }
  94343. this._computeTransformMatrices(this._transformMatrices, null);
  94344. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94345. this._transformMatrixTexture.update(this._transformMatrices);
  94346. }
  94347. }
  94348. this._isDirty = false;
  94349. this._scene._activeBones.addCount(this.bones.length, false);
  94350. };
  94351. /**
  94352. * Gets the list of animatables currently running for this skeleton
  94353. * @returns an array of animatables
  94354. */
  94355. Skeleton.prototype.getAnimatables = function () {
  94356. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94357. this._animatables = [];
  94358. for (var index = 0; index < this.bones.length; index++) {
  94359. this._animatables.push(this.bones[index]);
  94360. }
  94361. }
  94362. return this._animatables;
  94363. };
  94364. /**
  94365. * Clone the current skeleton
  94366. * @param name defines the name of the new skeleton
  94367. * @param id defines the id of the enw skeleton
  94368. * @returns the new skeleton
  94369. */
  94370. Skeleton.prototype.clone = function (name, id) {
  94371. var result = new Skeleton(name, id || name, this._scene);
  94372. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94373. for (var index = 0; index < this.bones.length; index++) {
  94374. var source = this.bones[index];
  94375. var parentBone = null;
  94376. var parent_1 = source.getParent();
  94377. if (parent_1) {
  94378. var parentIndex = this.bones.indexOf(parent_1);
  94379. parentBone = result.bones[parentIndex];
  94380. }
  94381. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94382. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94383. }
  94384. if (this._ranges) {
  94385. result._ranges = {};
  94386. for (var rangeName in this._ranges) {
  94387. var range = this._ranges[rangeName];
  94388. if (range) {
  94389. result._ranges[rangeName] = range.clone();
  94390. }
  94391. }
  94392. }
  94393. this._isDirty = true;
  94394. return result;
  94395. };
  94396. /**
  94397. * Enable animation blending for this skeleton
  94398. * @param blendingSpeed defines the blending speed to apply
  94399. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94400. */
  94401. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94402. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94403. this.bones.forEach(function (bone) {
  94404. bone.animations.forEach(function (animation) {
  94405. animation.enableBlending = true;
  94406. animation.blendingSpeed = blendingSpeed;
  94407. });
  94408. });
  94409. };
  94410. /**
  94411. * Releases all resources associated with the current skeleton
  94412. */
  94413. Skeleton.prototype.dispose = function () {
  94414. this._meshesWithPoseMatrix = [];
  94415. // Animations
  94416. this.getScene().stopAnimation(this);
  94417. // Remove from scene
  94418. this.getScene().removeSkeleton(this);
  94419. if (this._transformMatrixTexture) {
  94420. this._transformMatrixTexture.dispose();
  94421. this._transformMatrixTexture = null;
  94422. }
  94423. };
  94424. /**
  94425. * Serialize the skeleton in a JSON object
  94426. * @returns a JSON object
  94427. */
  94428. Skeleton.prototype.serialize = function () {
  94429. var serializationObject = {};
  94430. serializationObject.name = this.name;
  94431. serializationObject.id = this.id;
  94432. if (this.dimensionsAtRest) {
  94433. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94434. }
  94435. serializationObject.bones = [];
  94436. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94437. for (var index = 0; index < this.bones.length; index++) {
  94438. var bone = this.bones[index];
  94439. var parent_2 = bone.getParent();
  94440. var serializedBone = {
  94441. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94442. name: bone.name,
  94443. matrix: bone.getBaseMatrix().toArray(),
  94444. rest: bone.getRestPose().toArray()
  94445. };
  94446. serializationObject.bones.push(serializedBone);
  94447. if (bone.length) {
  94448. serializedBone.length = bone.length;
  94449. }
  94450. if (bone.metadata) {
  94451. serializedBone.metadata = bone.metadata;
  94452. }
  94453. if (bone.animations && bone.animations.length > 0) {
  94454. serializedBone.animation = bone.animations[0].serialize();
  94455. }
  94456. serializationObject.ranges = [];
  94457. for (var name in this._ranges) {
  94458. var source = this._ranges[name];
  94459. if (!source) {
  94460. continue;
  94461. }
  94462. var range = {};
  94463. range.name = name;
  94464. range.from = source.from;
  94465. range.to = source.to;
  94466. serializationObject.ranges.push(range);
  94467. }
  94468. }
  94469. return serializationObject;
  94470. };
  94471. /**
  94472. * Creates a new skeleton from serialized data
  94473. * @param parsedSkeleton defines the serialized data
  94474. * @param scene defines the hosting scene
  94475. * @returns a new skeleton
  94476. */
  94477. Skeleton.Parse = function (parsedSkeleton, scene) {
  94478. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94479. if (parsedSkeleton.dimensionsAtRest) {
  94480. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94481. }
  94482. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94483. var index;
  94484. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94485. var parsedBone = parsedSkeleton.bones[index];
  94486. var parentBone = null;
  94487. if (parsedBone.parentBoneIndex > -1) {
  94488. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94489. }
  94490. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94491. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94492. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94493. bone.id = parsedBone.id;
  94494. }
  94495. if (parsedBone.length) {
  94496. bone.length = parsedBone.length;
  94497. }
  94498. if (parsedBone.metadata) {
  94499. bone.metadata = parsedBone.metadata;
  94500. }
  94501. if (parsedBone.animation) {
  94502. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94503. }
  94504. }
  94505. // placed after bones, so createAnimationRange can cascade down
  94506. if (parsedSkeleton.ranges) {
  94507. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94508. var data = parsedSkeleton.ranges[index];
  94509. skeleton.createAnimationRange(data.name, data.from, data.to);
  94510. }
  94511. }
  94512. return skeleton;
  94513. };
  94514. /**
  94515. * Compute all node absolute transforms
  94516. * @param forceUpdate defines if computation must be done even if cache is up to date
  94517. */
  94518. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94519. if (forceUpdate === void 0) { forceUpdate = false; }
  94520. var renderId = this._scene.getRenderId();
  94521. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94522. this.bones[0].computeAbsoluteTransforms();
  94523. this._lastAbsoluteTransformsUpdateId = renderId;
  94524. }
  94525. };
  94526. /**
  94527. * Gets the root pose matrix
  94528. * @returns a matrix
  94529. */
  94530. Skeleton.prototype.getPoseMatrix = function () {
  94531. var poseMatrix = null;
  94532. if (this._meshesWithPoseMatrix.length > 0) {
  94533. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94534. }
  94535. return poseMatrix;
  94536. };
  94537. /**
  94538. * Sorts bones per internal index
  94539. */
  94540. Skeleton.prototype.sortBones = function () {
  94541. var bones = new Array();
  94542. var visited = new Array(this.bones.length);
  94543. for (var index = 0; index < this.bones.length; index++) {
  94544. this._sortBones(index, bones, visited);
  94545. }
  94546. this.bones = bones;
  94547. };
  94548. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94549. if (visited[index]) {
  94550. return;
  94551. }
  94552. visited[index] = true;
  94553. var bone = this.bones[index];
  94554. if (bone._index === undefined) {
  94555. bone._index = index;
  94556. }
  94557. var parentBone = bone.getParent();
  94558. if (parentBone) {
  94559. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94560. }
  94561. bones.push(bone);
  94562. };
  94563. return Skeleton;
  94564. }());
  94565. BABYLON.Skeleton = Skeleton;
  94566. })(BABYLON || (BABYLON = {}));
  94567. //# sourceMappingURL=babylon.skeleton.js.map
  94568. var BABYLON;
  94569. (function (BABYLON) {
  94570. /**
  94571. * This groups tools to convert HDR texture to native colors array.
  94572. */
  94573. var HDRTools = /** @class */ (function () {
  94574. function HDRTools() {
  94575. }
  94576. HDRTools.Ldexp = function (mantissa, exponent) {
  94577. if (exponent > 1023) {
  94578. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94579. }
  94580. if (exponent < -1074) {
  94581. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94582. }
  94583. return mantissa * Math.pow(2, exponent);
  94584. };
  94585. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94586. if (exponent > 0) { /*nonzero pixel*/
  94587. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94588. float32array[index + 0] = red * exponent;
  94589. float32array[index + 1] = green * exponent;
  94590. float32array[index + 2] = blue * exponent;
  94591. }
  94592. else {
  94593. float32array[index + 0] = 0;
  94594. float32array[index + 1] = 0;
  94595. float32array[index + 2] = 0;
  94596. }
  94597. };
  94598. HDRTools.readStringLine = function (uint8array, startIndex) {
  94599. var line = "";
  94600. var character = "";
  94601. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94602. character = String.fromCharCode(uint8array[i]);
  94603. if (character == "\n") {
  94604. break;
  94605. }
  94606. line += character;
  94607. }
  94608. return line;
  94609. };
  94610. /**
  94611. * Reads header information from an RGBE texture stored in a native array.
  94612. * More information on this format are available here:
  94613. * https://en.wikipedia.org/wiki/RGBE_image_format
  94614. *
  94615. * @param uint8array The binary file stored in native array.
  94616. * @return The header information.
  94617. */
  94618. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94619. var height = 0;
  94620. var width = 0;
  94621. var line = this.readStringLine(uint8array, 0);
  94622. if (line[0] != '#' || line[1] != '?') {
  94623. throw "Bad HDR Format.";
  94624. }
  94625. var endOfHeader = false;
  94626. var findFormat = false;
  94627. var lineIndex = 0;
  94628. do {
  94629. lineIndex += (line.length + 1);
  94630. line = this.readStringLine(uint8array, lineIndex);
  94631. if (line == "FORMAT=32-bit_rle_rgbe") {
  94632. findFormat = true;
  94633. }
  94634. else if (line.length == 0) {
  94635. endOfHeader = true;
  94636. }
  94637. } while (!endOfHeader);
  94638. if (!findFormat) {
  94639. throw "HDR Bad header format, unsupported FORMAT";
  94640. }
  94641. lineIndex += (line.length + 1);
  94642. line = this.readStringLine(uint8array, lineIndex);
  94643. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94644. var match = sizeRegexp.exec(line);
  94645. // TODO. Support +Y and -X if needed.
  94646. if (!match || match.length < 3) {
  94647. throw "HDR Bad header format, no size";
  94648. }
  94649. width = parseInt(match[2]);
  94650. height = parseInt(match[1]);
  94651. if (width < 8 || width > 0x7fff) {
  94652. throw "HDR Bad header format, unsupported size";
  94653. }
  94654. lineIndex += (line.length + 1);
  94655. return {
  94656. height: height,
  94657. width: width,
  94658. dataPosition: lineIndex
  94659. };
  94660. };
  94661. /**
  94662. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94663. * This RGBE texture needs to store the information as a panorama.
  94664. *
  94665. * More information on this format are available here:
  94666. * https://en.wikipedia.org/wiki/RGBE_image_format
  94667. *
  94668. * @param buffer The binary file stored in an array buffer.
  94669. * @param size The expected size of the extracted cubemap.
  94670. * @return The Cube Map information.
  94671. */
  94672. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94673. var uint8array = new Uint8Array(buffer);
  94674. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94675. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94676. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94677. return cubeMapData;
  94678. };
  94679. /**
  94680. * Returns the pixels data extracted from an RGBE texture.
  94681. * This pixels will be stored left to right up to down in the R G B order in one array.
  94682. *
  94683. * More information on this format are available here:
  94684. * https://en.wikipedia.org/wiki/RGBE_image_format
  94685. *
  94686. * @param uint8array The binary file stored in an array buffer.
  94687. * @param hdrInfo The header information of the file.
  94688. * @return The pixels data in RGB right to left up to down order.
  94689. */
  94690. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94691. // Keep for multi format supports.
  94692. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94693. };
  94694. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94695. var num_scanlines = hdrInfo.height;
  94696. var scanline_width = hdrInfo.width;
  94697. var a, b, c, d, count;
  94698. var dataIndex = hdrInfo.dataPosition;
  94699. var index = 0, endIndex = 0, i = 0;
  94700. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94701. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94702. // 3 channels of 4 bytes per pixel in float.
  94703. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94704. var resultArray = new Float32Array(resultBuffer);
  94705. // read in each successive scanline
  94706. while (num_scanlines > 0) {
  94707. a = uint8array[dataIndex++];
  94708. b = uint8array[dataIndex++];
  94709. c = uint8array[dataIndex++];
  94710. d = uint8array[dataIndex++];
  94711. if (a != 2 || b != 2 || (c & 0x80)) {
  94712. // this file is not run length encoded
  94713. throw "HDR Bad header format, not RLE";
  94714. }
  94715. if (((c << 8) | d) != scanline_width) {
  94716. throw "HDR Bad header format, wrong scan line width";
  94717. }
  94718. index = 0;
  94719. // read each of the four channels for the scanline into the buffer
  94720. for (i = 0; i < 4; i++) {
  94721. endIndex = (i + 1) * scanline_width;
  94722. while (index < endIndex) {
  94723. a = uint8array[dataIndex++];
  94724. b = uint8array[dataIndex++];
  94725. if (a > 128) {
  94726. // a run of the same value
  94727. count = a - 128;
  94728. if ((count == 0) || (count > endIndex - index)) {
  94729. throw "HDR Bad Format, bad scanline data (run)";
  94730. }
  94731. while (count-- > 0) {
  94732. scanLineArray[index++] = b;
  94733. }
  94734. }
  94735. else {
  94736. // a non-run
  94737. count = a;
  94738. if ((count == 0) || (count > endIndex - index)) {
  94739. throw "HDR Bad Format, bad scanline data (non-run)";
  94740. }
  94741. scanLineArray[index++] = b;
  94742. if (--count > 0) {
  94743. for (var j = 0; j < count; j++) {
  94744. scanLineArray[index++] = uint8array[dataIndex++];
  94745. }
  94746. }
  94747. }
  94748. }
  94749. }
  94750. // now convert data from buffer into floats
  94751. for (i = 0; i < scanline_width; i++) {
  94752. a = scanLineArray[i];
  94753. b = scanLineArray[i + scanline_width];
  94754. c = scanLineArray[i + 2 * scanline_width];
  94755. d = scanLineArray[i + 3 * scanline_width];
  94756. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94757. }
  94758. num_scanlines--;
  94759. }
  94760. return resultArray;
  94761. };
  94762. return HDRTools;
  94763. }());
  94764. BABYLON.HDRTools = HDRTools;
  94765. })(BABYLON || (BABYLON = {}));
  94766. //# sourceMappingURL=babylon.hdr.js.map
  94767. var BABYLON;
  94768. (function (BABYLON) {
  94769. /**
  94770. * This represents a texture coming from an HDR input.
  94771. *
  94772. * The only supported format is currently panorama picture stored in RGBE format.
  94773. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94774. */
  94775. var HDRCubeTexture = /** @class */ (function (_super) {
  94776. __extends(HDRCubeTexture, _super);
  94777. /**
  94778. * Instantiates an HDRTexture from the following parameters.
  94779. *
  94780. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94781. * @param scene The scene the texture will be used in
  94782. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94783. * @param noMipmap Forces to not generate the mipmap if true
  94784. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94785. * @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)
  94786. * @param reserved Reserved flag for internal use.
  94787. */
  94788. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94789. if (noMipmap === void 0) { noMipmap = false; }
  94790. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94791. if (gammaSpace === void 0) { gammaSpace = false; }
  94792. if (reserved === void 0) { reserved = false; }
  94793. if (onLoad === void 0) { onLoad = null; }
  94794. if (onError === void 0) { onError = null; }
  94795. var _this = _super.call(this, scene) || this;
  94796. _this._generateHarmonics = true;
  94797. _this._onLoad = null;
  94798. _this._onError = null;
  94799. /**
  94800. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94801. */
  94802. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94803. _this._isBlocking = true;
  94804. _this._rotationY = 0;
  94805. /**
  94806. * Gets or sets the center of the bounding box associated with the cube texture
  94807. * It must define where the camera used to render the texture was set
  94808. */
  94809. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94810. if (!url) {
  94811. return _this;
  94812. }
  94813. _this.name = url;
  94814. _this.url = url;
  94815. _this.hasAlpha = false;
  94816. _this.isCube = true;
  94817. _this._textureMatrix = BABYLON.Matrix.Identity();
  94818. _this._onLoad = onLoad;
  94819. _this._onError = onError;
  94820. _this.gammaSpace = gammaSpace;
  94821. _this._noMipmap = noMipmap;
  94822. _this._size = size;
  94823. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94824. if (!_this._texture) {
  94825. if (!scene.useDelayedTextureLoading) {
  94826. _this.loadTexture();
  94827. }
  94828. else {
  94829. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94830. }
  94831. }
  94832. return _this;
  94833. }
  94834. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94835. /**
  94836. * Gets wether or not the texture is blocking during loading.
  94837. */
  94838. get: function () {
  94839. return this._isBlocking;
  94840. },
  94841. /**
  94842. * Sets wether or not the texture is blocking during loading.
  94843. */
  94844. set: function (value) {
  94845. this._isBlocking = value;
  94846. },
  94847. enumerable: true,
  94848. configurable: true
  94849. });
  94850. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94851. /**
  94852. * Gets texture matrix rotation angle around Y axis radians.
  94853. */
  94854. get: function () {
  94855. return this._rotationY;
  94856. },
  94857. /**
  94858. * Sets texture matrix rotation angle around Y axis in radians.
  94859. */
  94860. set: function (value) {
  94861. this._rotationY = value;
  94862. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94863. },
  94864. enumerable: true,
  94865. configurable: true
  94866. });
  94867. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94868. get: function () {
  94869. return this._boundingBoxSize;
  94870. },
  94871. /**
  94872. * Gets or sets the size of the bounding box associated with the cube texture
  94873. * When defined, the cubemap will switch to local mode
  94874. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94875. * @example https://www.babylonjs-playground.com/#RNASML
  94876. */
  94877. set: function (value) {
  94878. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94879. return;
  94880. }
  94881. this._boundingBoxSize = value;
  94882. var scene = this.getScene();
  94883. if (scene) {
  94884. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94885. }
  94886. },
  94887. enumerable: true,
  94888. configurable: true
  94889. });
  94890. /**
  94891. * Get the current class name of the texture useful for serialization or dynamic coding.
  94892. * @returns "HDRCubeTexture"
  94893. */
  94894. HDRCubeTexture.prototype.getClassName = function () {
  94895. return "HDRCubeTexture";
  94896. };
  94897. /**
  94898. * Occurs when the file is raw .hdr file.
  94899. */
  94900. HDRCubeTexture.prototype.loadTexture = function () {
  94901. var _this = this;
  94902. var callback = function (buffer) {
  94903. _this.lodGenerationOffset = 0.0;
  94904. _this.lodGenerationScale = 0.8;
  94905. var scene = _this.getScene();
  94906. if (!scene) {
  94907. return null;
  94908. }
  94909. // Extract the raw linear data.
  94910. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94911. // Generate harmonics if needed.
  94912. if (_this._generateHarmonics) {
  94913. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94914. _this.sphericalPolynomial = sphericalPolynomial;
  94915. }
  94916. var results = [];
  94917. var byteArray = null;
  94918. // Push each faces.
  94919. for (var j = 0; j < 6; j++) {
  94920. // Create uintarray fallback.
  94921. if (!scene.getEngine().getCaps().textureFloat) {
  94922. // 3 channels of 1 bytes per pixel in bytes.
  94923. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94924. byteArray = new Uint8Array(byteBuffer);
  94925. }
  94926. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94927. // If special cases.
  94928. if (_this.gammaSpace || byteArray) {
  94929. for (var i = 0; i < _this._size * _this._size; i++) {
  94930. // Put in gamma space if requested.
  94931. if (_this.gammaSpace) {
  94932. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94933. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94934. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94935. }
  94936. // Convert to int texture for fallback.
  94937. if (byteArray) {
  94938. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94939. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94940. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94941. // May use luminance instead if the result is not accurate.
  94942. var max = Math.max(Math.max(r, g), b);
  94943. if (max > 255) {
  94944. var scale = 255 / max;
  94945. r *= scale;
  94946. g *= scale;
  94947. b *= scale;
  94948. }
  94949. byteArray[(i * 3) + 0] = r;
  94950. byteArray[(i * 3) + 1] = g;
  94951. byteArray[(i * 3) + 2] = b;
  94952. }
  94953. }
  94954. }
  94955. if (byteArray) {
  94956. results.push(byteArray);
  94957. }
  94958. else {
  94959. results.push(dataFace);
  94960. }
  94961. }
  94962. return results;
  94963. };
  94964. var scene = this.getScene();
  94965. if (scene) {
  94966. 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);
  94967. }
  94968. };
  94969. HDRCubeTexture.prototype.clone = function () {
  94970. var scene = this.getScene();
  94971. if (!scene) {
  94972. return this;
  94973. }
  94974. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94975. // Base texture
  94976. newTexture.level = this.level;
  94977. newTexture.wrapU = this.wrapU;
  94978. newTexture.wrapV = this.wrapV;
  94979. newTexture.coordinatesIndex = this.coordinatesIndex;
  94980. newTexture.coordinatesMode = this.coordinatesMode;
  94981. return newTexture;
  94982. };
  94983. // Methods
  94984. HDRCubeTexture.prototype.delayLoad = function () {
  94985. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94986. return;
  94987. }
  94988. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94989. this._texture = this._getFromCache(this.url, this._noMipmap);
  94990. if (!this._texture) {
  94991. this.loadTexture();
  94992. }
  94993. };
  94994. /**
  94995. * Get the texture reflection matrix used to rotate/transform the reflection.
  94996. * @returns the reflection matrix
  94997. */
  94998. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94999. return this._textureMatrix;
  95000. };
  95001. /**
  95002. * Set the texture reflection matrix used to rotate/transform the reflection.
  95003. * @param value Define the reflection matrix to set
  95004. */
  95005. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  95006. var _this = this;
  95007. this._textureMatrix = value;
  95008. if (value.updateFlag === this._textureMatrix.updateFlag) {
  95009. return;
  95010. }
  95011. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  95012. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  95013. }
  95014. };
  95015. /**
  95016. * Parses a JSON representation of an HDR Texture in order to create the texture
  95017. * @param parsedTexture Define the JSON representation
  95018. * @param scene Define the scene the texture should be created in
  95019. * @param rootUrl Define the root url in case we need to load relative dependencies
  95020. * @returns the newly created texture after parsing
  95021. */
  95022. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  95023. var texture = null;
  95024. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  95025. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  95026. texture.name = parsedTexture.name;
  95027. texture.hasAlpha = parsedTexture.hasAlpha;
  95028. texture.level = parsedTexture.level;
  95029. texture.coordinatesMode = parsedTexture.coordinatesMode;
  95030. texture.isBlocking = parsedTexture.isBlocking;
  95031. }
  95032. if (texture) {
  95033. if (parsedTexture.boundingBoxPosition) {
  95034. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  95035. }
  95036. if (parsedTexture.boundingBoxSize) {
  95037. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  95038. }
  95039. if (parsedTexture.rotationY) {
  95040. texture.rotationY = parsedTexture.rotationY;
  95041. }
  95042. }
  95043. return texture;
  95044. };
  95045. HDRCubeTexture.prototype.serialize = function () {
  95046. if (!this.name) {
  95047. return null;
  95048. }
  95049. var serializationObject = {};
  95050. serializationObject.name = this.name;
  95051. serializationObject.hasAlpha = this.hasAlpha;
  95052. serializationObject.isCube = true;
  95053. serializationObject.level = this.level;
  95054. serializationObject.size = this._size;
  95055. serializationObject.coordinatesMode = this.coordinatesMode;
  95056. serializationObject.useInGammaSpace = this.gammaSpace;
  95057. serializationObject.generateHarmonics = this._generateHarmonics;
  95058. serializationObject.customType = "BABYLON.HDRCubeTexture";
  95059. serializationObject.noMipmap = this._noMipmap;
  95060. serializationObject.isBlocking = this._isBlocking;
  95061. serializationObject.rotationY = this._rotationY;
  95062. return serializationObject;
  95063. };
  95064. HDRCubeTexture._facesMapping = [
  95065. "right",
  95066. "left",
  95067. "up",
  95068. "down",
  95069. "front",
  95070. "back"
  95071. ];
  95072. return HDRCubeTexture;
  95073. }(BABYLON.BaseTexture));
  95074. BABYLON.HDRCubeTexture = HDRCubeTexture;
  95075. })(BABYLON || (BABYLON = {}));
  95076. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  95077. var BABYLON;
  95078. (function (BABYLON) {
  95079. /**
  95080. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  95081. */
  95082. var PanoramaToCubeMapTools = /** @class */ (function () {
  95083. function PanoramaToCubeMapTools() {
  95084. }
  95085. /**
  95086. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  95087. *
  95088. * @param float32Array The source data.
  95089. * @param inputWidth The width of the input panorama.
  95090. * @param inputHeight The height of the input panorama.
  95091. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  95092. * @return The cubemap data
  95093. */
  95094. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  95095. if (!float32Array) {
  95096. throw "ConvertPanoramaToCubemap: input cannot be null";
  95097. }
  95098. if (float32Array.length != inputWidth * inputHeight * 3) {
  95099. throw "ConvertPanoramaToCubemap: input size is wrong";
  95100. }
  95101. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  95102. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  95103. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  95104. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  95105. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  95106. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  95107. return {
  95108. front: textureFront,
  95109. back: textureBack,
  95110. left: textureLeft,
  95111. right: textureRight,
  95112. up: textureUp,
  95113. down: textureDown,
  95114. size: size,
  95115. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  95116. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  95117. gammaSpace: false,
  95118. };
  95119. };
  95120. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  95121. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  95122. var textureArray = new Float32Array(buffer);
  95123. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  95124. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  95125. var dy = 1 / texSize;
  95126. var fy = 0;
  95127. for (var y = 0; y < texSize; y++) {
  95128. var xv1 = faceData[0];
  95129. var xv2 = faceData[2];
  95130. for (var x = 0; x < texSize; x++) {
  95131. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  95132. v.normalize();
  95133. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  95134. // 3 channels per pixels
  95135. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  95136. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  95137. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  95138. xv1 = xv1.add(rotDX1);
  95139. xv2 = xv2.add(rotDX2);
  95140. }
  95141. fy += dy;
  95142. }
  95143. return textureArray;
  95144. };
  95145. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  95146. var theta = Math.atan2(vDir.z, vDir.x);
  95147. var phi = Math.acos(vDir.y);
  95148. while (theta < -Math.PI) {
  95149. theta += 2 * Math.PI;
  95150. }
  95151. while (theta > Math.PI) {
  95152. theta -= 2 * Math.PI;
  95153. }
  95154. var dx = theta / Math.PI;
  95155. var dy = phi / Math.PI;
  95156. // recenter.
  95157. dx = dx * 0.5 + 0.5;
  95158. var px = Math.round(dx * inputWidth);
  95159. if (px < 0) {
  95160. px = 0;
  95161. }
  95162. else if (px >= inputWidth) {
  95163. px = inputWidth - 1;
  95164. }
  95165. var py = Math.round(dy * inputHeight);
  95166. if (py < 0) {
  95167. py = 0;
  95168. }
  95169. else if (py >= inputHeight) {
  95170. py = inputHeight - 1;
  95171. }
  95172. var inputY = (inputHeight - py - 1);
  95173. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  95174. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  95175. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  95176. return {
  95177. r: r,
  95178. g: g,
  95179. b: b
  95180. };
  95181. };
  95182. PanoramaToCubeMapTools.FACE_FRONT = [
  95183. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95184. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95185. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95186. new BABYLON.Vector3(1.0, 1.0, -1.0)
  95187. ];
  95188. PanoramaToCubeMapTools.FACE_BACK = [
  95189. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95190. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95191. new BABYLON.Vector3(1.0, 1.0, 1.0),
  95192. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  95193. ];
  95194. PanoramaToCubeMapTools.FACE_RIGHT = [
  95195. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95196. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95197. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95198. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95199. ];
  95200. PanoramaToCubeMapTools.FACE_LEFT = [
  95201. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95202. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95203. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95204. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  95205. ];
  95206. PanoramaToCubeMapTools.FACE_DOWN = [
  95207. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95208. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95209. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95210. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95211. ];
  95212. PanoramaToCubeMapTools.FACE_UP = [
  95213. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95214. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95215. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95216. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95217. ];
  95218. return PanoramaToCubeMapTools;
  95219. }());
  95220. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95221. })(BABYLON || (BABYLON = {}));
  95222. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95223. var BABYLON;
  95224. (function (BABYLON) {
  95225. /**
  95226. * Vector2 wth index property
  95227. */
  95228. var IndexedVector2 = /** @class */ (function (_super) {
  95229. __extends(IndexedVector2, _super);
  95230. function IndexedVector2(original,
  95231. /** Index of the vector2 */
  95232. index) {
  95233. var _this = _super.call(this, original.x, original.y) || this;
  95234. _this.index = index;
  95235. return _this;
  95236. }
  95237. return IndexedVector2;
  95238. }(BABYLON.Vector2));
  95239. /**
  95240. * Defines points to create a polygon
  95241. */
  95242. var PolygonPoints = /** @class */ (function () {
  95243. function PolygonPoints() {
  95244. this.elements = new Array();
  95245. }
  95246. PolygonPoints.prototype.add = function (originalPoints) {
  95247. var _this = this;
  95248. var result = new Array();
  95249. originalPoints.forEach(function (point) {
  95250. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95251. var newPoint = new IndexedVector2(point, _this.elements.length);
  95252. result.push(newPoint);
  95253. _this.elements.push(newPoint);
  95254. }
  95255. });
  95256. return result;
  95257. };
  95258. PolygonPoints.prototype.computeBounds = function () {
  95259. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95260. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95261. this.elements.forEach(function (point) {
  95262. // x
  95263. if (point.x < lmin.x) {
  95264. lmin.x = point.x;
  95265. }
  95266. else if (point.x > lmax.x) {
  95267. lmax.x = point.x;
  95268. }
  95269. // y
  95270. if (point.y < lmin.y) {
  95271. lmin.y = point.y;
  95272. }
  95273. else if (point.y > lmax.y) {
  95274. lmax.y = point.y;
  95275. }
  95276. });
  95277. return {
  95278. min: lmin,
  95279. max: lmax,
  95280. width: lmax.x - lmin.x,
  95281. height: lmax.y - lmin.y
  95282. };
  95283. };
  95284. return PolygonPoints;
  95285. }());
  95286. /**
  95287. * Polygon
  95288. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95289. */
  95290. var Polygon = /** @class */ (function () {
  95291. function Polygon() {
  95292. }
  95293. /**
  95294. * Creates a rectangle
  95295. * @param xmin bottom X coord
  95296. * @param ymin bottom Y coord
  95297. * @param xmax top X coord
  95298. * @param ymax top Y coord
  95299. * @returns points that make the resulting rectation
  95300. */
  95301. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95302. return [
  95303. new BABYLON.Vector2(xmin, ymin),
  95304. new BABYLON.Vector2(xmax, ymin),
  95305. new BABYLON.Vector2(xmax, ymax),
  95306. new BABYLON.Vector2(xmin, ymax)
  95307. ];
  95308. };
  95309. /**
  95310. * Creates a circle
  95311. * @param radius radius of circle
  95312. * @param cx scale in x
  95313. * @param cy scale in y
  95314. * @param numberOfSides number of sides that make up the circle
  95315. * @returns points that make the resulting circle
  95316. */
  95317. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95318. if (cx === void 0) { cx = 0; }
  95319. if (cy === void 0) { cy = 0; }
  95320. if (numberOfSides === void 0) { numberOfSides = 32; }
  95321. var result = new Array();
  95322. var angle = 0;
  95323. var increment = (Math.PI * 2) / numberOfSides;
  95324. for (var i = 0; i < numberOfSides; i++) {
  95325. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95326. angle -= increment;
  95327. }
  95328. return result;
  95329. };
  95330. /**
  95331. * Creates a polygon from input string
  95332. * @param input Input polygon data
  95333. * @returns the parsed points
  95334. */
  95335. Polygon.Parse = function (input) {
  95336. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95337. var i, result = [];
  95338. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95339. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95340. }
  95341. return result;
  95342. };
  95343. /**
  95344. * Starts building a polygon from x and y coordinates
  95345. * @param x x coordinate
  95346. * @param y y coordinate
  95347. * @returns the started path2
  95348. */
  95349. Polygon.StartingAt = function (x, y) {
  95350. return BABYLON.Path2.StartingAt(x, y);
  95351. };
  95352. return Polygon;
  95353. }());
  95354. BABYLON.Polygon = Polygon;
  95355. /**
  95356. * Builds a polygon
  95357. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95358. */
  95359. var PolygonMeshBuilder = /** @class */ (function () {
  95360. /**
  95361. * Creates a PolygonMeshBuilder
  95362. * @param name name of the builder
  95363. * @param contours Path of the polygon
  95364. * @param scene scene to add to
  95365. */
  95366. function PolygonMeshBuilder(name, contours, scene) {
  95367. this._points = new PolygonPoints();
  95368. this._outlinepoints = new PolygonPoints();
  95369. this._holes = new Array();
  95370. this._epoints = new Array();
  95371. this._eholes = new Array();
  95372. this._name = name;
  95373. this._scene = scene;
  95374. var points;
  95375. if (contours instanceof BABYLON.Path2) {
  95376. points = contours.getPoints();
  95377. }
  95378. else {
  95379. points = contours;
  95380. }
  95381. this._addToepoint(points);
  95382. this._points.add(points);
  95383. this._outlinepoints.add(points);
  95384. if (typeof earcut === 'undefined') {
  95385. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95386. }
  95387. }
  95388. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95389. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95390. var p = points_1[_i];
  95391. this._epoints.push(p.x, p.y);
  95392. }
  95393. };
  95394. /**
  95395. * Adds a whole within the polygon
  95396. * @param hole Array of points defining the hole
  95397. * @returns this
  95398. */
  95399. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95400. this._points.add(hole);
  95401. var holepoints = new PolygonPoints();
  95402. holepoints.add(hole);
  95403. this._holes.push(holepoints);
  95404. this._eholes.push(this._epoints.length / 2);
  95405. this._addToepoint(hole);
  95406. return this;
  95407. };
  95408. /**
  95409. * Creates the polygon
  95410. * @param updatable If the mesh should be updatable
  95411. * @param depth The depth of the mesh created
  95412. * @returns the created mesh
  95413. */
  95414. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95415. var _this = this;
  95416. if (updatable === void 0) { updatable = false; }
  95417. if (depth === void 0) { depth = 0; }
  95418. var result = new BABYLON.Mesh(this._name, this._scene);
  95419. var normals = new Array();
  95420. var positions = new Array();
  95421. var uvs = new Array();
  95422. var bounds = this._points.computeBounds();
  95423. this._points.elements.forEach(function (p) {
  95424. normals.push(0, 1.0, 0);
  95425. positions.push(p.x, 0, p.y);
  95426. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95427. });
  95428. var indices = new Array();
  95429. var res = earcut(this._epoints, this._eholes, 2);
  95430. for (var i = 0; i < res.length; i++) {
  95431. indices.push(res[i]);
  95432. }
  95433. if (depth > 0) {
  95434. var positionscount = (positions.length / 3); //get the current pointcount
  95435. this._points.elements.forEach(function (p) {
  95436. normals.push(0, -1.0, 0);
  95437. positions.push(p.x, -depth, p.y);
  95438. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95439. });
  95440. var totalCount = indices.length;
  95441. for (var i = 0; i < totalCount; i += 3) {
  95442. var i0 = indices[i + 0];
  95443. var i1 = indices[i + 1];
  95444. var i2 = indices[i + 2];
  95445. indices.push(i2 + positionscount);
  95446. indices.push(i1 + positionscount);
  95447. indices.push(i0 + positionscount);
  95448. }
  95449. //Add the sides
  95450. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95451. this._holes.forEach(function (hole) {
  95452. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95453. });
  95454. }
  95455. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95456. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95457. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95458. result.setIndices(indices);
  95459. return result;
  95460. };
  95461. /**
  95462. * Adds a side to the polygon
  95463. * @param positions points that make the polygon
  95464. * @param normals normals of the polygon
  95465. * @param uvs uvs of the polygon
  95466. * @param indices indices of the polygon
  95467. * @param bounds bounds of the polygon
  95468. * @param points points of the polygon
  95469. * @param depth depth of the polygon
  95470. * @param flip flip of the polygon
  95471. */
  95472. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95473. var StartIndex = positions.length / 3;
  95474. var ulength = 0;
  95475. for (var i = 0; i < points.elements.length; i++) {
  95476. var p = points.elements[i];
  95477. var p1;
  95478. if ((i + 1) > points.elements.length - 1) {
  95479. p1 = points.elements[0];
  95480. }
  95481. else {
  95482. p1 = points.elements[i + 1];
  95483. }
  95484. positions.push(p.x, 0, p.y);
  95485. positions.push(p.x, -depth, p.y);
  95486. positions.push(p1.x, 0, p1.y);
  95487. positions.push(p1.x, -depth, p1.y);
  95488. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95489. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95490. var v3 = v2.subtract(v1);
  95491. var v4 = new BABYLON.Vector3(0, 1, 0);
  95492. var vn = BABYLON.Vector3.Cross(v3, v4);
  95493. vn = vn.normalize();
  95494. uvs.push(ulength / bounds.width, 0);
  95495. uvs.push(ulength / bounds.width, 1);
  95496. ulength += v3.length();
  95497. uvs.push((ulength / bounds.width), 0);
  95498. uvs.push((ulength / bounds.width), 1);
  95499. if (!flip) {
  95500. normals.push(-vn.x, -vn.y, -vn.z);
  95501. normals.push(-vn.x, -vn.y, -vn.z);
  95502. normals.push(-vn.x, -vn.y, -vn.z);
  95503. normals.push(-vn.x, -vn.y, -vn.z);
  95504. indices.push(StartIndex);
  95505. indices.push(StartIndex + 1);
  95506. indices.push(StartIndex + 2);
  95507. indices.push(StartIndex + 1);
  95508. indices.push(StartIndex + 3);
  95509. indices.push(StartIndex + 2);
  95510. }
  95511. else {
  95512. normals.push(vn.x, vn.y, vn.z);
  95513. normals.push(vn.x, vn.y, vn.z);
  95514. normals.push(vn.x, vn.y, vn.z);
  95515. normals.push(vn.x, vn.y, vn.z);
  95516. indices.push(StartIndex);
  95517. indices.push(StartIndex + 2);
  95518. indices.push(StartIndex + 1);
  95519. indices.push(StartIndex + 1);
  95520. indices.push(StartIndex + 2);
  95521. indices.push(StartIndex + 3);
  95522. }
  95523. StartIndex += 4;
  95524. }
  95525. };
  95526. return PolygonMeshBuilder;
  95527. }());
  95528. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95529. })(BABYLON || (BABYLON = {}));
  95530. //# sourceMappingURL=babylon.polygonMesh.js.map
  95531. var BABYLON;
  95532. (function (BABYLON) {
  95533. /**
  95534. * Unique ID when we import meshes from Babylon to CSG
  95535. */
  95536. var currentCSGMeshId = 0;
  95537. /**
  95538. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95539. * one to provide additional features like texture coordinates and vertex
  95540. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95541. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95542. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95543. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95544. * is not used anywhere else.
  95545. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95546. */
  95547. var Vertex = /** @class */ (function () {
  95548. /**
  95549. * Initializes the vertex
  95550. * @param pos The position of the vertex
  95551. * @param normal The normal of the vertex
  95552. * @param uv The texture coordinate of the vertex
  95553. */
  95554. function Vertex(
  95555. /**
  95556. * The position of the vertex
  95557. */
  95558. pos,
  95559. /**
  95560. * The normal of the vertex
  95561. */
  95562. normal,
  95563. /**
  95564. * The texture coordinate of the vertex
  95565. */
  95566. uv) {
  95567. this.pos = pos;
  95568. this.normal = normal;
  95569. this.uv = uv;
  95570. }
  95571. /**
  95572. * Make a clone, or deep copy, of the vertex
  95573. * @returns A new Vertex
  95574. */
  95575. Vertex.prototype.clone = function () {
  95576. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95577. };
  95578. /**
  95579. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95580. * orientation of a polygon is flipped.
  95581. */
  95582. Vertex.prototype.flip = function () {
  95583. this.normal = this.normal.scale(-1);
  95584. };
  95585. /**
  95586. * Create a new vertex between this vertex and `other` by linearly
  95587. * interpolating all properties using a parameter of `t`. Subclasses should
  95588. * override this to interpolate additional properties.
  95589. * @param other the vertex to interpolate against
  95590. * @param t The factor used to linearly interpolate between the vertices
  95591. */
  95592. Vertex.prototype.interpolate = function (other, t) {
  95593. 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));
  95594. };
  95595. return Vertex;
  95596. }());
  95597. /**
  95598. * Represents a plane in 3D space.
  95599. */
  95600. var Plane = /** @class */ (function () {
  95601. /**
  95602. * Initializes the plane
  95603. * @param normal The normal for the plane
  95604. * @param w
  95605. */
  95606. function Plane(normal, w) {
  95607. this.normal = normal;
  95608. this.w = w;
  95609. }
  95610. /**
  95611. * Construct a plane from three points
  95612. * @param a Point a
  95613. * @param b Point b
  95614. * @param c Point c
  95615. */
  95616. Plane.FromPoints = function (a, b, c) {
  95617. var v0 = c.subtract(a);
  95618. var v1 = b.subtract(a);
  95619. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95620. return null;
  95621. }
  95622. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95623. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95624. };
  95625. /**
  95626. * Clone, or make a deep copy of the plane
  95627. * @returns a new Plane
  95628. */
  95629. Plane.prototype.clone = function () {
  95630. return new Plane(this.normal.clone(), this.w);
  95631. };
  95632. /**
  95633. * Flip the face of the plane
  95634. */
  95635. Plane.prototype.flip = function () {
  95636. this.normal.scaleInPlace(-1);
  95637. this.w = -this.w;
  95638. };
  95639. /**
  95640. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95641. * fragments in the appropriate lists. Coplanar polygons go into either
  95642. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95643. * respect to this plane. Polygons in front or in back of this plane go into
  95644. * either `front` or `back`
  95645. * @param polygon The polygon to be split
  95646. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95647. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95648. * @param front Will contain the polygons in front of the plane
  95649. * @param back Will contain the polygons begind the plane
  95650. */
  95651. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95652. var COPLANAR = 0;
  95653. var FRONT = 1;
  95654. var BACK = 2;
  95655. var SPANNING = 3;
  95656. // Classify each point as well as the entire polygon into one of the above
  95657. // four classes.
  95658. var polygonType = 0;
  95659. var types = [];
  95660. var i;
  95661. var t;
  95662. for (i = 0; i < polygon.vertices.length; i++) {
  95663. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95664. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95665. polygonType |= type;
  95666. types.push(type);
  95667. }
  95668. // Put the polygon in the correct list, splitting it when necessary
  95669. switch (polygonType) {
  95670. case COPLANAR:
  95671. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95672. break;
  95673. case FRONT:
  95674. front.push(polygon);
  95675. break;
  95676. case BACK:
  95677. back.push(polygon);
  95678. break;
  95679. case SPANNING:
  95680. var f = [], b = [];
  95681. for (i = 0; i < polygon.vertices.length; i++) {
  95682. var j = (i + 1) % polygon.vertices.length;
  95683. var ti = types[i], tj = types[j];
  95684. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95685. if (ti !== BACK) {
  95686. f.push(vi);
  95687. }
  95688. if (ti !== FRONT) {
  95689. b.push(ti !== BACK ? vi.clone() : vi);
  95690. }
  95691. if ((ti | tj) === SPANNING) {
  95692. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95693. var v = vi.interpolate(vj, t);
  95694. f.push(v);
  95695. b.push(v.clone());
  95696. }
  95697. }
  95698. var poly;
  95699. if (f.length >= 3) {
  95700. poly = new Polygon(f, polygon.shared);
  95701. if (poly.plane) {
  95702. front.push(poly);
  95703. }
  95704. }
  95705. if (b.length >= 3) {
  95706. poly = new Polygon(b, polygon.shared);
  95707. if (poly.plane) {
  95708. back.push(poly);
  95709. }
  95710. }
  95711. break;
  95712. }
  95713. };
  95714. /**
  95715. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95716. * point is on the plane
  95717. */
  95718. Plane.EPSILON = 1e-5;
  95719. return Plane;
  95720. }());
  95721. /**
  95722. * Represents a convex polygon. The vertices used to initialize a polygon must
  95723. * be coplanar and form a convex loop.
  95724. *
  95725. * Each convex polygon has a `shared` property, which is shared between all
  95726. * polygons that are clones of each other or were split from the same polygon.
  95727. * This can be used to define per-polygon properties (such as surface color)
  95728. */
  95729. var Polygon = /** @class */ (function () {
  95730. /**
  95731. * Initializes the polygon
  95732. * @param vertices The vertices of the polygon
  95733. * @param shared The properties shared across all polygons
  95734. */
  95735. function Polygon(vertices, shared) {
  95736. this.vertices = vertices;
  95737. this.shared = shared;
  95738. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95739. }
  95740. /**
  95741. * Clones, or makes a deep copy, or the polygon
  95742. */
  95743. Polygon.prototype.clone = function () {
  95744. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95745. return new Polygon(vertices, this.shared);
  95746. };
  95747. /**
  95748. * Flips the faces of the polygon
  95749. */
  95750. Polygon.prototype.flip = function () {
  95751. this.vertices.reverse().map(function (v) { v.flip(); });
  95752. this.plane.flip();
  95753. };
  95754. return Polygon;
  95755. }());
  95756. /**
  95757. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95758. * by picking a polygon to split along. That polygon (and all other coplanar
  95759. * polygons) are added directly to that node and the other polygons are added to
  95760. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95761. * no distinction between internal and leaf nodes
  95762. */
  95763. var Node = /** @class */ (function () {
  95764. /**
  95765. * Initializes the node
  95766. * @param polygons A collection of polygons held in the node
  95767. */
  95768. function Node(polygons) {
  95769. this.plane = null;
  95770. this.front = null;
  95771. this.back = null;
  95772. this.polygons = new Array();
  95773. if (polygons) {
  95774. this.build(polygons);
  95775. }
  95776. }
  95777. /**
  95778. * Clones, or makes a deep copy, of the node
  95779. * @returns The cloned node
  95780. */
  95781. Node.prototype.clone = function () {
  95782. var node = new Node();
  95783. node.plane = this.plane && this.plane.clone();
  95784. node.front = this.front && this.front.clone();
  95785. node.back = this.back && this.back.clone();
  95786. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95787. return node;
  95788. };
  95789. /**
  95790. * Convert solid space to empty space and empty space to solid space
  95791. */
  95792. Node.prototype.invert = function () {
  95793. for (var i = 0; i < this.polygons.length; i++) {
  95794. this.polygons[i].flip();
  95795. }
  95796. if (this.plane) {
  95797. this.plane.flip();
  95798. }
  95799. if (this.front) {
  95800. this.front.invert();
  95801. }
  95802. if (this.back) {
  95803. this.back.invert();
  95804. }
  95805. var temp = this.front;
  95806. this.front = this.back;
  95807. this.back = temp;
  95808. };
  95809. /**
  95810. * Recursively remove all polygons in `polygons` that are inside this BSP
  95811. * tree.
  95812. * @param polygons Polygons to remove from the BSP
  95813. * @returns Polygons clipped from the BSP
  95814. */
  95815. Node.prototype.clipPolygons = function (polygons) {
  95816. if (!this.plane) {
  95817. return polygons.slice();
  95818. }
  95819. var front = new Array(), back = new Array();
  95820. for (var i = 0; i < polygons.length; i++) {
  95821. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95822. }
  95823. if (this.front) {
  95824. front = this.front.clipPolygons(front);
  95825. }
  95826. if (this.back) {
  95827. back = this.back.clipPolygons(back);
  95828. }
  95829. else {
  95830. back = [];
  95831. }
  95832. return front.concat(back);
  95833. };
  95834. /**
  95835. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95836. * `bsp`.
  95837. * @param bsp BSP containing polygons to remove from this BSP
  95838. */
  95839. Node.prototype.clipTo = function (bsp) {
  95840. this.polygons = bsp.clipPolygons(this.polygons);
  95841. if (this.front) {
  95842. this.front.clipTo(bsp);
  95843. }
  95844. if (this.back) {
  95845. this.back.clipTo(bsp);
  95846. }
  95847. };
  95848. /**
  95849. * Return a list of all polygons in this BSP tree
  95850. * @returns List of all polygons in this BSP tree
  95851. */
  95852. Node.prototype.allPolygons = function () {
  95853. var polygons = this.polygons.slice();
  95854. if (this.front) {
  95855. polygons = polygons.concat(this.front.allPolygons());
  95856. }
  95857. if (this.back) {
  95858. polygons = polygons.concat(this.back.allPolygons());
  95859. }
  95860. return polygons;
  95861. };
  95862. /**
  95863. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95864. * new polygons are filtered down to the bottom of the tree and become new
  95865. * nodes there. Each set of polygons is partitioned using the first polygon
  95866. * (no heuristic is used to pick a good split)
  95867. * @param polygons Polygons used to construct the BSP tree
  95868. */
  95869. Node.prototype.build = function (polygons) {
  95870. if (!polygons.length) {
  95871. return;
  95872. }
  95873. if (!this.plane) {
  95874. this.plane = polygons[0].plane.clone();
  95875. }
  95876. var front = new Array(), back = new Array();
  95877. for (var i = 0; i < polygons.length; i++) {
  95878. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95879. }
  95880. if (front.length) {
  95881. if (!this.front) {
  95882. this.front = new Node();
  95883. }
  95884. this.front.build(front);
  95885. }
  95886. if (back.length) {
  95887. if (!this.back) {
  95888. this.back = new Node();
  95889. }
  95890. this.back.build(back);
  95891. }
  95892. };
  95893. return Node;
  95894. }());
  95895. /**
  95896. * Class for building Constructive Solid Geometry
  95897. */
  95898. var CSG = /** @class */ (function () {
  95899. function CSG() {
  95900. this.polygons = new Array();
  95901. }
  95902. /**
  95903. * Convert the BABYLON.Mesh to BABYLON.CSG
  95904. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95905. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95906. */
  95907. CSG.FromMesh = function (mesh) {
  95908. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95909. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95910. if (mesh instanceof BABYLON.Mesh) {
  95911. mesh.computeWorldMatrix(true);
  95912. matrix = mesh.getWorldMatrix();
  95913. meshPosition = mesh.position.clone();
  95914. meshRotation = mesh.rotation.clone();
  95915. if (mesh.rotationQuaternion) {
  95916. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95917. }
  95918. meshScaling = mesh.scaling.clone();
  95919. }
  95920. else {
  95921. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95922. }
  95923. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95924. var subMeshes = mesh.subMeshes;
  95925. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95926. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95927. vertices = [];
  95928. for (var j = 0; j < 3; j++) {
  95929. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95930. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95931. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95932. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95933. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95934. vertex = new Vertex(position, normal, uv);
  95935. vertices.push(vertex);
  95936. }
  95937. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95938. // To handle the case of degenerated triangle
  95939. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95940. if (polygon.plane) {
  95941. polygons.push(polygon);
  95942. }
  95943. }
  95944. }
  95945. var csg = CSG.FromPolygons(polygons);
  95946. csg.matrix = matrix;
  95947. csg.position = meshPosition;
  95948. csg.rotation = meshRotation;
  95949. csg.scaling = meshScaling;
  95950. csg.rotationQuaternion = meshRotationQuaternion;
  95951. currentCSGMeshId++;
  95952. return csg;
  95953. };
  95954. /**
  95955. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95956. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95957. */
  95958. CSG.FromPolygons = function (polygons) {
  95959. var csg = new CSG();
  95960. csg.polygons = polygons;
  95961. return csg;
  95962. };
  95963. /**
  95964. * Clones, or makes a deep copy, of the BABYLON.CSG
  95965. * @returns A new BABYLON.CSG
  95966. */
  95967. CSG.prototype.clone = function () {
  95968. var csg = new CSG();
  95969. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95970. csg.copyTransformAttributes(this);
  95971. return csg;
  95972. };
  95973. /**
  95974. * Unions this CSG with another CSG
  95975. * @param csg The CSG to union against this CSG
  95976. * @returns The unioned CSG
  95977. */
  95978. CSG.prototype.union = function (csg) {
  95979. var a = new Node(this.clone().polygons);
  95980. var b = new Node(csg.clone().polygons);
  95981. a.clipTo(b);
  95982. b.clipTo(a);
  95983. b.invert();
  95984. b.clipTo(a);
  95985. b.invert();
  95986. a.build(b.allPolygons());
  95987. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95988. };
  95989. /**
  95990. * Unions this CSG with another CSG in place
  95991. * @param csg The CSG to union against this CSG
  95992. */
  95993. CSG.prototype.unionInPlace = function (csg) {
  95994. var a = new Node(this.polygons);
  95995. var b = new Node(csg.polygons);
  95996. a.clipTo(b);
  95997. b.clipTo(a);
  95998. b.invert();
  95999. b.clipTo(a);
  96000. b.invert();
  96001. a.build(b.allPolygons());
  96002. this.polygons = a.allPolygons();
  96003. };
  96004. /**
  96005. * Subtracts this CSG with another CSG
  96006. * @param csg The CSG to subtract against this CSG
  96007. * @returns A new BABYLON.CSG
  96008. */
  96009. CSG.prototype.subtract = function (csg) {
  96010. var a = new Node(this.clone().polygons);
  96011. var b = new Node(csg.clone().polygons);
  96012. a.invert();
  96013. a.clipTo(b);
  96014. b.clipTo(a);
  96015. b.invert();
  96016. b.clipTo(a);
  96017. b.invert();
  96018. a.build(b.allPolygons());
  96019. a.invert();
  96020. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96021. };
  96022. /**
  96023. * Subtracts this CSG with another CSG in place
  96024. * @param csg The CSG to subtact against this CSG
  96025. */
  96026. CSG.prototype.subtractInPlace = function (csg) {
  96027. var a = new Node(this.polygons);
  96028. var b = new Node(csg.polygons);
  96029. a.invert();
  96030. a.clipTo(b);
  96031. b.clipTo(a);
  96032. b.invert();
  96033. b.clipTo(a);
  96034. b.invert();
  96035. a.build(b.allPolygons());
  96036. a.invert();
  96037. this.polygons = a.allPolygons();
  96038. };
  96039. /**
  96040. * Intersect this CSG with another CSG
  96041. * @param csg The CSG to intersect against this CSG
  96042. * @returns A new BABYLON.CSG
  96043. */
  96044. CSG.prototype.intersect = function (csg) {
  96045. var a = new Node(this.clone().polygons);
  96046. var b = new Node(csg.clone().polygons);
  96047. a.invert();
  96048. b.clipTo(a);
  96049. b.invert();
  96050. a.clipTo(b);
  96051. b.clipTo(a);
  96052. a.build(b.allPolygons());
  96053. a.invert();
  96054. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96055. };
  96056. /**
  96057. * Intersects this CSG with another CSG in place
  96058. * @param csg The CSG to intersect against this CSG
  96059. */
  96060. CSG.prototype.intersectInPlace = function (csg) {
  96061. var a = new Node(this.polygons);
  96062. var b = new Node(csg.polygons);
  96063. a.invert();
  96064. b.clipTo(a);
  96065. b.invert();
  96066. a.clipTo(b);
  96067. b.clipTo(a);
  96068. a.build(b.allPolygons());
  96069. a.invert();
  96070. this.polygons = a.allPolygons();
  96071. };
  96072. /**
  96073. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  96074. * not modified.
  96075. * @returns A new BABYLON.CSG solid with solid and empty space switched
  96076. */
  96077. CSG.prototype.inverse = function () {
  96078. var csg = this.clone();
  96079. csg.inverseInPlace();
  96080. return csg;
  96081. };
  96082. /**
  96083. * Inverses the BABYLON.CSG in place
  96084. */
  96085. CSG.prototype.inverseInPlace = function () {
  96086. this.polygons.map(function (p) { p.flip(); });
  96087. };
  96088. /**
  96089. * This is used to keep meshes transformations so they can be restored
  96090. * when we build back a Babylon Mesh
  96091. * NB : All CSG operations are performed in world coordinates
  96092. * @param csg The BABYLON.CSG to copy the transform attributes from
  96093. * @returns This BABYLON.CSG
  96094. */
  96095. CSG.prototype.copyTransformAttributes = function (csg) {
  96096. this.matrix = csg.matrix;
  96097. this.position = csg.position;
  96098. this.rotation = csg.rotation;
  96099. this.scaling = csg.scaling;
  96100. this.rotationQuaternion = csg.rotationQuaternion;
  96101. return this;
  96102. };
  96103. /**
  96104. * Build Raw mesh from CSG
  96105. * Coordinates here are in world space
  96106. * @param name The name of the mesh geometry
  96107. * @param scene The BABYLON.Scene
  96108. * @param keepSubMeshes Specifies if the submeshes should be kept
  96109. * @returns A new BABYLON.Mesh
  96110. */
  96111. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  96112. var matrix = this.matrix.clone();
  96113. matrix.invert();
  96114. 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;
  96115. if (keepSubMeshes) {
  96116. // Sort Polygons, since subMeshes are indices range
  96117. polygons.sort(function (a, b) {
  96118. if (a.shared.meshId === b.shared.meshId) {
  96119. return a.shared.subMeshId - b.shared.subMeshId;
  96120. }
  96121. else {
  96122. return a.shared.meshId - b.shared.meshId;
  96123. }
  96124. });
  96125. }
  96126. for (var i = 0, il = polygons.length; i < il; i++) {
  96127. polygon = polygons[i];
  96128. // Building SubMeshes
  96129. if (!subMesh_dict[polygon.shared.meshId]) {
  96130. subMesh_dict[polygon.shared.meshId] = {};
  96131. }
  96132. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  96133. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  96134. indexStart: +Infinity,
  96135. indexEnd: -Infinity,
  96136. materialIndex: polygon.shared.materialIndex
  96137. };
  96138. }
  96139. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  96140. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  96141. polygonIndices[0] = 0;
  96142. polygonIndices[1] = j - 1;
  96143. polygonIndices[2] = j;
  96144. for (var k = 0; k < 3; k++) {
  96145. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  96146. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  96147. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  96148. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  96149. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  96150. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  96151. // Check if 2 points can be merged
  96152. if (!(typeof vertex_idx !== 'undefined' &&
  96153. normals[vertex_idx * 3] === localNormal.x &&
  96154. normals[vertex_idx * 3 + 1] === localNormal.y &&
  96155. normals[vertex_idx * 3 + 2] === localNormal.z &&
  96156. uvs[vertex_idx * 2] === uv.x &&
  96157. uvs[vertex_idx * 2 + 1] === uv.y)) {
  96158. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  96159. uvs.push(uv.x, uv.y);
  96160. normals.push(normal.x, normal.y, normal.z);
  96161. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  96162. }
  96163. indices.push(vertex_idx);
  96164. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  96165. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  96166. currentIndex++;
  96167. }
  96168. }
  96169. }
  96170. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  96171. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  96172. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  96173. mesh.setIndices(indices, null);
  96174. if (keepSubMeshes) {
  96175. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  96176. var materialIndexOffset = 0, materialMaxIndex;
  96177. mesh.subMeshes = new Array();
  96178. for (var m in subMesh_dict) {
  96179. materialMaxIndex = -1;
  96180. for (var sm in subMesh_dict[m]) {
  96181. subMesh_obj = subMesh_dict[m][sm];
  96182. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  96183. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  96184. }
  96185. materialIndexOffset += ++materialMaxIndex;
  96186. }
  96187. }
  96188. return mesh;
  96189. };
  96190. /**
  96191. * Build Mesh from CSG taking material and transforms into account
  96192. * @param name The name of the BABYLON.Mesh
  96193. * @param material The material of the BABYLON.Mesh
  96194. * @param scene The BABYLON.Scene
  96195. * @param keepSubMeshes Specifies if submeshes should be kept
  96196. * @returns The new BABYLON.Mesh
  96197. */
  96198. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  96199. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  96200. mesh.material = material;
  96201. mesh.position.copyFrom(this.position);
  96202. mesh.rotation.copyFrom(this.rotation);
  96203. if (this.rotationQuaternion) {
  96204. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  96205. }
  96206. mesh.scaling.copyFrom(this.scaling);
  96207. mesh.computeWorldMatrix(true);
  96208. return mesh;
  96209. };
  96210. return CSG;
  96211. }());
  96212. BABYLON.CSG = CSG;
  96213. })(BABYLON || (BABYLON = {}));
  96214. //# sourceMappingURL=babylon.csg.js.map
  96215. var BABYLON;
  96216. (function (BABYLON) {
  96217. /**
  96218. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96219. * It controls one of the indiviual texture used in the effect.
  96220. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96221. */
  96222. var LensFlare = /** @class */ (function () {
  96223. /**
  96224. * Instantiates a new Lens Flare.
  96225. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96226. * It controls one of the indiviual texture used in the effect.
  96227. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96228. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96229. * @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.
  96230. * @param color Define the lens color
  96231. * @param imgUrl Define the lens texture url
  96232. * @param system Define the `lensFlareSystem` this flare is part of
  96233. */
  96234. function LensFlare(
  96235. /**
  96236. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96237. */
  96238. size,
  96239. /**
  96240. * 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.
  96241. */
  96242. position, color, imgUrl, system) {
  96243. this.size = size;
  96244. this.position = position;
  96245. /**
  96246. * Define the alpha mode to render this particular lens.
  96247. */
  96248. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96249. this.color = color || new BABYLON.Color3(1, 1, 1);
  96250. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96251. this._system = system;
  96252. system.lensFlares.push(this);
  96253. }
  96254. /**
  96255. * Creates a new Lens Flare.
  96256. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96257. * It controls one of the indiviual texture used in the effect.
  96258. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96259. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96260. * @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.
  96261. * @param color Define the lens color
  96262. * @param imgUrl Define the lens texture url
  96263. * @param system Define the `lensFlareSystem` this flare is part of
  96264. * @returns The newly created Lens Flare
  96265. */
  96266. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96267. return new LensFlare(size, position, color, imgUrl, system);
  96268. };
  96269. /**
  96270. * Dispose and release the lens flare with its associated resources.
  96271. */
  96272. LensFlare.prototype.dispose = function () {
  96273. if (this.texture) {
  96274. this.texture.dispose();
  96275. }
  96276. // Remove from scene
  96277. var index = this._system.lensFlares.indexOf(this);
  96278. this._system.lensFlares.splice(index, 1);
  96279. };
  96280. return LensFlare;
  96281. }());
  96282. BABYLON.LensFlare = LensFlare;
  96283. })(BABYLON || (BABYLON = {}));
  96284. //# sourceMappingURL=babylon.lensFlare.js.map
  96285. var BABYLON;
  96286. (function (BABYLON) {
  96287. // Adds the parser to the scene parsers.
  96288. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96289. // Lens flares
  96290. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96291. if (!container.lensFlareSystems) {
  96292. container.lensFlareSystems = new Array();
  96293. }
  96294. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96295. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96296. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96297. container.lensFlareSystems.push(lf);
  96298. }
  96299. }
  96300. });
  96301. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96302. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96303. if (this.lensFlareSystems[index].name === name) {
  96304. return this.lensFlareSystems[index];
  96305. }
  96306. }
  96307. return null;
  96308. };
  96309. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96310. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96311. if (this.lensFlareSystems[index].id === id) {
  96312. return this.lensFlareSystems[index];
  96313. }
  96314. }
  96315. return null;
  96316. };
  96317. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96318. var index = this.lensFlareSystems.indexOf(toRemove);
  96319. if (index !== -1) {
  96320. this.lensFlareSystems.splice(index, 1);
  96321. }
  96322. return index;
  96323. };
  96324. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96325. this.lensFlareSystems.push(newLensFlareSystem);
  96326. };
  96327. /**
  96328. * Defines the lens flare scene component responsible to manage any lens flares
  96329. * in a given scene.
  96330. */
  96331. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96332. /**
  96333. * Creates a new instance of the component for the given scene
  96334. * @param scene Defines the scene to register the component in
  96335. */
  96336. function LensFlareSystemSceneComponent(scene) {
  96337. /**
  96338. * The component name helpfull to identify the component in the list of scene components.
  96339. */
  96340. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96341. this.scene = scene;
  96342. scene.lensFlareSystems = new Array();
  96343. }
  96344. /**
  96345. * Registers the component in a given scene
  96346. */
  96347. LensFlareSystemSceneComponent.prototype.register = function () {
  96348. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96349. };
  96350. /**
  96351. * Rebuilds the elements related to this component in case of
  96352. * context lost for instance.
  96353. */
  96354. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96355. // Nothing to do for lens flare
  96356. };
  96357. /**
  96358. * Adds all the element from the container to the scene
  96359. * @param container the container holding the elements
  96360. */
  96361. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96362. var _this = this;
  96363. if (!container.lensFlareSystems) {
  96364. return;
  96365. }
  96366. container.lensFlareSystems.forEach(function (o) {
  96367. _this.scene.addLensFlareSystem(o);
  96368. });
  96369. };
  96370. /**
  96371. * Removes all the elements in the container from the scene
  96372. * @param container contains the elements to remove
  96373. */
  96374. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96375. var _this = this;
  96376. if (!container.lensFlareSystems) {
  96377. return;
  96378. }
  96379. container.lensFlareSystems.forEach(function (o) {
  96380. _this.scene.removeLensFlareSystem(o);
  96381. });
  96382. };
  96383. /**
  96384. * Serializes the component data to the specified json object
  96385. * @param serializationObject The object to serialize to
  96386. */
  96387. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96388. // Lens flares
  96389. serializationObject.lensFlareSystems = [];
  96390. var lensFlareSystems = this.scene.lensFlareSystems;
  96391. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96392. var lensFlareSystem = lensFlareSystems_1[_i];
  96393. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96394. }
  96395. };
  96396. /**
  96397. * Disposes the component and the associated ressources.
  96398. */
  96399. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96400. var lensFlareSystems = this.scene.lensFlareSystems;
  96401. while (lensFlareSystems.length) {
  96402. lensFlareSystems[0].dispose();
  96403. }
  96404. };
  96405. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96406. // Lens flares
  96407. if (this.scene.lensFlaresEnabled) {
  96408. var lensFlareSystems = this.scene.lensFlareSystems;
  96409. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96410. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96411. var lensFlareSystem = lensFlareSystems_2[_i];
  96412. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96413. lensFlareSystem.render();
  96414. }
  96415. }
  96416. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96417. }
  96418. };
  96419. return LensFlareSystemSceneComponent;
  96420. }());
  96421. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96422. })(BABYLON || (BABYLON = {}));
  96423. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96424. var BABYLON;
  96425. (function (BABYLON) {
  96426. /**
  96427. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96428. * It is usually composed of several `BABYLON.lensFlare`.
  96429. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96430. */
  96431. var LensFlareSystem = /** @class */ (function () {
  96432. /**
  96433. * Instantiates a lens flare system.
  96434. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96435. * It is usually composed of several `BABYLON.lensFlare`.
  96436. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96437. * @param name Define the name of the lens flare system in the scene
  96438. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96439. * @param scene Define the scene the lens flare system belongs to
  96440. */
  96441. function LensFlareSystem(
  96442. /**
  96443. * Define the name of the lens flare system
  96444. */
  96445. name, emitter, scene) {
  96446. this.name = name;
  96447. /**
  96448. * List of lens flares used in this system.
  96449. */
  96450. this.lensFlares = new Array();
  96451. /**
  96452. * Define a limit from the border the lens flare can be visible.
  96453. */
  96454. this.borderLimit = 300;
  96455. /**
  96456. * Define a viewport border we do not want to see the lens flare in.
  96457. */
  96458. this.viewportBorder = 0;
  96459. /**
  96460. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96461. */
  96462. this.layerMask = 0x0FFFFFFF;
  96463. this._vertexBuffers = {};
  96464. this._isEnabled = true;
  96465. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96466. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96467. if (!component) {
  96468. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96469. scene._addComponent(component);
  96470. }
  96471. this._emitter = emitter;
  96472. this.id = name;
  96473. scene.lensFlareSystems.push(this);
  96474. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96475. var engine = scene.getEngine();
  96476. // VBO
  96477. var vertices = [];
  96478. vertices.push(1, 1);
  96479. vertices.push(-1, 1);
  96480. vertices.push(-1, -1);
  96481. vertices.push(1, -1);
  96482. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96483. // Indices
  96484. var indices = [];
  96485. indices.push(0);
  96486. indices.push(1);
  96487. indices.push(2);
  96488. indices.push(0);
  96489. indices.push(2);
  96490. indices.push(3);
  96491. this._indexBuffer = engine.createIndexBuffer(indices);
  96492. // Effects
  96493. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96494. }
  96495. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96496. /**
  96497. * Define if the lens flare system is enabled.
  96498. */
  96499. get: function () {
  96500. return this._isEnabled;
  96501. },
  96502. set: function (value) {
  96503. this._isEnabled = value;
  96504. },
  96505. enumerable: true,
  96506. configurable: true
  96507. });
  96508. /**
  96509. * Get the scene the effects belongs to.
  96510. * @returns the scene holding the lens flare system
  96511. */
  96512. LensFlareSystem.prototype.getScene = function () {
  96513. return this._scene;
  96514. };
  96515. /**
  96516. * Get the emitter of the lens flare system.
  96517. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96518. * @returns the emitter of the lens flare system
  96519. */
  96520. LensFlareSystem.prototype.getEmitter = function () {
  96521. return this._emitter;
  96522. };
  96523. /**
  96524. * Set the emitter of the lens flare system.
  96525. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96526. * @param newEmitter Define the new emitter of the system
  96527. */
  96528. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96529. this._emitter = newEmitter;
  96530. };
  96531. /**
  96532. * Get the lens flare system emitter position.
  96533. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96534. * @returns the position
  96535. */
  96536. LensFlareSystem.prototype.getEmitterPosition = function () {
  96537. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96538. };
  96539. /**
  96540. * @hidden
  96541. */
  96542. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96543. var position = this.getEmitterPosition();
  96544. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96545. this._positionX = position.x;
  96546. this._positionY = position.y;
  96547. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96548. if (this.viewportBorder > 0) {
  96549. globalViewport.x -= this.viewportBorder;
  96550. globalViewport.y -= this.viewportBorder;
  96551. globalViewport.width += this.viewportBorder * 2;
  96552. globalViewport.height += this.viewportBorder * 2;
  96553. position.x += this.viewportBorder;
  96554. position.y += this.viewportBorder;
  96555. this._positionX += this.viewportBorder;
  96556. this._positionY += this.viewportBorder;
  96557. }
  96558. if (position.z > 0) {
  96559. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96560. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96561. return true;
  96562. }
  96563. }
  96564. return true;
  96565. }
  96566. return false;
  96567. };
  96568. /** @hidden */
  96569. LensFlareSystem.prototype._isVisible = function () {
  96570. if (!this._isEnabled || !this._scene.activeCamera) {
  96571. return false;
  96572. }
  96573. var emitterPosition = this.getEmitterPosition();
  96574. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96575. var distance = direction.length();
  96576. direction.normalize();
  96577. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96578. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96579. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96580. };
  96581. /**
  96582. * @hidden
  96583. */
  96584. LensFlareSystem.prototype.render = function () {
  96585. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96586. return false;
  96587. }
  96588. var engine = this._scene.getEngine();
  96589. var viewport = this._scene.activeCamera.viewport;
  96590. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96591. // Position
  96592. if (!this.computeEffectivePosition(globalViewport)) {
  96593. return false;
  96594. }
  96595. // Visibility
  96596. if (!this._isVisible()) {
  96597. return false;
  96598. }
  96599. // Intensity
  96600. var awayX;
  96601. var awayY;
  96602. if (this._positionX < this.borderLimit + globalViewport.x) {
  96603. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96604. }
  96605. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96606. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96607. }
  96608. else {
  96609. awayX = 0;
  96610. }
  96611. if (this._positionY < this.borderLimit + globalViewport.y) {
  96612. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96613. }
  96614. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96615. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96616. }
  96617. else {
  96618. awayY = 0;
  96619. }
  96620. var away = (awayX > awayY) ? awayX : awayY;
  96621. away -= this.viewportBorder;
  96622. if (away > this.borderLimit) {
  96623. away = this.borderLimit;
  96624. }
  96625. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96626. if (intensity < 0) {
  96627. return false;
  96628. }
  96629. if (intensity > 1.0) {
  96630. intensity = 1.0;
  96631. }
  96632. if (this.viewportBorder > 0) {
  96633. globalViewport.x += this.viewportBorder;
  96634. globalViewport.y += this.viewportBorder;
  96635. globalViewport.width -= this.viewportBorder * 2;
  96636. globalViewport.height -= this.viewportBorder * 2;
  96637. this._positionX -= this.viewportBorder;
  96638. this._positionY -= this.viewportBorder;
  96639. }
  96640. // Position
  96641. var centerX = globalViewport.x + globalViewport.width / 2;
  96642. var centerY = globalViewport.y + globalViewport.height / 2;
  96643. var distX = centerX - this._positionX;
  96644. var distY = centerY - this._positionY;
  96645. // Effects
  96646. engine.enableEffect(this._effect);
  96647. engine.setState(false);
  96648. engine.setDepthBuffer(false);
  96649. // VBOs
  96650. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96651. // Flares
  96652. for (var index = 0; index < this.lensFlares.length; index++) {
  96653. var flare = this.lensFlares[index];
  96654. engine.setAlphaMode(flare.alphaMode);
  96655. var x = centerX - (distX * flare.position);
  96656. var y = centerY - (distY * flare.position);
  96657. var cw = flare.size;
  96658. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96659. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96660. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96661. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96662. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96663. // Texture
  96664. this._effect.setTexture("textureSampler", flare.texture);
  96665. // Color
  96666. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96667. // Draw order
  96668. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96669. }
  96670. engine.setDepthBuffer(true);
  96671. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96672. return true;
  96673. };
  96674. /**
  96675. * Dispose and release the lens flare with its associated resources.
  96676. */
  96677. LensFlareSystem.prototype.dispose = function () {
  96678. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96679. if (vertexBuffer) {
  96680. vertexBuffer.dispose();
  96681. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96682. }
  96683. if (this._indexBuffer) {
  96684. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96685. this._indexBuffer = null;
  96686. }
  96687. while (this.lensFlares.length) {
  96688. this.lensFlares[0].dispose();
  96689. }
  96690. // Remove from scene
  96691. var index = this._scene.lensFlareSystems.indexOf(this);
  96692. this._scene.lensFlareSystems.splice(index, 1);
  96693. };
  96694. /**
  96695. * Parse a lens flare system from a JSON repressentation
  96696. * @param parsedLensFlareSystem Define the JSON to parse
  96697. * @param scene Define the scene the parsed system should be instantiated in
  96698. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96699. * @returns the parsed system
  96700. */
  96701. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96702. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96703. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96704. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96705. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96706. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96707. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96708. var parsedFlare = parsedLensFlareSystem.flares[index];
  96709. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96710. }
  96711. return lensFlareSystem;
  96712. };
  96713. /**
  96714. * Serialize the current Lens Flare System into a JSON representation.
  96715. * @returns the serialized JSON
  96716. */
  96717. LensFlareSystem.prototype.serialize = function () {
  96718. var serializationObject = {};
  96719. serializationObject.id = this.id;
  96720. serializationObject.name = this.name;
  96721. serializationObject.emitterId = this.getEmitter().id;
  96722. serializationObject.borderLimit = this.borderLimit;
  96723. serializationObject.flares = [];
  96724. for (var index = 0; index < this.lensFlares.length; index++) {
  96725. var flare = this.lensFlares[index];
  96726. serializationObject.flares.push({
  96727. size: flare.size,
  96728. position: flare.position,
  96729. color: flare.color.asArray(),
  96730. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96731. });
  96732. }
  96733. return serializationObject;
  96734. };
  96735. return LensFlareSystem;
  96736. }());
  96737. BABYLON.LensFlareSystem = LensFlareSystem;
  96738. })(BABYLON || (BABYLON = {}));
  96739. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96740. var BABYLON;
  96741. (function (BABYLON) {
  96742. /**
  96743. * This is a holder class for the physics joint created by the physics plugin
  96744. * It holds a set of functions to control the underlying joint
  96745. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96746. */
  96747. var PhysicsJoint = /** @class */ (function () {
  96748. /**
  96749. * Initializes the physics joint
  96750. * @param type The type of the physics joint
  96751. * @param jointData The data for the physics joint
  96752. */
  96753. function PhysicsJoint(
  96754. /**
  96755. * The type of the physics joint
  96756. */
  96757. type,
  96758. /**
  96759. * The data for the physics joint
  96760. */
  96761. jointData) {
  96762. this.type = type;
  96763. this.jointData = jointData;
  96764. jointData.nativeParams = jointData.nativeParams || {};
  96765. }
  96766. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96767. /**
  96768. * Gets the physics joint
  96769. */
  96770. get: function () {
  96771. return this._physicsJoint;
  96772. },
  96773. /**
  96774. * Sets the physics joint
  96775. */
  96776. set: function (newJoint) {
  96777. if (this._physicsJoint) {
  96778. //remove from the wolrd
  96779. }
  96780. this._physicsJoint = newJoint;
  96781. },
  96782. enumerable: true,
  96783. configurable: true
  96784. });
  96785. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96786. /**
  96787. * Sets the physics plugin
  96788. */
  96789. set: function (physicsPlugin) {
  96790. this._physicsPlugin = physicsPlugin;
  96791. },
  96792. enumerable: true,
  96793. configurable: true
  96794. });
  96795. /**
  96796. * Execute a function that is physics-plugin specific.
  96797. * @param {Function} func the function that will be executed.
  96798. * It accepts two parameters: the physics world and the physics joint
  96799. */
  96800. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96801. func(this._physicsPlugin.world, this._physicsJoint);
  96802. };
  96803. //TODO check if the native joints are the same
  96804. //Joint Types
  96805. /**
  96806. * Distance-Joint type
  96807. */
  96808. PhysicsJoint.DistanceJoint = 0;
  96809. /**
  96810. * Hinge-Joint type
  96811. */
  96812. PhysicsJoint.HingeJoint = 1;
  96813. /**
  96814. * Ball-and-Socket joint type
  96815. */
  96816. PhysicsJoint.BallAndSocketJoint = 2;
  96817. /**
  96818. * Wheel-Joint type
  96819. */
  96820. PhysicsJoint.WheelJoint = 3;
  96821. /**
  96822. * Slider-Joint type
  96823. */
  96824. PhysicsJoint.SliderJoint = 4;
  96825. //OIMO
  96826. /**
  96827. * Prismatic-Joint type
  96828. */
  96829. PhysicsJoint.PrismaticJoint = 5;
  96830. //
  96831. /**
  96832. * Universal-Joint type
  96833. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96834. */
  96835. PhysicsJoint.UniversalJoint = 6;
  96836. /**
  96837. * Hinge-Joint 2 type
  96838. */
  96839. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96840. //Cannon
  96841. /**
  96842. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96843. */
  96844. PhysicsJoint.PointToPointJoint = 8;
  96845. //Cannon only at the moment
  96846. /**
  96847. * Spring-Joint type
  96848. */
  96849. PhysicsJoint.SpringJoint = 9;
  96850. /**
  96851. * Lock-Joint type
  96852. */
  96853. PhysicsJoint.LockJoint = 10;
  96854. return PhysicsJoint;
  96855. }());
  96856. BABYLON.PhysicsJoint = PhysicsJoint;
  96857. /**
  96858. * A class representing a physics distance joint
  96859. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96860. */
  96861. var DistanceJoint = /** @class */ (function (_super) {
  96862. __extends(DistanceJoint, _super);
  96863. /**
  96864. *
  96865. * @param jointData The data for the Distance-Joint
  96866. */
  96867. function DistanceJoint(jointData) {
  96868. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96869. }
  96870. /**
  96871. * Update the predefined distance.
  96872. * @param maxDistance The maximum preferred distance
  96873. * @param minDistance The minimum preferred distance
  96874. */
  96875. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96876. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96877. };
  96878. return DistanceJoint;
  96879. }(PhysicsJoint));
  96880. BABYLON.DistanceJoint = DistanceJoint;
  96881. /**
  96882. * Represents a Motor-Enabled Joint
  96883. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96884. */
  96885. var MotorEnabledJoint = /** @class */ (function (_super) {
  96886. __extends(MotorEnabledJoint, _super);
  96887. /**
  96888. * Initializes the Motor-Enabled Joint
  96889. * @param type The type of the joint
  96890. * @param jointData The physica joint data for the joint
  96891. */
  96892. function MotorEnabledJoint(type, jointData) {
  96893. return _super.call(this, type, jointData) || this;
  96894. }
  96895. /**
  96896. * Set the motor values.
  96897. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96898. * @param force the force to apply
  96899. * @param maxForce max force for this motor.
  96900. */
  96901. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96902. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96903. };
  96904. /**
  96905. * Set the motor's limits.
  96906. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96907. * @param upperLimit The upper limit of the motor
  96908. * @param lowerLimit The lower limit of the motor
  96909. */
  96910. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96911. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96912. };
  96913. return MotorEnabledJoint;
  96914. }(PhysicsJoint));
  96915. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96916. /**
  96917. * This class represents a single physics Hinge-Joint
  96918. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96919. */
  96920. var HingeJoint = /** @class */ (function (_super) {
  96921. __extends(HingeJoint, _super);
  96922. /**
  96923. * Initializes the Hinge-Joint
  96924. * @param jointData The joint data for the Hinge-Joint
  96925. */
  96926. function HingeJoint(jointData) {
  96927. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96928. }
  96929. /**
  96930. * Set the motor values.
  96931. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96932. * @param {number} force the force to apply
  96933. * @param {number} maxForce max force for this motor.
  96934. */
  96935. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96936. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96937. };
  96938. /**
  96939. * Set the motor's limits.
  96940. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96941. * @param upperLimit The upper limit of the motor
  96942. * @param lowerLimit The lower limit of the motor
  96943. */
  96944. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96945. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96946. };
  96947. return HingeJoint;
  96948. }(MotorEnabledJoint));
  96949. BABYLON.HingeJoint = HingeJoint;
  96950. /**
  96951. * This class represents a dual hinge physics joint (same as wheel joint)
  96952. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96953. */
  96954. var Hinge2Joint = /** @class */ (function (_super) {
  96955. __extends(Hinge2Joint, _super);
  96956. /**
  96957. * Initializes the Hinge2-Joint
  96958. * @param jointData The joint data for the Hinge2-Joint
  96959. */
  96960. function Hinge2Joint(jointData) {
  96961. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96962. }
  96963. /**
  96964. * Set the motor values.
  96965. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96966. * @param {number} force the force to apply
  96967. * @param {number} maxForce max force for this motor.
  96968. * @param {motorIndex} the motor's index, 0 or 1.
  96969. */
  96970. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96971. if (motorIndex === void 0) { motorIndex = 0; }
  96972. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96973. };
  96974. /**
  96975. * Set the motor limits.
  96976. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96977. * @param {number} upperLimit the upper limit
  96978. * @param {number} lowerLimit lower limit
  96979. * @param {motorIndex} the motor's index, 0 or 1.
  96980. */
  96981. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96982. if (motorIndex === void 0) { motorIndex = 0; }
  96983. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96984. };
  96985. return Hinge2Joint;
  96986. }(MotorEnabledJoint));
  96987. BABYLON.Hinge2Joint = Hinge2Joint;
  96988. })(BABYLON || (BABYLON = {}));
  96989. //# sourceMappingURL=babylon.physicsJoint.js.map
  96990. var BABYLON;
  96991. (function (BABYLON) {
  96992. /**
  96993. * Represents a physics imposter
  96994. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96995. */
  96996. var PhysicsImpostor = /** @class */ (function () {
  96997. /**
  96998. * Initializes the physics imposter
  96999. * @param object The physics-enabled object used as the physics imposter
  97000. * @param type The type of the physics imposter
  97001. * @param _options The options for the physics imposter
  97002. * @param _scene The Babylon scene
  97003. */
  97004. function PhysicsImpostor(
  97005. /**
  97006. * The physics-enabled object used as the physics imposter
  97007. */
  97008. object,
  97009. /**
  97010. * The type of the physics imposter
  97011. */
  97012. type, _options, _scene) {
  97013. if (_options === void 0) { _options = { mass: 0 }; }
  97014. var _this = this;
  97015. this.object = object;
  97016. this.type = type;
  97017. this._options = _options;
  97018. this._scene = _scene;
  97019. this._bodyUpdateRequired = false;
  97020. this._onBeforePhysicsStepCallbacks = new Array();
  97021. this._onAfterPhysicsStepCallbacks = new Array();
  97022. /** @hidden */
  97023. this._onPhysicsCollideCallbacks = [];
  97024. this._deltaPosition = BABYLON.Vector3.Zero();
  97025. this._isDisposed = false;
  97026. //temp variables for parent rotation calculations
  97027. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  97028. this._tmpQuat = new BABYLON.Quaternion();
  97029. this._tmpQuat2 = new BABYLON.Quaternion();
  97030. /**
  97031. * this function is executed by the physics engine.
  97032. */
  97033. this.beforeStep = function () {
  97034. if (!_this._physicsEngine) {
  97035. return;
  97036. }
  97037. _this.object.translate(_this._deltaPosition, -1);
  97038. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  97039. _this.object.computeWorldMatrix(false);
  97040. if (_this.object.parent && _this.object.rotationQuaternion) {
  97041. _this.getParentsRotation();
  97042. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  97043. }
  97044. else {
  97045. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  97046. }
  97047. if (!_this._options.disableBidirectionalTransformation) {
  97048. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePosition(), _this._tmpQuat);
  97049. }
  97050. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  97051. func(_this);
  97052. });
  97053. };
  97054. /**
  97055. * this function is executed by the physics engine
  97056. */
  97057. this.afterStep = function () {
  97058. if (!_this._physicsEngine) {
  97059. return;
  97060. }
  97061. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  97062. func(_this);
  97063. });
  97064. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  97065. // object has now its world rotation. needs to be converted to local.
  97066. if (_this.object.parent && _this.object.rotationQuaternion) {
  97067. _this.getParentsRotation();
  97068. _this._tmpQuat.conjugateInPlace();
  97069. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  97070. }
  97071. // take the position set and make it the absolute position of this object.
  97072. _this.object.setAbsolutePosition(_this.object.position);
  97073. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  97074. _this.object.translate(_this._deltaPosition, 1);
  97075. };
  97076. /**
  97077. * Legacy collision detection event support
  97078. */
  97079. this.onCollideEvent = null;
  97080. /**
  97081. * event and body object due to cannon's event-based architecture.
  97082. */
  97083. this.onCollide = function (e) {
  97084. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  97085. return;
  97086. }
  97087. if (!_this._physicsEngine) {
  97088. return;
  97089. }
  97090. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  97091. if (otherImpostor) {
  97092. // Legacy collision detection event support
  97093. if (_this.onCollideEvent) {
  97094. _this.onCollideEvent(_this, otherImpostor);
  97095. }
  97096. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  97097. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  97098. }).forEach(function (obj) {
  97099. obj.callback(_this, otherImpostor);
  97100. });
  97101. }
  97102. };
  97103. //sanity check!
  97104. if (!this.object) {
  97105. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  97106. return;
  97107. }
  97108. // Legacy support for old syntax.
  97109. if (!this._scene && object.getScene) {
  97110. this._scene = object.getScene();
  97111. }
  97112. if (!this._scene) {
  97113. return;
  97114. }
  97115. this._physicsEngine = this._scene.getPhysicsEngine();
  97116. if (!this._physicsEngine) {
  97117. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  97118. }
  97119. else {
  97120. //set the object's quaternion, if not set
  97121. if (!this.object.rotationQuaternion) {
  97122. if (this.object.rotation) {
  97123. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  97124. }
  97125. else {
  97126. this.object.rotationQuaternion = new BABYLON.Quaternion();
  97127. }
  97128. }
  97129. //default options params
  97130. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  97131. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  97132. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  97133. this._joints = [];
  97134. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  97135. if (!this.object.parent || this._options.ignoreParent) {
  97136. this._init();
  97137. }
  97138. else if (this.object.parent.physicsImpostor) {
  97139. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  97140. }
  97141. }
  97142. }
  97143. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  97144. /**
  97145. * Specifies if the physics imposter is disposed
  97146. */
  97147. get: function () {
  97148. return this._isDisposed;
  97149. },
  97150. enumerable: true,
  97151. configurable: true
  97152. });
  97153. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  97154. /**
  97155. * Gets the mass of the physics imposter
  97156. */
  97157. get: function () {
  97158. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  97159. },
  97160. set: function (value) {
  97161. this.setMass(value);
  97162. },
  97163. enumerable: true,
  97164. configurable: true
  97165. });
  97166. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  97167. /**
  97168. * Gets the coefficient of friction
  97169. */
  97170. get: function () {
  97171. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  97172. },
  97173. /**
  97174. * Sets the coefficient of friction
  97175. */
  97176. set: function (value) {
  97177. if (!this._physicsEngine) {
  97178. return;
  97179. }
  97180. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  97181. },
  97182. enumerable: true,
  97183. configurable: true
  97184. });
  97185. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  97186. /**
  97187. * Gets the coefficient of restitution
  97188. */
  97189. get: function () {
  97190. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  97191. },
  97192. /**
  97193. * Sets the coefficient of restitution
  97194. */
  97195. set: function (value) {
  97196. if (!this._physicsEngine) {
  97197. return;
  97198. }
  97199. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  97200. },
  97201. enumerable: true,
  97202. configurable: true
  97203. });
  97204. /**
  97205. * This function will completly initialize this impostor.
  97206. * It will create a new body - but only if this mesh has no parent.
  97207. * If it has, this impostor will not be used other than to define the impostor
  97208. * of the child mesh.
  97209. * @hidden
  97210. */
  97211. PhysicsImpostor.prototype._init = function () {
  97212. if (!this._physicsEngine) {
  97213. return;
  97214. }
  97215. this._physicsEngine.removeImpostor(this);
  97216. this.physicsBody = null;
  97217. this._parent = this._parent || this._getPhysicsParent();
  97218. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97219. this._physicsEngine.addImpostor(this);
  97220. }
  97221. };
  97222. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97223. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97224. var parentMesh = this.object.parent;
  97225. return parentMesh.physicsImpostor;
  97226. }
  97227. return null;
  97228. };
  97229. /**
  97230. * Should a new body be generated.
  97231. * @returns boolean specifying if body initialization is required
  97232. */
  97233. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97234. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97235. };
  97236. /**
  97237. * Sets the updated scaling
  97238. * @param updated Specifies if the scaling is updated
  97239. */
  97240. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97241. this.forceUpdate();
  97242. };
  97243. /**
  97244. * Force a regeneration of this or the parent's impostor's body.
  97245. * Use under cautious - This will remove all joints already implemented.
  97246. */
  97247. PhysicsImpostor.prototype.forceUpdate = function () {
  97248. this._init();
  97249. if (this.parent && !this._options.ignoreParent) {
  97250. this.parent.forceUpdate();
  97251. }
  97252. };
  97253. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97254. /*public get mesh(): AbstractMesh {
  97255. return this._mesh;
  97256. }*/
  97257. /**
  97258. * Gets the body that holds this impostor. Either its own, or its parent.
  97259. */
  97260. get: function () {
  97261. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97262. },
  97263. /**
  97264. * Set the physics body. Used mainly by the physics engine/plugin
  97265. */
  97266. set: function (physicsBody) {
  97267. if (this._physicsBody && this._physicsEngine) {
  97268. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97269. }
  97270. this._physicsBody = physicsBody;
  97271. this.resetUpdateFlags();
  97272. },
  97273. enumerable: true,
  97274. configurable: true
  97275. });
  97276. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97277. /**
  97278. * Get the parent of the physics imposter
  97279. * @returns Physics imposter or null
  97280. */
  97281. get: function () {
  97282. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97283. },
  97284. /**
  97285. * Sets the parent of the physics imposter
  97286. */
  97287. set: function (value) {
  97288. this._parent = value;
  97289. },
  97290. enumerable: true,
  97291. configurable: true
  97292. });
  97293. /**
  97294. * Resets the update flags
  97295. */
  97296. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97297. this._bodyUpdateRequired = false;
  97298. };
  97299. /**
  97300. * Gets the object extend size
  97301. * @returns the object extend size
  97302. */
  97303. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97304. if (this.object.getBoundingInfo) {
  97305. var q = this.object.rotationQuaternion;
  97306. //reset rotation
  97307. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97308. //calculate the world matrix with no rotation
  97309. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97310. var boundingInfo = this.object.getBoundingInfo();
  97311. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97312. //bring back the rotation
  97313. this.object.rotationQuaternion = q;
  97314. //calculate the world matrix with the new rotation
  97315. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97316. return size;
  97317. }
  97318. else {
  97319. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97320. }
  97321. };
  97322. /**
  97323. * Gets the object center
  97324. * @returns The object center
  97325. */
  97326. PhysicsImpostor.prototype.getObjectCenter = function () {
  97327. if (this.object.getBoundingInfo) {
  97328. var boundingInfo = this.object.getBoundingInfo();
  97329. return boundingInfo.boundingBox.centerWorld;
  97330. }
  97331. else {
  97332. return this.object.position;
  97333. }
  97334. };
  97335. /**
  97336. * Get a specific parametes from the options parameter
  97337. * @param paramName The object parameter name
  97338. * @returns The object parameter
  97339. */
  97340. PhysicsImpostor.prototype.getParam = function (paramName) {
  97341. return this._options[paramName];
  97342. };
  97343. /**
  97344. * Sets a specific parameter in the options given to the physics plugin
  97345. * @param paramName The parameter name
  97346. * @param value The value of the parameter
  97347. */
  97348. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97349. this._options[paramName] = value;
  97350. this._bodyUpdateRequired = true;
  97351. };
  97352. /**
  97353. * Specifically change the body's mass option. Won't recreate the physics body object
  97354. * @param mass The mass of the physics imposter
  97355. */
  97356. PhysicsImpostor.prototype.setMass = function (mass) {
  97357. if (this.getParam("mass") !== mass) {
  97358. this.setParam("mass", mass);
  97359. }
  97360. if (this._physicsEngine) {
  97361. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97362. }
  97363. };
  97364. /**
  97365. * Gets the linear velocity
  97366. * @returns linear velocity or null
  97367. */
  97368. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97369. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97370. };
  97371. /**
  97372. * Sets the linear velocity
  97373. * @param velocity linear velocity or null
  97374. */
  97375. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97376. if (this._physicsEngine) {
  97377. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97378. }
  97379. };
  97380. /**
  97381. * Gets the angular velocity
  97382. * @returns angular velocity or null
  97383. */
  97384. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97385. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97386. };
  97387. /**
  97388. * Sets the angular velocity
  97389. * @param velocity The velocity or null
  97390. */
  97391. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97392. if (this._physicsEngine) {
  97393. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97394. }
  97395. };
  97396. /**
  97397. * Execute a function with the physics plugin native code
  97398. * Provide a function the will have two variables - the world object and the physics body object
  97399. * @param func The function to execute with the physics plugin native code
  97400. */
  97401. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97402. if (this._physicsEngine) {
  97403. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97404. }
  97405. };
  97406. /**
  97407. * Register a function that will be executed before the physics world is stepping forward
  97408. * @param func The function to execute before the physics world is stepped forward
  97409. */
  97410. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97411. this._onBeforePhysicsStepCallbacks.push(func);
  97412. };
  97413. /**
  97414. * Unregister a function that will be executed before the physics world is stepping forward
  97415. * @param func The function to execute before the physics world is stepped forward
  97416. */
  97417. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97418. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97419. if (index > -1) {
  97420. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97421. }
  97422. else {
  97423. BABYLON.Tools.Warn("Function to remove was not found");
  97424. }
  97425. };
  97426. /**
  97427. * Register a function that will be executed after the physics step
  97428. * @param func The function to execute after physics step
  97429. */
  97430. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97431. this._onAfterPhysicsStepCallbacks.push(func);
  97432. };
  97433. /**
  97434. * Unregisters a function that will be executed after the physics step
  97435. * @param func The function to execute after physics step
  97436. */
  97437. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97438. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97439. if (index > -1) {
  97440. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97441. }
  97442. else {
  97443. BABYLON.Tools.Warn("Function to remove was not found");
  97444. }
  97445. };
  97446. /**
  97447. * register a function that will be executed when this impostor collides against a different body
  97448. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97449. * @param func Callback that is executed on collision
  97450. */
  97451. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97452. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97453. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97454. };
  97455. /**
  97456. * Unregisters the physics imposter on contact
  97457. * @param collideAgainst The physics object to collide against
  97458. * @param func Callback to execute on collision
  97459. */
  97460. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97461. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97462. var index = -1;
  97463. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97464. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97465. // chcek the arrays match
  97466. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97467. return collidedAgainstList.indexOf(impostor) > -1;
  97468. });
  97469. if (sameList) {
  97470. index = idx;
  97471. }
  97472. return sameList;
  97473. }
  97474. return false;
  97475. });
  97476. if (found) {
  97477. this._onPhysicsCollideCallbacks.splice(index, 1);
  97478. }
  97479. else {
  97480. BABYLON.Tools.Warn("Function to remove was not found");
  97481. }
  97482. };
  97483. /**
  97484. * Get the parent rotation
  97485. * @returns The parent rotation
  97486. */
  97487. PhysicsImpostor.prototype.getParentsRotation = function () {
  97488. var parent = this.object.parent;
  97489. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97490. while (parent) {
  97491. if (parent.rotationQuaternion) {
  97492. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97493. }
  97494. else {
  97495. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97496. }
  97497. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97498. parent = parent.parent;
  97499. }
  97500. return this._tmpQuat;
  97501. };
  97502. /**
  97503. * Apply a force
  97504. * @param force The force to apply
  97505. * @param contactPoint The contact point for the force
  97506. * @returns The physics imposter
  97507. */
  97508. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97509. if (this._physicsEngine) {
  97510. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97511. }
  97512. return this;
  97513. };
  97514. /**
  97515. * Apply an impulse
  97516. * @param force The impulse force
  97517. * @param contactPoint The contact point for the impulse force
  97518. * @returns The physics imposter
  97519. */
  97520. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97521. if (this._physicsEngine) {
  97522. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97523. }
  97524. return this;
  97525. };
  97526. /**
  97527. * A help function to create a joint
  97528. * @param otherImpostor A physics imposter used to create a joint
  97529. * @param jointType The type of joint
  97530. * @param jointData The data for the joint
  97531. * @returns The physics imposter
  97532. */
  97533. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97534. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97535. this.addJoint(otherImpostor, joint);
  97536. return this;
  97537. };
  97538. /**
  97539. * Add a joint to this impostor with a different impostor
  97540. * @param otherImpostor A physics imposter used to add a joint
  97541. * @param joint The joint to add
  97542. * @returns The physics imposter
  97543. */
  97544. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97545. this._joints.push({
  97546. otherImpostor: otherImpostor,
  97547. joint: joint
  97548. });
  97549. if (this._physicsEngine) {
  97550. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97551. }
  97552. return this;
  97553. };
  97554. /**
  97555. * Will keep this body still, in a sleep mode.
  97556. * @returns the physics imposter
  97557. */
  97558. PhysicsImpostor.prototype.sleep = function () {
  97559. if (this._physicsEngine) {
  97560. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97561. }
  97562. return this;
  97563. };
  97564. /**
  97565. * Wake the body up.
  97566. * @returns The physics imposter
  97567. */
  97568. PhysicsImpostor.prototype.wakeUp = function () {
  97569. if (this._physicsEngine) {
  97570. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97571. }
  97572. return this;
  97573. };
  97574. /**
  97575. * Clones the physics imposter
  97576. * @param newObject The physics imposter clones to this physics-enabled object
  97577. * @returns A nullable physics imposter
  97578. */
  97579. PhysicsImpostor.prototype.clone = function (newObject) {
  97580. if (!newObject) {
  97581. return null;
  97582. }
  97583. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97584. };
  97585. /**
  97586. * Disposes the physics imposter
  97587. */
  97588. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97589. var _this = this;
  97590. //no dispose if no physics engine is available.
  97591. if (!this._physicsEngine) {
  97592. return;
  97593. }
  97594. this._joints.forEach(function (j) {
  97595. if (_this._physicsEngine) {
  97596. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97597. }
  97598. });
  97599. //dispose the physics body
  97600. this._physicsEngine.removeImpostor(this);
  97601. if (this.parent) {
  97602. this.parent.forceUpdate();
  97603. }
  97604. else {
  97605. /*this._object.getChildMeshes().forEach(function(mesh) {
  97606. if (mesh.physicsImpostor) {
  97607. if (disposeChildren) {
  97608. mesh.physicsImpostor.dispose();
  97609. mesh.physicsImpostor = null;
  97610. }
  97611. }
  97612. })*/
  97613. }
  97614. this._isDisposed = true;
  97615. };
  97616. /**
  97617. * Sets the delta position
  97618. * @param position The delta position amount
  97619. */
  97620. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97621. this._deltaPosition.copyFrom(position);
  97622. };
  97623. /**
  97624. * Sets the delta rotation
  97625. * @param rotation The delta rotation amount
  97626. */
  97627. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97628. if (!this._deltaRotation) {
  97629. this._deltaRotation = new BABYLON.Quaternion();
  97630. }
  97631. this._deltaRotation.copyFrom(rotation);
  97632. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97633. };
  97634. /**
  97635. * Gets the box size of the physics imposter and stores the result in the input parameter
  97636. * @param result Stores the box size
  97637. * @returns The physics imposter
  97638. */
  97639. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97640. if (this._physicsEngine) {
  97641. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97642. }
  97643. return this;
  97644. };
  97645. /**
  97646. * Gets the radius of the physics imposter
  97647. * @returns Radius of the physics imposter
  97648. */
  97649. PhysicsImpostor.prototype.getRadius = function () {
  97650. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97651. };
  97652. /**
  97653. * Sync a bone with this impostor
  97654. * @param bone The bone to sync to the impostor.
  97655. * @param boneMesh The mesh that the bone is influencing.
  97656. * @param jointPivot The pivot of the joint / bone in local space.
  97657. * @param distToJoint Optional distance from the impostor to the joint.
  97658. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97659. */
  97660. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97661. var tempVec = PhysicsImpostor._tmpVecs[0];
  97662. var mesh = this.object;
  97663. if (mesh.rotationQuaternion) {
  97664. if (adjustRotation) {
  97665. var tempQuat = PhysicsImpostor._tmpQuat;
  97666. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97667. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97668. }
  97669. else {
  97670. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97671. }
  97672. }
  97673. tempVec.x = 0;
  97674. tempVec.y = 0;
  97675. tempVec.z = 0;
  97676. if (jointPivot) {
  97677. tempVec.x = jointPivot.x;
  97678. tempVec.y = jointPivot.y;
  97679. tempVec.z = jointPivot.z;
  97680. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97681. if (distToJoint === undefined || distToJoint === null) {
  97682. distToJoint = jointPivot.length();
  97683. }
  97684. tempVec.x *= distToJoint;
  97685. tempVec.y *= distToJoint;
  97686. tempVec.z *= distToJoint;
  97687. }
  97688. if (bone.getParent()) {
  97689. tempVec.addInPlace(mesh.getAbsolutePosition());
  97690. bone.setAbsolutePosition(tempVec, boneMesh);
  97691. }
  97692. else {
  97693. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97694. boneMesh.position.x -= tempVec.x;
  97695. boneMesh.position.y -= tempVec.y;
  97696. boneMesh.position.z -= tempVec.z;
  97697. }
  97698. };
  97699. /**
  97700. * Sync impostor to a bone
  97701. * @param bone The bone that the impostor will be synced to.
  97702. * @param boneMesh The mesh that the bone is influencing.
  97703. * @param jointPivot The pivot of the joint / bone in local space.
  97704. * @param distToJoint Optional distance from the impostor to the joint.
  97705. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97706. * @param boneAxis Optional vector3 axis the bone is aligned with
  97707. */
  97708. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97709. var mesh = this.object;
  97710. if (mesh.rotationQuaternion) {
  97711. if (adjustRotation) {
  97712. var tempQuat = PhysicsImpostor._tmpQuat;
  97713. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97714. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97715. }
  97716. else {
  97717. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97718. }
  97719. }
  97720. var pos = PhysicsImpostor._tmpVecs[0];
  97721. var boneDir = PhysicsImpostor._tmpVecs[1];
  97722. if (!boneAxis) {
  97723. boneAxis = PhysicsImpostor._tmpVecs[2];
  97724. boneAxis.x = 0;
  97725. boneAxis.y = 1;
  97726. boneAxis.z = 0;
  97727. }
  97728. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97729. bone.getAbsolutePositionToRef(boneMesh, pos);
  97730. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97731. distToJoint = jointPivot.length();
  97732. }
  97733. if (distToJoint !== undefined && distToJoint !== null) {
  97734. pos.x += boneDir.x * distToJoint;
  97735. pos.y += boneDir.y * distToJoint;
  97736. pos.z += boneDir.z * distToJoint;
  97737. }
  97738. mesh.setAbsolutePosition(pos);
  97739. };
  97740. /**
  97741. * The default object size of the imposter
  97742. */
  97743. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97744. /**
  97745. * The identity quaternion of the imposter
  97746. */
  97747. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97748. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97749. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97750. //Impostor types
  97751. /**
  97752. * No-Imposter type
  97753. */
  97754. PhysicsImpostor.NoImpostor = 0;
  97755. /**
  97756. * Sphere-Imposter type
  97757. */
  97758. PhysicsImpostor.SphereImpostor = 1;
  97759. /**
  97760. * Box-Imposter type
  97761. */
  97762. PhysicsImpostor.BoxImpostor = 2;
  97763. /**
  97764. * Plane-Imposter type
  97765. */
  97766. PhysicsImpostor.PlaneImpostor = 3;
  97767. /**
  97768. * Mesh-imposter type
  97769. */
  97770. PhysicsImpostor.MeshImpostor = 4;
  97771. /**
  97772. * Cylinder-Imposter type
  97773. */
  97774. PhysicsImpostor.CylinderImpostor = 7;
  97775. /**
  97776. * Particle-Imposter type
  97777. */
  97778. PhysicsImpostor.ParticleImpostor = 8;
  97779. /**
  97780. * Heightmap-Imposter type
  97781. */
  97782. PhysicsImpostor.HeightmapImpostor = 9;
  97783. return PhysicsImpostor;
  97784. }());
  97785. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97786. })(BABYLON || (BABYLON = {}));
  97787. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97788. var BABYLON;
  97789. (function (BABYLON) {
  97790. /**
  97791. * Class used to control physics engine
  97792. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97793. */
  97794. var PhysicsEngine = /** @class */ (function () {
  97795. /**
  97796. * Creates a new Physics Engine
  97797. * @param gravity defines the gravity vector used by the simulation
  97798. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97799. */
  97800. function PhysicsEngine(gravity, _physicsPlugin) {
  97801. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97802. this._physicsPlugin = _physicsPlugin;
  97803. this._impostors = [];
  97804. this._joints = [];
  97805. if (!this._physicsPlugin.isSupported()) {
  97806. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97807. + "Please make sure it is included.");
  97808. }
  97809. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97810. this.setGravity(gravity);
  97811. this.setTimeStep();
  97812. }
  97813. /**
  97814. * Sets the gravity vector used by the simulation
  97815. * @param gravity defines the gravity vector to use
  97816. */
  97817. PhysicsEngine.prototype.setGravity = function (gravity) {
  97818. this.gravity = gravity;
  97819. this._physicsPlugin.setGravity(this.gravity);
  97820. };
  97821. /**
  97822. * Set the time step of the physics engine.
  97823. * Default is 1/60.
  97824. * To slow it down, enter 1/600 for example.
  97825. * To speed it up, 1/30
  97826. * @param newTimeStep defines the new timestep to apply to this world.
  97827. */
  97828. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97829. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97830. this._physicsPlugin.setTimeStep(newTimeStep);
  97831. };
  97832. /**
  97833. * Get the time step of the physics engine.
  97834. * @returns the current time step
  97835. */
  97836. PhysicsEngine.prototype.getTimeStep = function () {
  97837. return this._physicsPlugin.getTimeStep();
  97838. };
  97839. /**
  97840. * Release all resources
  97841. */
  97842. PhysicsEngine.prototype.dispose = function () {
  97843. this._impostors.forEach(function (impostor) {
  97844. impostor.dispose();
  97845. });
  97846. this._physicsPlugin.dispose();
  97847. };
  97848. /**
  97849. * Gets the name of the current physics plugin
  97850. * @returns the name of the plugin
  97851. */
  97852. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97853. return this._physicsPlugin.name;
  97854. };
  97855. /**
  97856. * Adding a new impostor for the impostor tracking.
  97857. * This will be done by the impostor itself.
  97858. * @param impostor the impostor to add
  97859. */
  97860. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97861. impostor.uniqueId = this._impostors.push(impostor);
  97862. //if no parent, generate the body
  97863. if (!impostor.parent) {
  97864. this._physicsPlugin.generatePhysicsBody(impostor);
  97865. }
  97866. };
  97867. /**
  97868. * Remove an impostor from the engine.
  97869. * This impostor and its mesh will not longer be updated by the physics engine.
  97870. * @param impostor the impostor to remove
  97871. */
  97872. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97873. var index = this._impostors.indexOf(impostor);
  97874. if (index > -1) {
  97875. var removed = this._impostors.splice(index, 1);
  97876. //Is it needed?
  97877. if (removed.length) {
  97878. //this will also remove it from the world.
  97879. removed[0].physicsBody = null;
  97880. }
  97881. }
  97882. };
  97883. /**
  97884. * Add a joint to the physics engine
  97885. * @param mainImpostor defines the main impostor to which the joint is added.
  97886. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97887. * @param joint defines the joint that will connect both impostors.
  97888. */
  97889. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97890. var impostorJoint = {
  97891. mainImpostor: mainImpostor,
  97892. connectedImpostor: connectedImpostor,
  97893. joint: joint
  97894. };
  97895. joint.physicsPlugin = this._physicsPlugin;
  97896. this._joints.push(impostorJoint);
  97897. this._physicsPlugin.generateJoint(impostorJoint);
  97898. };
  97899. /**
  97900. * Removes a joint from the simulation
  97901. * @param mainImpostor defines the impostor used with the joint
  97902. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97903. * @param joint defines the joint to remove
  97904. */
  97905. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97906. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97907. return (impostorJoint.connectedImpostor === connectedImpostor
  97908. && impostorJoint.joint === joint
  97909. && impostorJoint.mainImpostor === mainImpostor);
  97910. });
  97911. if (matchingJoints.length) {
  97912. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97913. //TODO remove it from the list as well
  97914. }
  97915. };
  97916. /**
  97917. * Called by the scene. No need to call it.
  97918. * @param delta defines the timespam between frames
  97919. */
  97920. PhysicsEngine.prototype._step = function (delta) {
  97921. var _this = this;
  97922. //check if any mesh has no body / requires an update
  97923. this._impostors.forEach(function (impostor) {
  97924. if (impostor.isBodyInitRequired()) {
  97925. _this._physicsPlugin.generatePhysicsBody(impostor);
  97926. }
  97927. });
  97928. if (delta > 0.1) {
  97929. delta = 0.1;
  97930. }
  97931. else if (delta <= 0) {
  97932. delta = 1.0 / 60.0;
  97933. }
  97934. this._physicsPlugin.executeStep(delta, this._impostors);
  97935. };
  97936. /**
  97937. * Gets the current plugin used to run the simulation
  97938. * @returns current plugin
  97939. */
  97940. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97941. return this._physicsPlugin;
  97942. };
  97943. /**
  97944. * Gets the list of physic impostors
  97945. * @returns an array of PhysicsImpostor
  97946. */
  97947. PhysicsEngine.prototype.getImpostors = function () {
  97948. return this._impostors;
  97949. };
  97950. /**
  97951. * Gets the impostor for a physics enabled object
  97952. * @param object defines the object impersonated by the impostor
  97953. * @returns the PhysicsImpostor or null if not found
  97954. */
  97955. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97956. for (var i = 0; i < this._impostors.length; ++i) {
  97957. if (this._impostors[i].object === object) {
  97958. return this._impostors[i];
  97959. }
  97960. }
  97961. return null;
  97962. };
  97963. /**
  97964. * Gets the impostor for a physics body object
  97965. * @param body defines physics body used by the impostor
  97966. * @returns the PhysicsImpostor or null if not found
  97967. */
  97968. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97969. for (var i = 0; i < this._impostors.length; ++i) {
  97970. if (this._impostors[i].physicsBody === body) {
  97971. return this._impostors[i];
  97972. }
  97973. }
  97974. return null;
  97975. };
  97976. /**
  97977. * Global value used to control the smallest number supported by the simulation
  97978. */
  97979. PhysicsEngine.Epsilon = 0.001;
  97980. return PhysicsEngine;
  97981. }());
  97982. BABYLON.PhysicsEngine = PhysicsEngine;
  97983. })(BABYLON || (BABYLON = {}));
  97984. //# sourceMappingURL=babylon.physicsEngine.js.map
  97985. var BABYLON;
  97986. (function (BABYLON) {
  97987. /**
  97988. * A helper for physics simulations
  97989. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97990. */
  97991. var PhysicsHelper = /** @class */ (function () {
  97992. /**
  97993. * Initializes the Physics helper
  97994. * @param scene Babylon.js scene
  97995. */
  97996. function PhysicsHelper(scene) {
  97997. this._scene = scene;
  97998. this._physicsEngine = this._scene.getPhysicsEngine();
  97999. if (!this._physicsEngine) {
  98000. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  98001. }
  98002. }
  98003. /**
  98004. * Applies a radial explosion impulse
  98005. * @param origin the origin of the explosion
  98006. * @param radius the explosion radius
  98007. * @param strength the explosion strength
  98008. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98009. * @returns A physics radial explosion event, or null
  98010. */
  98011. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  98012. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98013. if (!this._physicsEngine) {
  98014. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  98015. return null;
  98016. }
  98017. var impostors = this._physicsEngine.getImpostors();
  98018. if (impostors.length === 0) {
  98019. return null;
  98020. }
  98021. var event = new PhysicsRadialExplosionEvent(this._scene);
  98022. impostors.forEach(function (impostor) {
  98023. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98024. if (!impostorForceAndContactPoint) {
  98025. return;
  98026. }
  98027. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98028. });
  98029. event.dispose(false);
  98030. return event;
  98031. };
  98032. /**
  98033. * Applies a radial explosion force
  98034. * @param origin the origin of the explosion
  98035. * @param radius the explosion radius
  98036. * @param strength the explosion strength
  98037. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98038. * @returns A physics radial explosion event, or null
  98039. */
  98040. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  98041. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98042. if (!this._physicsEngine) {
  98043. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98044. return null;
  98045. }
  98046. var impostors = this._physicsEngine.getImpostors();
  98047. if (impostors.length === 0) {
  98048. return null;
  98049. }
  98050. var event = new PhysicsRadialExplosionEvent(this._scene);
  98051. impostors.forEach(function (impostor) {
  98052. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98053. if (!impostorForceAndContactPoint) {
  98054. return;
  98055. }
  98056. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98057. });
  98058. event.dispose(false);
  98059. return event;
  98060. };
  98061. /**
  98062. * Creates a gravitational field
  98063. * @param origin the origin of the explosion
  98064. * @param radius the explosion radius
  98065. * @param strength the explosion strength
  98066. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98067. * @returns A physics gravitational field event, or null
  98068. */
  98069. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  98070. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98071. if (!this._physicsEngine) {
  98072. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98073. return null;
  98074. }
  98075. var impostors = this._physicsEngine.getImpostors();
  98076. if (impostors.length === 0) {
  98077. return null;
  98078. }
  98079. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  98080. event.dispose(false);
  98081. return event;
  98082. };
  98083. /**
  98084. * Creates a physics updraft event
  98085. * @param origin the origin of the updraft
  98086. * @param radius the radius of the updraft
  98087. * @param strength the strength of the updraft
  98088. * @param height the height of the updraft
  98089. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  98090. * @returns A physics updraft event, or null
  98091. */
  98092. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  98093. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  98094. if (!this._physicsEngine) {
  98095. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98096. return null;
  98097. }
  98098. if (this._physicsEngine.getImpostors().length === 0) {
  98099. return null;
  98100. }
  98101. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  98102. event.dispose(false);
  98103. return event;
  98104. };
  98105. /**
  98106. * Creates a physics vortex event
  98107. * @param origin the of the vortex
  98108. * @param radius the radius of the vortex
  98109. * @param strength the strength of the vortex
  98110. * @param height the height of the vortex
  98111. * @returns a Physics vortex event, or null
  98112. * A physics vortex event or null
  98113. */
  98114. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  98115. if (!this._physicsEngine) {
  98116. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98117. return null;
  98118. }
  98119. if (this._physicsEngine.getImpostors().length === 0) {
  98120. return null;
  98121. }
  98122. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  98123. event.dispose(false);
  98124. return event;
  98125. };
  98126. return PhysicsHelper;
  98127. }());
  98128. BABYLON.PhysicsHelper = PhysicsHelper;
  98129. /**
  98130. * Represents a physics radial explosion event
  98131. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98132. */
  98133. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  98134. /**
  98135. * Initializes a radial explosioin event
  98136. * @param scene BabylonJS scene
  98137. */
  98138. function PhysicsRadialExplosionEvent(scene) {
  98139. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  98140. this._rays = [];
  98141. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  98142. this._scene = scene;
  98143. }
  98144. /**
  98145. * Returns the data related to the radial explosion event (sphere & rays).
  98146. * @returns The radial explosion event data
  98147. */
  98148. PhysicsRadialExplosionEvent.prototype.getData = function () {
  98149. this._dataFetched = true;
  98150. return {
  98151. sphere: this._sphere,
  98152. rays: this._rays,
  98153. };
  98154. };
  98155. /**
  98156. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  98157. * @param impostor A physics imposter
  98158. * @param origin the origin of the explosion
  98159. * @param radius the explosion radius
  98160. * @param strength the explosion strength
  98161. * @param falloff possible options: Constant & Linear
  98162. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  98163. */
  98164. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  98165. if (impostor.mass === 0) {
  98166. return null;
  98167. }
  98168. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  98169. return null;
  98170. }
  98171. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98172. return null;
  98173. }
  98174. var impostorObjectCenter = impostor.getObjectCenter();
  98175. var direction = impostorObjectCenter.subtract(origin);
  98176. var ray = new BABYLON.Ray(origin, direction, radius);
  98177. this._rays.push(ray);
  98178. var hit = ray.intersectsMesh(impostor.object);
  98179. var contactPoint = hit.pickedPoint;
  98180. if (!contactPoint) {
  98181. return null;
  98182. }
  98183. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  98184. if (distanceFromOrigin > radius) {
  98185. return null;
  98186. }
  98187. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  98188. ? strength
  98189. : strength * (1 - (distanceFromOrigin / radius));
  98190. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98191. return { force: force, contactPoint: contactPoint };
  98192. };
  98193. /**
  98194. * Disposes the sphere.
  98195. * @param force Specifies if the sphere should be disposed by force
  98196. */
  98197. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  98198. var _this = this;
  98199. if (force === void 0) { force = true; }
  98200. if (force) {
  98201. this._sphere.dispose();
  98202. }
  98203. else {
  98204. setTimeout(function () {
  98205. if (!_this._dataFetched) {
  98206. _this._sphere.dispose();
  98207. }
  98208. }, 0);
  98209. }
  98210. };
  98211. /*** Helpers ***/
  98212. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  98213. if (!this._sphere) {
  98214. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98215. this._sphere.isVisible = false;
  98216. }
  98217. };
  98218. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98219. var impostorObject = impostor.object;
  98220. this._prepareSphere();
  98221. this._sphere.position = origin;
  98222. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98223. this._sphere._updateBoundingInfo();
  98224. this._sphere.computeWorldMatrix(true);
  98225. return this._sphere.intersectsMesh(impostorObject, true);
  98226. };
  98227. return PhysicsRadialExplosionEvent;
  98228. }());
  98229. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98230. /**
  98231. * Represents a gravitational field event
  98232. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98233. */
  98234. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98235. /**
  98236. * Initializes the physics gravitational field event
  98237. * @param physicsHelper A physics helper
  98238. * @param scene BabylonJS scene
  98239. * @param origin The origin position of the gravitational field event
  98240. * @param radius The radius of the gravitational field event
  98241. * @param strength The strength of the gravitational field event
  98242. * @param falloff The falloff for the gravitational field event
  98243. */
  98244. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98245. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98246. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98247. this._physicsHelper = physicsHelper;
  98248. this._scene = scene;
  98249. this._origin = origin;
  98250. this._radius = radius;
  98251. this._strength = strength;
  98252. this._falloff = falloff;
  98253. this._tickCallback = this._tick.bind(this);
  98254. }
  98255. /**
  98256. * Returns the data related to the gravitational field event (sphere).
  98257. * @returns A gravitational field event
  98258. */
  98259. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98260. this._dataFetched = true;
  98261. return {
  98262. sphere: this._sphere,
  98263. };
  98264. };
  98265. /**
  98266. * Enables the gravitational field.
  98267. */
  98268. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98269. this._tickCallback.call(this);
  98270. this._scene.registerBeforeRender(this._tickCallback);
  98271. };
  98272. /**
  98273. * Disables the gravitational field.
  98274. */
  98275. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98276. this._scene.unregisterBeforeRender(this._tickCallback);
  98277. };
  98278. /**
  98279. * Disposes the sphere.
  98280. * @param force The force to dispose from the gravitational field event
  98281. */
  98282. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98283. var _this = this;
  98284. if (force === void 0) { force = true; }
  98285. if (force) {
  98286. this._sphere.dispose();
  98287. }
  98288. else {
  98289. setTimeout(function () {
  98290. if (!_this._dataFetched) {
  98291. _this._sphere.dispose();
  98292. }
  98293. }, 0);
  98294. }
  98295. };
  98296. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98297. // Since the params won't change, we fetch the event only once
  98298. if (this._sphere) {
  98299. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98300. }
  98301. else {
  98302. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98303. if (radialExplosionEvent) {
  98304. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98305. }
  98306. }
  98307. };
  98308. return PhysicsGravitationalFieldEvent;
  98309. }());
  98310. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98311. /**
  98312. * Represents a physics updraft event
  98313. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98314. */
  98315. var PhysicsUpdraftEvent = /** @class */ (function () {
  98316. /**
  98317. * Initializes the physics updraft event
  98318. * @param _scene BabylonJS scene
  98319. * @param _origin The origin position of the updraft
  98320. * @param _radius The radius of the updraft
  98321. * @param _strength The strength of the updraft
  98322. * @param _height The height of the updraft
  98323. * @param _updraftMode The mode of the updraft
  98324. */
  98325. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98326. this._scene = _scene;
  98327. this._origin = _origin;
  98328. this._radius = _radius;
  98329. this._strength = _strength;
  98330. this._height = _height;
  98331. this._updraftMode = _updraftMode;
  98332. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98333. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98334. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98335. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98336. this._physicsEngine = this._scene.getPhysicsEngine();
  98337. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98338. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98339. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98340. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98341. }
  98342. this._tickCallback = this._tick.bind(this);
  98343. this._prepareCylinder();
  98344. }
  98345. /**
  98346. * Returns the data related to the updraft event (cylinder).
  98347. * @returns A physics updraft event
  98348. */
  98349. PhysicsUpdraftEvent.prototype.getData = function () {
  98350. this._dataFetched = true;
  98351. return {
  98352. cylinder: this._cylinder,
  98353. };
  98354. };
  98355. /**
  98356. * Enables the updraft.
  98357. */
  98358. PhysicsUpdraftEvent.prototype.enable = function () {
  98359. this._tickCallback.call(this);
  98360. this._scene.registerBeforeRender(this._tickCallback);
  98361. };
  98362. /**
  98363. * Disables the cortex.
  98364. */
  98365. PhysicsUpdraftEvent.prototype.disable = function () {
  98366. this._scene.unregisterBeforeRender(this._tickCallback);
  98367. };
  98368. /**
  98369. * Disposes the sphere.
  98370. * @param force Specifies if the updraft should be disposed by force
  98371. */
  98372. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98373. var _this = this;
  98374. if (force === void 0) { force = true; }
  98375. if (!this._cylinder) {
  98376. return;
  98377. }
  98378. if (force) {
  98379. this._cylinder.dispose();
  98380. }
  98381. else {
  98382. setTimeout(function () {
  98383. if (!_this._dataFetched) {
  98384. _this._cylinder.dispose();
  98385. }
  98386. }, 0);
  98387. }
  98388. };
  98389. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98390. if (impostor.mass === 0) {
  98391. return null;
  98392. }
  98393. if (!this._intersectsWithCylinder(impostor)) {
  98394. return null;
  98395. }
  98396. var impostorObjectCenter = impostor.getObjectCenter();
  98397. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98398. var direction = this._originDirection;
  98399. }
  98400. else {
  98401. var direction = impostorObjectCenter.subtract(this._originTop);
  98402. }
  98403. var multiplier = this._strength * -1;
  98404. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98405. return { force: force, contactPoint: impostorObjectCenter };
  98406. };
  98407. PhysicsUpdraftEvent.prototype._tick = function () {
  98408. var _this = this;
  98409. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98410. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98411. if (!impostorForceAndContactPoint) {
  98412. return;
  98413. }
  98414. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98415. });
  98416. };
  98417. /*** Helpers ***/
  98418. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98419. if (!this._cylinder) {
  98420. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98421. height: this._height,
  98422. diameter: this._radius * 2,
  98423. }, this._scene);
  98424. this._cylinder.isVisible = false;
  98425. }
  98426. };
  98427. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98428. var impostorObject = impostor.object;
  98429. this._cylinder.position = this._cylinderPosition;
  98430. return this._cylinder.intersectsMesh(impostorObject, true);
  98431. };
  98432. return PhysicsUpdraftEvent;
  98433. }());
  98434. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98435. /**
  98436. * Represents a physics vortex event
  98437. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98438. */
  98439. var PhysicsVortexEvent = /** @class */ (function () {
  98440. /**
  98441. * Initializes the physics vortex event
  98442. * @param _scene The BabylonJS scene
  98443. * @param _origin The origin position of the vortex
  98444. * @param _radius The radius of the vortex
  98445. * @param _strength The strength of the vortex
  98446. * @param _height The height of the vortex
  98447. */
  98448. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98449. this._scene = _scene;
  98450. this._origin = _origin;
  98451. this._radius = _radius;
  98452. this._strength = _strength;
  98453. this._height = _height;
  98454. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98455. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98456. this._updraftMultiplier = 0.02;
  98457. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98458. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98459. this._physicsEngine = this._scene.getPhysicsEngine();
  98460. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98461. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98462. this._tickCallback = this._tick.bind(this);
  98463. this._prepareCylinder();
  98464. }
  98465. /**
  98466. * Returns the data related to the vortex event (cylinder).
  98467. * @returns The physics vortex event data
  98468. */
  98469. PhysicsVortexEvent.prototype.getData = function () {
  98470. this._dataFetched = true;
  98471. return {
  98472. cylinder: this._cylinder,
  98473. };
  98474. };
  98475. /**
  98476. * Enables the vortex.
  98477. */
  98478. PhysicsVortexEvent.prototype.enable = function () {
  98479. this._tickCallback.call(this);
  98480. this._scene.registerBeforeRender(this._tickCallback);
  98481. };
  98482. /**
  98483. * Disables the cortex.
  98484. */
  98485. PhysicsVortexEvent.prototype.disable = function () {
  98486. this._scene.unregisterBeforeRender(this._tickCallback);
  98487. };
  98488. /**
  98489. * Disposes the sphere.
  98490. * @param force
  98491. */
  98492. PhysicsVortexEvent.prototype.dispose = function (force) {
  98493. var _this = this;
  98494. if (force === void 0) { force = true; }
  98495. if (force) {
  98496. this._cylinder.dispose();
  98497. }
  98498. else {
  98499. setTimeout(function () {
  98500. if (!_this._dataFetched) {
  98501. _this._cylinder.dispose();
  98502. }
  98503. }, 0);
  98504. }
  98505. };
  98506. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98507. if (impostor.mass === 0) {
  98508. return null;
  98509. }
  98510. if (!this._intersectsWithCylinder(impostor)) {
  98511. return null;
  98512. }
  98513. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98514. return null;
  98515. }
  98516. var impostorObjectCenter = impostor.getObjectCenter();
  98517. 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)
  98518. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98519. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98520. var hit = ray.intersectsMesh(impostor.object);
  98521. var contactPoint = hit.pickedPoint;
  98522. if (!contactPoint) {
  98523. return null;
  98524. }
  98525. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98526. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98527. var directionToOrigin = contactPoint.normalize();
  98528. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98529. directionToOrigin = directionToOrigin.negate();
  98530. }
  98531. // TODO: find a more physically based solution
  98532. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98533. var forceX = directionToOrigin.x * this._strength / 8;
  98534. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98535. var forceZ = directionToOrigin.z * this._strength / 8;
  98536. }
  98537. else {
  98538. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98539. var forceY = this._originTop.y * this._updraftMultiplier;
  98540. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98541. }
  98542. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98543. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98544. return { force: force, contactPoint: impostorObjectCenter };
  98545. };
  98546. PhysicsVortexEvent.prototype._tick = function () {
  98547. var _this = this;
  98548. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98549. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98550. if (!impostorForceAndContactPoint) {
  98551. return;
  98552. }
  98553. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98554. });
  98555. };
  98556. /*** Helpers ***/
  98557. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98558. if (!this._cylinder) {
  98559. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98560. height: this._height,
  98561. diameter: this._radius * 2,
  98562. }, this._scene);
  98563. this._cylinder.isVisible = false;
  98564. }
  98565. };
  98566. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98567. var impostorObject = impostor.object;
  98568. this._cylinder.position = this._cylinderPosition;
  98569. return this._cylinder.intersectsMesh(impostorObject, true);
  98570. };
  98571. return PhysicsVortexEvent;
  98572. }());
  98573. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98574. /**
  98575. * The strenght of the force in correspondence to the distance of the affected object
  98576. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98577. */
  98578. var PhysicsRadialImpulseFalloff;
  98579. (function (PhysicsRadialImpulseFalloff) {
  98580. /** Defines that impulse is constant in strength across it's whole radius */
  98581. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98582. /** DEfines that impulse gets weaker if it's further from the origin */
  98583. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98584. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98585. /**
  98586. * The strength of the force in correspondence to the distance of the affected object
  98587. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98588. */
  98589. var PhysicsUpdraftMode;
  98590. (function (PhysicsUpdraftMode) {
  98591. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98592. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98593. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98594. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98595. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98596. })(BABYLON || (BABYLON = {}));
  98597. //# sourceMappingURL=babylon.physicsHelper.js.map
  98598. var BABYLON;
  98599. (function (BABYLON) {
  98600. /** @hidden */
  98601. var CannonJSPlugin = /** @class */ (function () {
  98602. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98603. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98604. if (iterations === void 0) { iterations = 10; }
  98605. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98606. this.name = "CannonJSPlugin";
  98607. this._physicsMaterials = new Array();
  98608. this._fixedTimeStep = 1 / 60;
  98609. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98610. this.BJSCANNON = CANNON;
  98611. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98612. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98613. this._tmpPosition = BABYLON.Vector3.Zero();
  98614. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98615. this._tmpUnityRotation = new BABYLON.Quaternion();
  98616. if (!this.isSupported()) {
  98617. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98618. return;
  98619. }
  98620. this._extendNamespace();
  98621. this.world = new this.BJSCANNON.World();
  98622. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98623. this.world.solver.iterations = iterations;
  98624. }
  98625. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98626. this.world.gravity.copy(gravity);
  98627. };
  98628. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98629. this._fixedTimeStep = timeStep;
  98630. };
  98631. CannonJSPlugin.prototype.getTimeStep = function () {
  98632. return this._fixedTimeStep;
  98633. };
  98634. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98635. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98636. };
  98637. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98638. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98639. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98640. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98641. };
  98642. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98643. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98644. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98645. impostor.physicsBody.applyForce(impulse, worldPoint);
  98646. };
  98647. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98648. //parent-child relationship. Does this impostor has a parent impostor?
  98649. if (impostor.parent) {
  98650. if (impostor.physicsBody) {
  98651. this.removePhysicsBody(impostor);
  98652. //TODO is that needed?
  98653. impostor.forceUpdate();
  98654. }
  98655. return;
  98656. }
  98657. //should a new body be created for this impostor?
  98658. if (impostor.isBodyInitRequired()) {
  98659. var shape = this._createShape(impostor);
  98660. //unregister events, if body is being changed
  98661. var oldBody = impostor.physicsBody;
  98662. if (oldBody) {
  98663. this.removePhysicsBody(impostor);
  98664. }
  98665. //create the body and material
  98666. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98667. var bodyCreationObject = {
  98668. mass: impostor.getParam("mass"),
  98669. material: material
  98670. };
  98671. // A simple extend, in case native options were used.
  98672. var nativeOptions = impostor.getParam("nativeOptions");
  98673. for (var key in nativeOptions) {
  98674. if (nativeOptions.hasOwnProperty(key)) {
  98675. bodyCreationObject[key] = nativeOptions[key];
  98676. }
  98677. }
  98678. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98679. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98680. this.world.addEventListener("preStep", impostor.beforeStep);
  98681. this.world.addEventListener("postStep", impostor.afterStep);
  98682. impostor.physicsBody.addShape(shape);
  98683. this.world.add(impostor.physicsBody);
  98684. //try to keep the body moving in the right direction by taking old properties.
  98685. //Should be tested!
  98686. if (oldBody) {
  98687. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98688. impostor.physicsBody[param].copy(oldBody[param]);
  98689. });
  98690. }
  98691. this._processChildMeshes(impostor);
  98692. }
  98693. //now update the body's transformation
  98694. this._updatePhysicsBodyTransformation(impostor);
  98695. };
  98696. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98697. var _this = this;
  98698. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98699. var currentRotation = mainImpostor.object.rotationQuaternion;
  98700. if (meshChildren.length) {
  98701. var processMesh = function (localPosition, mesh) {
  98702. if (!currentRotation || !mesh.rotationQuaternion) {
  98703. return;
  98704. }
  98705. var childImpostor = mesh.getPhysicsImpostor();
  98706. if (childImpostor) {
  98707. var parent = childImpostor.parent;
  98708. if (parent !== mainImpostor) {
  98709. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98710. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98711. if (childImpostor.physicsBody) {
  98712. _this.removePhysicsBody(childImpostor);
  98713. childImpostor.physicsBody = null;
  98714. }
  98715. childImpostor.parent = mainImpostor;
  98716. childImpostor.resetUpdateFlags();
  98717. 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));
  98718. //Add the mass of the children.
  98719. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98720. }
  98721. }
  98722. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98723. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98724. };
  98725. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98726. }
  98727. };
  98728. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98729. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98730. this.world.removeEventListener("preStep", impostor.beforeStep);
  98731. this.world.removeEventListener("postStep", impostor.afterStep);
  98732. this.world.remove(impostor.physicsBody);
  98733. };
  98734. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98735. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98736. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98737. if (!mainBody || !connectedBody) {
  98738. return;
  98739. }
  98740. var constraint;
  98741. var jointData = impostorJoint.joint.jointData;
  98742. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98743. var constraintData = {
  98744. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98745. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98746. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98747. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98748. maxForce: jointData.nativeParams.maxForce,
  98749. collideConnected: !!jointData.collision
  98750. };
  98751. switch (impostorJoint.joint.type) {
  98752. case BABYLON.PhysicsJoint.HingeJoint:
  98753. case BABYLON.PhysicsJoint.Hinge2Joint:
  98754. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98755. break;
  98756. case BABYLON.PhysicsJoint.DistanceJoint:
  98757. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98758. break;
  98759. case BABYLON.PhysicsJoint.SpringJoint:
  98760. var springData = jointData;
  98761. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98762. restLength: springData.length,
  98763. stiffness: springData.stiffness,
  98764. damping: springData.damping,
  98765. localAnchorA: constraintData.pivotA,
  98766. localAnchorB: constraintData.pivotB
  98767. });
  98768. break;
  98769. case BABYLON.PhysicsJoint.LockJoint:
  98770. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98771. break;
  98772. case BABYLON.PhysicsJoint.PointToPointJoint:
  98773. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98774. default:
  98775. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98776. break;
  98777. }
  98778. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98779. constraint.collideConnected = !!jointData.collision;
  98780. impostorJoint.joint.physicsJoint = constraint;
  98781. //don't add spring as constraint, as it is not one.
  98782. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98783. this.world.addConstraint(constraint);
  98784. }
  98785. else {
  98786. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98787. constraint.applyForce();
  98788. };
  98789. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98790. }
  98791. };
  98792. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98793. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98794. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98795. }
  98796. else {
  98797. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98798. }
  98799. };
  98800. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98801. var index;
  98802. var mat;
  98803. for (index = 0; index < this._physicsMaterials.length; index++) {
  98804. mat = this._physicsMaterials[index];
  98805. if (mat.friction === friction && mat.restitution === restitution) {
  98806. return mat;
  98807. }
  98808. }
  98809. var currentMat = new this.BJSCANNON.Material(name);
  98810. currentMat.friction = friction;
  98811. currentMat.restitution = restitution;
  98812. this._physicsMaterials.push(currentMat);
  98813. return currentMat;
  98814. };
  98815. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98816. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98817. };
  98818. CannonJSPlugin.prototype._createShape = function (impostor) {
  98819. var object = impostor.object;
  98820. var returnValue;
  98821. var extendSize = impostor.getObjectExtendSize();
  98822. switch (impostor.type) {
  98823. case BABYLON.PhysicsImpostor.SphereImpostor:
  98824. var radiusX = extendSize.x;
  98825. var radiusY = extendSize.y;
  98826. var radiusZ = extendSize.z;
  98827. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98828. break;
  98829. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98830. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98831. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98832. break;
  98833. case BABYLON.PhysicsImpostor.BoxImpostor:
  98834. var box = extendSize.scale(0.5);
  98835. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98836. break;
  98837. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98838. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98839. returnValue = new this.BJSCANNON.Plane();
  98840. break;
  98841. case BABYLON.PhysicsImpostor.MeshImpostor:
  98842. // should transform the vertex data to world coordinates!!
  98843. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98844. var rawFaces = object.getIndices ? object.getIndices() : [];
  98845. if (!rawVerts) {
  98846. return;
  98847. }
  98848. // get only scale! so the object could transform correctly.
  98849. var oldPosition = object.position.clone();
  98850. var oldRotation = object.rotation && object.rotation.clone();
  98851. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98852. object.position.copyFromFloats(0, 0, 0);
  98853. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98854. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98855. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98856. var transform = object.computeWorldMatrix(true);
  98857. // convert rawVerts to object space
  98858. var temp = new Array();
  98859. var index;
  98860. for (index = 0; index < rawVerts.length; index += 3) {
  98861. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98862. }
  98863. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98864. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98865. //now set back the transformation!
  98866. object.position.copyFrom(oldPosition);
  98867. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98868. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98869. break;
  98870. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98871. var oldPosition2 = object.position.clone();
  98872. var oldRotation2 = object.rotation && object.rotation.clone();
  98873. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98874. object.position.copyFromFloats(0, 0, 0);
  98875. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98876. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98877. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98878. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98879. returnValue = this._createHeightmap(object);
  98880. object.position.copyFrom(oldPosition2);
  98881. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98882. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98883. object.computeWorldMatrix(true);
  98884. break;
  98885. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98886. returnValue = new this.BJSCANNON.Particle();
  98887. break;
  98888. }
  98889. return returnValue;
  98890. };
  98891. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98892. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98893. var transform = object.computeWorldMatrix(true);
  98894. // convert rawVerts to object space
  98895. var temp = new Array();
  98896. var index;
  98897. for (index = 0; index < pos.length; index += 3) {
  98898. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98899. }
  98900. pos = temp;
  98901. var matrix = new Array();
  98902. //For now pointDepth will not be used and will be automatically calculated.
  98903. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98904. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98905. var boundingInfo = object.getBoundingInfo();
  98906. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98907. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98908. var elementSize = dim * 2 / arraySize;
  98909. for (var i = 0; i < pos.length; i = i + 3) {
  98910. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98911. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98912. var y = -pos[i + 2] + minY;
  98913. if (!matrix[x]) {
  98914. matrix[x] = [];
  98915. }
  98916. if (!matrix[x][z]) {
  98917. matrix[x][z] = y;
  98918. }
  98919. matrix[x][z] = Math.max(y, matrix[x][z]);
  98920. }
  98921. for (var x = 0; x <= arraySize; ++x) {
  98922. if (!matrix[x]) {
  98923. var loc = 1;
  98924. while (!matrix[(x + loc) % arraySize]) {
  98925. loc++;
  98926. }
  98927. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98928. //console.log("missing x", x);
  98929. }
  98930. for (var z = 0; z <= arraySize; ++z) {
  98931. if (!matrix[x][z]) {
  98932. var loc = 1;
  98933. var newValue;
  98934. while (newValue === undefined) {
  98935. newValue = matrix[x][(z + loc++) % arraySize];
  98936. }
  98937. matrix[x][z] = newValue;
  98938. }
  98939. }
  98940. }
  98941. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98942. elementSize: elementSize
  98943. });
  98944. //For future reference, needed for body transformation
  98945. shape.minY = minY;
  98946. return shape;
  98947. };
  98948. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98949. var object = impostor.object;
  98950. //make sure it is updated...
  98951. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98952. // The delta between the mesh position and the mesh bounding box center
  98953. var bInfo = object.getBoundingInfo();
  98954. if (!bInfo) {
  98955. return;
  98956. }
  98957. var center = impostor.getObjectCenter();
  98958. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98959. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98960. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98961. this._tmpPosition.copyFrom(center);
  98962. var quaternion = object.rotationQuaternion;
  98963. if (!quaternion) {
  98964. return;
  98965. }
  98966. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98967. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98968. //-90 DEG in X, precalculated
  98969. quaternion = quaternion.multiply(this._minus90X);
  98970. //Invert! (Precalculated, 90 deg in X)
  98971. //No need to clone. this will never change.
  98972. impostor.setDeltaRotation(this._plus90X);
  98973. }
  98974. //If it is a heightfield, if should be centered.
  98975. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98976. var mesh = object;
  98977. var boundingInfo = mesh.getBoundingInfo();
  98978. //calculate the correct body position:
  98979. var rotationQuaternion = mesh.rotationQuaternion;
  98980. mesh.rotationQuaternion = this._tmpUnityRotation;
  98981. mesh.computeWorldMatrix(true);
  98982. //get original center with no rotation
  98983. var c = center.clone();
  98984. var oldPivot = mesh.getPivotMatrix();
  98985. if (oldPivot) {
  98986. // create a copy the pivot Matrix as it is modified in place
  98987. oldPivot = oldPivot.clone();
  98988. }
  98989. else {
  98990. oldPivot = BABYLON.Matrix.Identity();
  98991. }
  98992. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98993. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98994. mesh.setPreTransformMatrix(p);
  98995. mesh.computeWorldMatrix(true);
  98996. //calculate the translation
  98997. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98998. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98999. //add it inverted to the delta
  99000. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  99001. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  99002. //rotation is back
  99003. mesh.rotationQuaternion = rotationQuaternion;
  99004. mesh.setPreTransformMatrix(oldPivot);
  99005. mesh.computeWorldMatrix(true);
  99006. }
  99007. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  99008. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  99009. //this._tmpPosition.copyFrom(object.position);
  99010. }
  99011. impostor.setDeltaPosition(this._tmpDeltaPosition);
  99012. //Now update the impostor object
  99013. impostor.physicsBody.position.copy(this._tmpPosition);
  99014. impostor.physicsBody.quaternion.copy(quaternion);
  99015. };
  99016. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99017. impostor.object.position.copyFrom(impostor.physicsBody.position);
  99018. if (impostor.object.rotationQuaternion) {
  99019. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  99020. }
  99021. };
  99022. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99023. impostor.physicsBody.position.copy(newPosition);
  99024. impostor.physicsBody.quaternion.copy(newRotation);
  99025. };
  99026. CannonJSPlugin.prototype.isSupported = function () {
  99027. return this.BJSCANNON !== undefined;
  99028. };
  99029. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99030. impostor.physicsBody.velocity.copy(velocity);
  99031. };
  99032. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99033. impostor.physicsBody.angularVelocity.copy(velocity);
  99034. };
  99035. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99036. var v = impostor.physicsBody.velocity;
  99037. if (!v) {
  99038. return null;
  99039. }
  99040. return new BABYLON.Vector3(v.x, v.y, v.z);
  99041. };
  99042. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99043. var v = impostor.physicsBody.angularVelocity;
  99044. if (!v) {
  99045. return null;
  99046. }
  99047. return new BABYLON.Vector3(v.x, v.y, v.z);
  99048. };
  99049. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99050. impostor.physicsBody.mass = mass;
  99051. impostor.physicsBody.updateMassProperties();
  99052. };
  99053. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  99054. return impostor.physicsBody.mass;
  99055. };
  99056. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  99057. return impostor.physicsBody.material.friction;
  99058. };
  99059. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99060. impostor.physicsBody.material.friction = friction;
  99061. };
  99062. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99063. return impostor.physicsBody.material.restitution;
  99064. };
  99065. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99066. impostor.physicsBody.material.restitution = restitution;
  99067. };
  99068. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  99069. impostor.physicsBody.sleep();
  99070. };
  99071. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  99072. impostor.physicsBody.wakeUp();
  99073. };
  99074. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99075. joint.physicsJoint.distance = maxDistance;
  99076. };
  99077. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99078. // if (!motorIndex) {
  99079. // joint.physicsJoint.enableMotor();
  99080. // }
  99081. // }
  99082. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99083. // if (!motorIndex) {
  99084. // joint.physicsJoint.disableMotor();
  99085. // }
  99086. // }
  99087. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99088. if (!motorIndex) {
  99089. joint.physicsJoint.enableMotor();
  99090. joint.physicsJoint.setMotorSpeed(speed);
  99091. if (maxForce) {
  99092. this.setLimit(joint, maxForce);
  99093. }
  99094. }
  99095. };
  99096. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99097. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  99098. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  99099. };
  99100. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99101. var body = impostor.physicsBody;
  99102. mesh.position.x = body.position.x;
  99103. mesh.position.y = body.position.y;
  99104. mesh.position.z = body.position.z;
  99105. if (mesh.rotationQuaternion) {
  99106. mesh.rotationQuaternion.x = body.quaternion.x;
  99107. mesh.rotationQuaternion.y = body.quaternion.y;
  99108. mesh.rotationQuaternion.z = body.quaternion.z;
  99109. mesh.rotationQuaternion.w = body.quaternion.w;
  99110. }
  99111. };
  99112. CannonJSPlugin.prototype.getRadius = function (impostor) {
  99113. var shape = impostor.physicsBody.shapes[0];
  99114. return shape.boundingSphereRadius;
  99115. };
  99116. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99117. var shape = impostor.physicsBody.shapes[0];
  99118. result.x = shape.halfExtents.x * 2;
  99119. result.y = shape.halfExtents.y * 2;
  99120. result.z = shape.halfExtents.z * 2;
  99121. };
  99122. CannonJSPlugin.prototype.dispose = function () {
  99123. };
  99124. CannonJSPlugin.prototype._extendNamespace = function () {
  99125. //this will force cannon to execute at least one step when using interpolation
  99126. var step_tmp1 = new this.BJSCANNON.Vec3();
  99127. var Engine = this.BJSCANNON;
  99128. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  99129. maxSubSteps = maxSubSteps || 10;
  99130. timeSinceLastCalled = timeSinceLastCalled || 0;
  99131. if (timeSinceLastCalled === 0) {
  99132. this.internalStep(dt);
  99133. this.time += dt;
  99134. }
  99135. else {
  99136. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  99137. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  99138. var t0 = performance.now();
  99139. for (var i = 0; i !== internalSteps; i++) {
  99140. this.internalStep(dt);
  99141. if (performance.now() - t0 > dt * 1000) {
  99142. break;
  99143. }
  99144. }
  99145. this.time += timeSinceLastCalled;
  99146. var h = this.time % dt;
  99147. var h_div_dt = h / dt;
  99148. var interpvelo = step_tmp1;
  99149. var bodies = this.bodies;
  99150. for (var j = 0; j !== bodies.length; j++) {
  99151. var b = bodies[j];
  99152. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  99153. b.position.vsub(b.previousPosition, interpvelo);
  99154. interpvelo.scale(h_div_dt, interpvelo);
  99155. b.position.vadd(interpvelo, b.interpolatedPosition);
  99156. }
  99157. else {
  99158. b.interpolatedPosition.copy(b.position);
  99159. b.interpolatedQuaternion.copy(b.quaternion);
  99160. }
  99161. }
  99162. }
  99163. };
  99164. };
  99165. return CannonJSPlugin;
  99166. }());
  99167. BABYLON.CannonJSPlugin = CannonJSPlugin;
  99168. })(BABYLON || (BABYLON = {}));
  99169. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  99170. var BABYLON;
  99171. (function (BABYLON) {
  99172. /**
  99173. * AmmoJS Physics plugin
  99174. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  99175. * @see https://github.com/kripken/ammo.js/
  99176. */
  99177. var AmmoJSPlugin = /** @class */ (function () {
  99178. /**
  99179. * Initializes the ammoJS plugin
  99180. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  99181. */
  99182. function AmmoJSPlugin(_useDeltaForWorldStep) {
  99183. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  99184. var _this = this;
  99185. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  99186. /**
  99187. * Name of the plugin
  99188. */
  99189. this.name = "AmmoJSPlugin";
  99190. this._timeStep = 1 / 60;
  99191. this._fixedTimeStep = 1 / 60;
  99192. this._maxSteps = 5;
  99193. this._tmpQuaternion = new BABYLON.Quaternion();
  99194. this._tmpContactCallbackResult = false;
  99195. if (typeof Ammo === "function") {
  99196. Ammo();
  99197. }
  99198. this.bjsAMMO = Ammo;
  99199. if (!this.isSupported()) {
  99200. BABYLON.Tools.Error("AmmoJS is not available. Please make sure you included the js file.");
  99201. return;
  99202. }
  99203. // Initialize the physics world
  99204. this._collisionConfiguration = new this.bjsAMMO.btDefaultCollisionConfiguration();
  99205. this._dispatcher = new this.bjsAMMO.btCollisionDispatcher(this._collisionConfiguration);
  99206. this._overlappingPairCache = new this.bjsAMMO.btDbvtBroadphase();
  99207. this._solver = new this.bjsAMMO.btSequentialImpulseConstraintSolver();
  99208. this.world = new this.bjsAMMO.btDiscreteDynamicsWorld(this._dispatcher, this._overlappingPairCache, this._solver, this._collisionConfiguration);
  99209. this._tmpAmmoConcreteContactResultCallback = new this.bjsAMMO.ConcreteContactResultCallback();
  99210. this._tmpAmmoConcreteContactResultCallback.addSingleResult = function () { _this._tmpContactCallbackResult = true; };
  99211. // Create temp ammo variables
  99212. this._tmpAmmoTransform = new this.bjsAMMO.btTransform();
  99213. this._tmpAmmoTransform.setIdentity();
  99214. this._tmpAmmoQuaternion = new this.bjsAMMO.btQuaternion(0, 0, 0, 1);
  99215. this._tmpAmmoVectorA = new this.bjsAMMO.btVector3(0, 0, 0);
  99216. this._tmpAmmoVectorB = new this.bjsAMMO.btVector3(0, 0, 0);
  99217. this._tmpAmmoVectorC = new this.bjsAMMO.btVector3(0, 0, 0);
  99218. }
  99219. /**
  99220. * Sets the gravity of the physics world (m/(s^2))
  99221. * @param gravity Gravity to set
  99222. */
  99223. AmmoJSPlugin.prototype.setGravity = function (gravity) {
  99224. this._tmpAmmoVectorA.setValue(gravity.x, gravity.y, gravity.z);
  99225. this.world.setGravity(this._tmpAmmoVectorA);
  99226. };
  99227. /**
  99228. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  99229. * @param timeStep timestep to use in seconds
  99230. */
  99231. AmmoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99232. this._timeStep = timeStep;
  99233. };
  99234. /**
  99235. * 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)
  99236. * @param fixedTimeStep fixedTimeStep to use in seconds
  99237. */
  99238. AmmoJSPlugin.prototype.setFixedTimeStep = function (fixedTimeStep) {
  99239. this._fixedTimeStep = fixedTimeStep;
  99240. };
  99241. /**
  99242. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  99243. * @param maxSteps the maximum number of steps by the physics engine per frame
  99244. */
  99245. AmmoJSPlugin.prototype.setMaxSteps = function (maxSteps) {
  99246. this._maxSteps = maxSteps;
  99247. };
  99248. /**
  99249. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  99250. * @returns the current timestep in seconds
  99251. */
  99252. AmmoJSPlugin.prototype.getTimeStep = function () {
  99253. return this._timeStep;
  99254. };
  99255. // Ammo's contactTest and contactPairTest take a callback that runs synchronously, wrap them so that they are easier to consume
  99256. AmmoJSPlugin.prototype._isImpostorInContact = function (impostor) {
  99257. this._tmpContactCallbackResult = false;
  99258. this.world.contactTest(impostor.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99259. return this._tmpContactCallbackResult;
  99260. };
  99261. // Ammo's collision events have some weird quirks
  99262. // contactPairTest fires too many events as it fires events even when objects are close together but contactTest does not
  99263. // so only fire event if both contactTest and contactPairTest have a hit
  99264. AmmoJSPlugin.prototype._isImpostorPairInContact = function (impostorA, impostorB) {
  99265. this._tmpContactCallbackResult = false;
  99266. this.world.contactPairTest(impostorA.physicsBody, impostorB.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99267. return this._tmpContactCallbackResult;
  99268. };
  99269. // Ammo's behavior when maxSteps > 0 does not behave as described in docs
  99270. // @see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
  99271. //
  99272. // When maxSteps is 0 do the entire simulation in one step
  99273. // 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)
  99274. // Note: To get deterministic physics, timeStep would always need to be divisible by fixedTimeStep
  99275. AmmoJSPlugin.prototype._stepSimulation = function (timeStep, maxSteps, fixedTimeStep) {
  99276. if (timeStep === void 0) { timeStep = 1 / 60; }
  99277. if (maxSteps === void 0) { maxSteps = 10; }
  99278. if (fixedTimeStep === void 0) { fixedTimeStep = 1 / 60; }
  99279. if (maxSteps == 0) {
  99280. this.world.stepSimulation(timeStep, 0);
  99281. }
  99282. else {
  99283. while (maxSteps > 0 && timeStep > 0) {
  99284. if (timeStep - fixedTimeStep < fixedTimeStep) {
  99285. this.world.stepSimulation(timeStep, 0);
  99286. timeStep = 0;
  99287. }
  99288. else {
  99289. timeStep -= fixedTimeStep;
  99290. this.world.stepSimulation(fixedTimeStep, 0);
  99291. }
  99292. maxSteps--;
  99293. }
  99294. }
  99295. };
  99296. /**
  99297. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  99298. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  99299. * After the step the babylon meshes are set to the position of the physics imposters
  99300. * @param delta amount of time to step forward
  99301. * @param impostors array of imposters to update before/after the step
  99302. */
  99303. AmmoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99304. for (var _i = 0, impostors_1 = impostors; _i < impostors_1.length; _i++) {
  99305. var impostor = impostors_1[_i];
  99306. // Update physics world objects to match babylon world
  99307. impostor.beforeStep();
  99308. }
  99309. this._stepSimulation(this._useDeltaForWorldStep ? delta : this._timeStep, this._maxSteps, this._fixedTimeStep);
  99310. for (var _a = 0, impostors_2 = impostors; _a < impostors_2.length; _a++) {
  99311. var mainImpostor = impostors_2[_a];
  99312. // After physics update make babylon world objects match physics world objects
  99313. mainImpostor.afterStep();
  99314. // Handle collision event
  99315. if (mainImpostor._onPhysicsCollideCallbacks.length > 0) {
  99316. if (this._isImpostorInContact(mainImpostor)) {
  99317. for (var _b = 0, _c = mainImpostor._onPhysicsCollideCallbacks; _b < _c.length; _b++) {
  99318. var collideCallback = _c[_b];
  99319. for (var _d = 0, _e = collideCallback.otherImpostors; _d < _e.length; _d++) {
  99320. var otherImpostor = _e[_d];
  99321. if (mainImpostor.physicsBody.isActive() || otherImpostor.physicsBody.isActive()) {
  99322. if (this._isImpostorPairInContact(mainImpostor, otherImpostor)) {
  99323. mainImpostor.onCollide({ body: otherImpostor.physicsBody });
  99324. otherImpostor.onCollide({ body: mainImpostor.physicsBody });
  99325. }
  99326. }
  99327. }
  99328. }
  99329. }
  99330. }
  99331. }
  99332. };
  99333. /**
  99334. * Applies an implulse on the imposter
  99335. * @param impostor imposter to apply impulse
  99336. * @param force amount of force to be applied to the imposter
  99337. * @param contactPoint the location to apply the impulse on the imposter
  99338. */
  99339. AmmoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99340. var worldPoint = this._tmpAmmoVectorA;
  99341. var impulse = this._tmpAmmoVectorB;
  99342. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99343. impulse.setValue(force.x, force.y, force.z);
  99344. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  99345. };
  99346. /**
  99347. * Applies a force on the imposter
  99348. * @param impostor imposter to apply force
  99349. * @param force amount of force to be applied to the imposter
  99350. * @param contactPoint the location to apply the force on the imposter
  99351. */
  99352. AmmoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99353. var worldPoint = this._tmpAmmoVectorA;
  99354. var impulse = this._tmpAmmoVectorB;
  99355. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99356. impulse.setValue(force.x, force.y, force.z);
  99357. impostor.physicsBody.applyForce(impulse, worldPoint);
  99358. };
  99359. /**
  99360. * Creates a physics body using the plugin
  99361. * @param impostor the imposter to create the physics body on
  99362. */
  99363. AmmoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99364. impostor._pluginData = { toDispose: [] };
  99365. //parent-child relationship
  99366. if (impostor.parent) {
  99367. if (impostor.physicsBody) {
  99368. this.removePhysicsBody(impostor);
  99369. impostor.forceUpdate();
  99370. }
  99371. return;
  99372. }
  99373. if (impostor.isBodyInitRequired()) {
  99374. var colShape = this._createShape(impostor);
  99375. var mass = impostor.getParam("mass");
  99376. impostor._pluginData.mass = mass;
  99377. var localInertia = new Ammo.btVector3(0, 0, 0);
  99378. var startTransform = new Ammo.btTransform();
  99379. startTransform.setIdentity();
  99380. if (mass !== 0) {
  99381. colShape.calculateLocalInertia(mass, localInertia);
  99382. }
  99383. this._tmpAmmoVectorA.setValue(impostor.object.position.x, impostor.object.position.y, impostor.object.position.z);
  99384. this._tmpAmmoQuaternion.setValue(impostor.object.rotationQuaternion.x, impostor.object.rotationQuaternion.y, impostor.object.rotationQuaternion.z, impostor.object.rotationQuaternion.w);
  99385. startTransform.setOrigin(this._tmpAmmoVectorA);
  99386. startTransform.setRotation(this._tmpAmmoQuaternion);
  99387. var myMotionState = new Ammo.btDefaultMotionState(startTransform);
  99388. var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
  99389. var body = new Ammo.btRigidBody(rbInfo);
  99390. // Make objects kinematic if it's mass is 0
  99391. if (mass === 0) {
  99392. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.KINEMATIC_FLAG);
  99393. body.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);
  99394. }
  99395. // Disable collision if NoImpostor, but keep collision if shape is btCompoundShape
  99396. if (impostor.type == BABYLON.PhysicsImpostor.NoImpostor && !colShape.getChildShape) {
  99397. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.DISABLE_COLLISION_FLAG);
  99398. }
  99399. body.setRestitution(impostor.getParam("restitution"));
  99400. this.world.addRigidBody(body);
  99401. impostor.physicsBody = body;
  99402. impostor._pluginData.toDispose.concat([body, rbInfo, myMotionState, startTransform, localInertia, colShape]);
  99403. }
  99404. };
  99405. /**
  99406. * Removes the physics body from the imposter and disposes of the body's memory
  99407. * @param impostor imposter to remove the physics body from
  99408. */
  99409. AmmoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99410. var _this = this;
  99411. if (this.world) {
  99412. this.world.removeRigidBody(impostor.physicsBody);
  99413. impostor._pluginData.toDispose.forEach(function (d) {
  99414. _this.bjsAMMO.destroy(d);
  99415. });
  99416. }
  99417. };
  99418. /**
  99419. * Generates a joint
  99420. * @param impostorJoint the imposter joint to create the joint with
  99421. */
  99422. AmmoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99423. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99424. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99425. if (!mainBody || !connectedBody) {
  99426. return;
  99427. }
  99428. var jointData = impostorJoint.joint.jointData;
  99429. if (!jointData.mainPivot) {
  99430. jointData.mainPivot = new BABYLON.Vector3(0, 0, 0);
  99431. }
  99432. if (!jointData.connectedPivot) {
  99433. jointData.connectedPivot = new BABYLON.Vector3(0, 0, 0);
  99434. }
  99435. var joint;
  99436. switch (impostorJoint.joint.type) {
  99437. case BABYLON.PhysicsJoint.DistanceJoint:
  99438. var distance = jointData.maxDistance;
  99439. if (distance) {
  99440. jointData.mainPivot = new BABYLON.Vector3(0, -distance / 2, 0);
  99441. jointData.connectedPivot = new BABYLON.Vector3(0, distance / 2, 0);
  99442. }
  99443. 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));
  99444. break;
  99445. case BABYLON.PhysicsJoint.HingeJoint:
  99446. if (!jointData.mainAxis) {
  99447. jointData.mainAxis = new BABYLON.Vector3(0, 0, 0);
  99448. }
  99449. if (!jointData.connectedAxis) {
  99450. jointData.connectedAxis = new BABYLON.Vector3(0, 0, 0);
  99451. }
  99452. var mainAxis = new Ammo.btVector3(jointData.mainAxis.x, jointData.mainAxis.y, jointData.mainAxis.z);
  99453. var connectedAxis = new Ammo.btVector3(jointData.connectedAxis.x, jointData.connectedAxis.y, jointData.connectedAxis.z);
  99454. joint = new Ammo.btHingeConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z), mainAxis, connectedAxis);
  99455. break;
  99456. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99457. 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));
  99458. break;
  99459. default:
  99460. BABYLON.Tools.Warn("JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint");
  99461. 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));
  99462. break;
  99463. }
  99464. this.world.addConstraint(joint, true);
  99465. impostorJoint.joint.physicsJoint = joint;
  99466. };
  99467. /**
  99468. * Removes a joint
  99469. * @param impostorJoint the imposter joint to remove the joint from
  99470. */
  99471. AmmoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99472. if (this.world) {
  99473. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  99474. }
  99475. };
  99476. // adds all verticies (including child verticies) to the triangle mesh
  99477. AmmoJSPlugin.prototype._addMeshVerts = function (btTriangleMesh, topLevelObject, object) {
  99478. var _this = this;
  99479. var triangleCount = 0;
  99480. if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {
  99481. var indices = object.getIndices();
  99482. if (!indices) {
  99483. indices = [];
  99484. }
  99485. var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  99486. if (!vertexPositions) {
  99487. vertexPositions = [];
  99488. }
  99489. object.computeWorldMatrix(false);
  99490. var faceCount = indices.length / 3;
  99491. for (var i = 0; i < faceCount; i++) {
  99492. var triPoints = [];
  99493. for (var point = 0; point < 3; point++) {
  99494. 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]);
  99495. v = BABYLON.Vector3.TransformCoordinates(v, object.getWorldMatrix());
  99496. v.subtractInPlace(topLevelObject.position);
  99497. var vec;
  99498. if (point == 0) {
  99499. vec = this._tmpAmmoVectorA;
  99500. }
  99501. else if (point == 1) {
  99502. vec = this._tmpAmmoVectorB;
  99503. }
  99504. else {
  99505. vec = this._tmpAmmoVectorC;
  99506. }
  99507. vec.setValue(v.x, v.y, v.z);
  99508. triPoints.push(vec);
  99509. }
  99510. btTriangleMesh.addTriangle(triPoints[0], triPoints[1], triPoints[2]);
  99511. triangleCount++;
  99512. }
  99513. object.getChildMeshes().forEach(function (m) {
  99514. triangleCount += _this._addMeshVerts(btTriangleMesh, topLevelObject, m);
  99515. });
  99516. }
  99517. return triangleCount;
  99518. };
  99519. AmmoJSPlugin.prototype._createShape = function (impostor, ignoreChildren) {
  99520. var _this = this;
  99521. if (ignoreChildren === void 0) { ignoreChildren = false; }
  99522. var object = impostor.object;
  99523. var returnValue;
  99524. var extendSize = impostor.getObjectExtendSize();
  99525. if (!ignoreChildren) {
  99526. var meshChildren = impostor.object.getChildMeshes ? impostor.object.getChildMeshes(true) : [];
  99527. returnValue = new Ammo.btCompoundShape();
  99528. // Add shape of all children to the compound shape
  99529. var childrenAdded = 0;
  99530. meshChildren.forEach(function (childMesh) {
  99531. var childImpostor = childMesh.getPhysicsImpostor();
  99532. if (childImpostor) {
  99533. var shape = _this._createShape(childImpostor);
  99534. // Position needs to be scaled based on parent's scaling
  99535. var parentMat = childMesh.parent.getWorldMatrix().clone();
  99536. var s = new BABYLON.Vector3();
  99537. parentMat.decompose(s);
  99538. _this._tmpAmmoTransform.getOrigin().setValue(childMesh.position.x * s.x, childMesh.position.y * s.y, childMesh.position.z * s.z);
  99539. _this._tmpAmmoQuaternion.setValue(childMesh.rotationQuaternion.x, childMesh.rotationQuaternion.y, childMesh.rotationQuaternion.z, childMesh.rotationQuaternion.w);
  99540. _this._tmpAmmoTransform.setRotation(_this._tmpAmmoQuaternion);
  99541. returnValue.addChildShape(_this._tmpAmmoTransform, shape);
  99542. childImpostor.dispose();
  99543. childrenAdded++;
  99544. }
  99545. });
  99546. if (childrenAdded > 0) {
  99547. // Add parents shape as a child if present
  99548. if (impostor.type != BABYLON.PhysicsImpostor.NoImpostor) {
  99549. var shape = this._createShape(impostor, true);
  99550. if (shape) {
  99551. this._tmpAmmoTransform.getOrigin().setValue(0, 0, 0);
  99552. this._tmpAmmoQuaternion.setValue(0, 0, 0, 1);
  99553. this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);
  99554. returnValue.addChildShape(this._tmpAmmoTransform, shape);
  99555. }
  99556. }
  99557. return returnValue;
  99558. }
  99559. else {
  99560. // If no children with impostors create the actual shape below instead
  99561. Ammo.destroy(returnValue);
  99562. returnValue = null;
  99563. }
  99564. }
  99565. switch (impostor.type) {
  99566. case BABYLON.PhysicsImpostor.SphereImpostor:
  99567. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99568. break;
  99569. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99570. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99571. returnValue = new Ammo.btCylinderShape(this._tmpAmmoVectorA);
  99572. break;
  99573. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99574. case BABYLON.PhysicsImpostor.BoxImpostor:
  99575. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99576. returnValue = new Ammo.btBoxShape(this._tmpAmmoVectorA);
  99577. break;
  99578. case BABYLON.PhysicsImpostor.MeshImpostor:
  99579. var tetraMesh = new Ammo.btTriangleMesh();
  99580. impostor._pluginData.toDispose.concat([tetraMesh]);
  99581. var triangeCount = this._addMeshVerts(tetraMesh, object, object);
  99582. if (triangeCount == 0) {
  99583. returnValue = new Ammo.btCompoundShape();
  99584. }
  99585. else {
  99586. returnValue = new Ammo.btBvhTriangleMeshShape(tetraMesh);
  99587. }
  99588. break;
  99589. case BABYLON.PhysicsImpostor.NoImpostor:
  99590. // Fill with sphere but collision is disabled on the rigid body in generatePhysicsBody, using an empty shape caused unexpected movement with joints
  99591. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99592. break;
  99593. default:
  99594. BABYLON.Tools.Warn("The impostor type is not currently supported by the ammo plugin.");
  99595. break;
  99596. }
  99597. return returnValue;
  99598. };
  99599. /**
  99600. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  99601. * @param impostor imposter containing the physics body and babylon object
  99602. */
  99603. AmmoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99604. impostor.physicsBody.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99605. impostor.object.position.set(this._tmpAmmoTransform.getOrigin().x(), this._tmpAmmoTransform.getOrigin().y(), this._tmpAmmoTransform.getOrigin().z());
  99606. if (!impostor.object.rotationQuaternion) {
  99607. if (impostor.object.rotation) {
  99608. this._tmpQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99609. this._tmpQuaternion.toEulerAnglesToRef(impostor.object.rotation);
  99610. }
  99611. }
  99612. else {
  99613. impostor.object.rotationQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99614. }
  99615. };
  99616. /**
  99617. * Sets the babylon object's position/rotation from the physics body's position/rotation
  99618. * @param impostor imposter containing the physics body and babylon object
  99619. * @param newPosition new position
  99620. * @param newRotation new rotation
  99621. */
  99622. AmmoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99623. var trans = impostor.physicsBody.getWorldTransform();
  99624. // If rotation/position has changed update and activate riged body
  99625. if (trans.getOrigin().x() != newPosition.x ||
  99626. trans.getOrigin().y() != newPosition.y ||
  99627. trans.getOrigin().z() != newPosition.z ||
  99628. trans.getRotation().x() != newRotation.x ||
  99629. trans.getRotation().y() != newRotation.y ||
  99630. trans.getRotation().z() != newRotation.z ||
  99631. trans.getRotation().w() != newRotation.w) {
  99632. this._tmpAmmoVectorA.setValue(newPosition.x, newPosition.y, newPosition.z);
  99633. trans.setOrigin(this._tmpAmmoVectorA);
  99634. this._tmpAmmoQuaternion.setValue(newRotation.x, newRotation.y, newRotation.z, newRotation.w);
  99635. trans.setRotation(this._tmpAmmoQuaternion);
  99636. impostor.physicsBody.setWorldTransform(trans);
  99637. if (impostor.mass == 0) {
  99638. // Kinematic objects must be updated using motion state
  99639. var motionState = impostor.physicsBody.getMotionState();
  99640. if (motionState) {
  99641. motionState.setWorldTransform(trans);
  99642. }
  99643. }
  99644. else {
  99645. impostor.physicsBody.activate();
  99646. }
  99647. }
  99648. };
  99649. /**
  99650. * If this plugin is supported
  99651. * @returns true if its supported
  99652. */
  99653. AmmoJSPlugin.prototype.isSupported = function () {
  99654. return this.bjsAMMO !== undefined;
  99655. };
  99656. /**
  99657. * Sets the linear velocity of the physics body
  99658. * @param impostor imposter to set the velocity on
  99659. * @param velocity velocity to set
  99660. */
  99661. AmmoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99662. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99663. impostor.physicsBody.setLinearVelocity(this._tmpAmmoVectorA);
  99664. };
  99665. /**
  99666. * Sets the angular velocity of the physics body
  99667. * @param impostor imposter to set the velocity on
  99668. * @param velocity velocity to set
  99669. */
  99670. AmmoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99671. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99672. impostor.physicsBody.setAngularVelocity(this._tmpAmmoVectorA);
  99673. };
  99674. /**
  99675. * gets the linear velocity
  99676. * @param impostor imposter to get linear velocity from
  99677. * @returns linear velocity
  99678. */
  99679. AmmoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99680. var v = impostor.physicsBody.getLinearVelocity();
  99681. if (!v) {
  99682. return null;
  99683. }
  99684. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99685. };
  99686. /**
  99687. * gets the angular velocity
  99688. * @param impostor imposter to get angular velocity from
  99689. * @returns angular velocity
  99690. */
  99691. AmmoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99692. var v = impostor.physicsBody.getAngularVelocity();
  99693. if (!v) {
  99694. return null;
  99695. }
  99696. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99697. };
  99698. /**
  99699. * Sets the mass of physics body
  99700. * @param impostor imposter to set the mass on
  99701. * @param mass mass to set
  99702. */
  99703. AmmoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99704. impostor.physicsBody.setMassProps(mass);
  99705. impostor._pluginData.mass = mass;
  99706. };
  99707. /**
  99708. * Gets the mass of the physics body
  99709. * @param impostor imposter to get the mass from
  99710. * @returns mass
  99711. */
  99712. AmmoJSPlugin.prototype.getBodyMass = function (impostor) {
  99713. return impostor._pluginData.mass;
  99714. };
  99715. /**
  99716. * Gets friction of the impostor
  99717. * @param impostor impostor to get friction from
  99718. * @returns friction value
  99719. */
  99720. AmmoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99721. return impostor.physicsBody.getFriction();
  99722. };
  99723. /**
  99724. * Sets friction of the impostor
  99725. * @param impostor impostor to set friction on
  99726. * @param friction friction value
  99727. */
  99728. AmmoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99729. impostor.physicsBody.setFriction(friction);
  99730. };
  99731. /**
  99732. * Gets restitution of the impostor
  99733. * @param impostor impostor to get restitution from
  99734. * @returns restitution value
  99735. */
  99736. AmmoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99737. return impostor.physicsBody.getRestitution();
  99738. };
  99739. /**
  99740. * Sets resitution of the impostor
  99741. * @param impostor impostor to set resitution on
  99742. * @param restitution resitution value
  99743. */
  99744. AmmoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99745. impostor.physicsBody.setRestitution(restitution);
  99746. };
  99747. /**
  99748. * Sleeps the physics body and stops it from being active
  99749. * @param impostor impostor to sleep
  99750. */
  99751. AmmoJSPlugin.prototype.sleepBody = function (impostor) {
  99752. BABYLON.Tools.Warn("sleepBody is not currently supported by the Ammo physics plugin");
  99753. };
  99754. /**
  99755. * Activates the physics body
  99756. * @param impostor impostor to activate
  99757. */
  99758. AmmoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99759. impostor.physicsBody.activate();
  99760. };
  99761. /**
  99762. * Updates the distance parameters of the joint
  99763. * @param joint joint to update
  99764. * @param maxDistance maximum distance of the joint
  99765. * @param minDistance minimum distance of the joint
  99766. */
  99767. AmmoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99768. BABYLON.Tools.Warn("updateDistanceJoint is not currently supported by the Ammo physics plugin");
  99769. };
  99770. /**
  99771. * Sets a motor on the joint
  99772. * @param joint joint to set motor on
  99773. * @param speed speed of the motor
  99774. * @param maxForce maximum force of the motor
  99775. * @param motorIndex index of the motor
  99776. */
  99777. AmmoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99778. joint.physicsJoint.enableAngularMotor(true, speed, maxForce);
  99779. };
  99780. /**
  99781. * Sets the motors limit
  99782. * @param joint joint to set limit on
  99783. * @param upperLimit upper limit
  99784. * @param lowerLimit lower limit
  99785. */
  99786. AmmoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99787. BABYLON.Tools.Warn("setLimit is not currently supported by the Ammo physics plugin");
  99788. };
  99789. /**
  99790. * Syncs the position and rotation of a mesh with the impostor
  99791. * @param mesh mesh to sync
  99792. * @param impostor impostor to update the mesh with
  99793. */
  99794. AmmoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99795. var body = impostor.physicsBody;
  99796. body.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99797. mesh.position.x = this._tmpAmmoTransform.getOrigin().x();
  99798. mesh.position.y = this._tmpAmmoTransform.getOrigin().y();
  99799. mesh.position.z = this._tmpAmmoTransform.getOrigin().z();
  99800. if (mesh.rotationQuaternion) {
  99801. mesh.rotationQuaternion.x = this._tmpAmmoTransform.getRotation().x();
  99802. mesh.rotationQuaternion.y = this._tmpAmmoTransform.getRotation().y();
  99803. mesh.rotationQuaternion.z = this._tmpAmmoTransform.getRotation().z();
  99804. mesh.rotationQuaternion.w = this._tmpAmmoTransform.getRotation().w();
  99805. }
  99806. };
  99807. /**
  99808. * Gets the radius of the impostor
  99809. * @param impostor impostor to get radius from
  99810. * @returns the radius
  99811. */
  99812. AmmoJSPlugin.prototype.getRadius = function (impostor) {
  99813. var exntend = impostor.getObjectExtendSize();
  99814. return exntend.x / 2;
  99815. };
  99816. /**
  99817. * Gets the box size of the impostor
  99818. * @param impostor impostor to get box size from
  99819. * @param result the resulting box size
  99820. */
  99821. AmmoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99822. var exntend = impostor.getObjectExtendSize();
  99823. result.x = exntend.x;
  99824. result.y = exntend.y;
  99825. result.z = exntend.z;
  99826. };
  99827. /**
  99828. * Disposes of the impostor
  99829. */
  99830. AmmoJSPlugin.prototype.dispose = function () {
  99831. // Dispose of world
  99832. Ammo.destroy(this.world);
  99833. Ammo.destroy(this._solver);
  99834. Ammo.destroy(this._overlappingPairCache);
  99835. Ammo.destroy(this._dispatcher);
  99836. Ammo.destroy(this._collisionConfiguration);
  99837. // Dispose of tmp variables
  99838. Ammo.destroy(this._tmpAmmoVectorA);
  99839. Ammo.destroy(this._tmpAmmoVectorB);
  99840. Ammo.destroy(this._tmpAmmoVectorC);
  99841. Ammo.destroy(this._tmpAmmoTransform);
  99842. Ammo.destroy(this._tmpAmmoQuaternion);
  99843. Ammo.destroy(this._tmpAmmoConcreteContactResultCallback);
  99844. this.world = null;
  99845. };
  99846. AmmoJSPlugin.DISABLE_COLLISION_FLAG = 4;
  99847. AmmoJSPlugin.KINEMATIC_FLAG = 2;
  99848. AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG = 4;
  99849. return AmmoJSPlugin;
  99850. }());
  99851. BABYLON.AmmoJSPlugin = AmmoJSPlugin;
  99852. })(BABYLON || (BABYLON = {}));
  99853. //# sourceMappingURL=babylon.ammoJSPlugin.js.map
  99854. var BABYLON;
  99855. (function (BABYLON) {
  99856. /** @hidden */
  99857. var OimoJSPlugin = /** @class */ (function () {
  99858. function OimoJSPlugin(iterations) {
  99859. this.name = "OimoJSPlugin";
  99860. this._tmpImpostorsArray = [];
  99861. this._tmpPositionVector = BABYLON.Vector3.Zero();
  99862. this.BJSOIMO = OIMO;
  99863. this.world = new this.BJSOIMO.World({
  99864. iterations: iterations
  99865. });
  99866. this.world.clear();
  99867. }
  99868. OimoJSPlugin.prototype.setGravity = function (gravity) {
  99869. this.world.gravity.copy(gravity);
  99870. };
  99871. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99872. this.world.timeStep = timeStep;
  99873. };
  99874. OimoJSPlugin.prototype.getTimeStep = function () {
  99875. return this.world.timeStep;
  99876. };
  99877. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99878. var _this = this;
  99879. impostors.forEach(function (impostor) {
  99880. impostor.beforeStep();
  99881. });
  99882. this.world.step();
  99883. impostors.forEach(function (impostor) {
  99884. impostor.afterStep();
  99885. //update the ordered impostors array
  99886. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  99887. });
  99888. //check for collisions
  99889. var contact = this.world.contacts;
  99890. while (contact !== null) {
  99891. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  99892. contact = contact.next;
  99893. continue;
  99894. }
  99895. //is this body colliding with any other? get the impostor
  99896. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  99897. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  99898. if (!mainImpostor || !collidingImpostor) {
  99899. contact = contact.next;
  99900. continue;
  99901. }
  99902. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  99903. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  99904. contact = contact.next;
  99905. }
  99906. };
  99907. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99908. var mass = impostor.physicsBody.mass;
  99909. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  99910. };
  99911. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99912. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  99913. this.applyImpulse(impostor, force, contactPoint);
  99914. };
  99915. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99916. var _this = this;
  99917. //parent-child relationship. Does this impostor has a parent impostor?
  99918. if (impostor.parent) {
  99919. if (impostor.physicsBody) {
  99920. this.removePhysicsBody(impostor);
  99921. //TODO is that needed?
  99922. impostor.forceUpdate();
  99923. }
  99924. return;
  99925. }
  99926. if (impostor.isBodyInitRequired()) {
  99927. var bodyConfig = {
  99928. name: impostor.uniqueId,
  99929. //Oimo must have mass, also for static objects.
  99930. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  99931. size: [],
  99932. type: [],
  99933. pos: [],
  99934. posShape: [],
  99935. rot: [],
  99936. rotShape: [],
  99937. move: impostor.getParam("mass") !== 0,
  99938. density: impostor.getParam("mass"),
  99939. friction: impostor.getParam("friction"),
  99940. restitution: impostor.getParam("restitution"),
  99941. //Supporting older versions of Oimo
  99942. world: this.world
  99943. };
  99944. var impostors = [impostor];
  99945. var addToArray = function (parent) {
  99946. if (!parent.getChildMeshes) {
  99947. return;
  99948. }
  99949. parent.getChildMeshes().forEach(function (m) {
  99950. if (m.physicsImpostor) {
  99951. impostors.push(m.physicsImpostor);
  99952. //m.physicsImpostor._init();
  99953. }
  99954. });
  99955. };
  99956. addToArray(impostor.object);
  99957. var checkWithEpsilon_1 = function (value) {
  99958. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  99959. };
  99960. var globalQuaternion_1 = new BABYLON.Quaternion();
  99961. impostors.forEach(function (i) {
  99962. if (!i.object.rotationQuaternion) {
  99963. return;
  99964. }
  99965. //get the correct bounding box
  99966. var oldQuaternion = i.object.rotationQuaternion;
  99967. globalQuaternion_1 = oldQuaternion.clone();
  99968. var rot = oldQuaternion.toEulerAngles();
  99969. var extendSize = i.getObjectExtendSize();
  99970. var radToDeg = 57.295779513082320876;
  99971. if (i === impostor) {
  99972. var center = impostor.getObjectCenter();
  99973. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  99974. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  99975. //Can also use Array.prototype.push.apply
  99976. bodyConfig.pos.push(center.x);
  99977. bodyConfig.pos.push(center.y);
  99978. bodyConfig.pos.push(center.z);
  99979. bodyConfig.posShape.push(0, 0, 0);
  99980. bodyConfig.rotShape.push(0, 0, 0);
  99981. }
  99982. else {
  99983. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  99984. bodyConfig.posShape.push(localPosition.x);
  99985. bodyConfig.posShape.push(localPosition.y);
  99986. bodyConfig.posShape.push(localPosition.z);
  99987. bodyConfig.pos.push(0, 0, 0);
  99988. bodyConfig.rotShape.push(rot.x * radToDeg);
  99989. bodyConfig.rotShape.push(rot.y * radToDeg);
  99990. bodyConfig.rotShape.push(rot.z * radToDeg);
  99991. }
  99992. // register mesh
  99993. switch (i.type) {
  99994. case BABYLON.PhysicsImpostor.ParticleImpostor:
  99995. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  99996. case BABYLON.PhysicsImpostor.SphereImpostor:
  99997. var radiusX = extendSize.x;
  99998. var radiusY = extendSize.y;
  99999. var radiusZ = extendSize.z;
  100000. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  100001. bodyConfig.type.push('sphere');
  100002. //due to the way oimo works with compounds, add 3 times
  100003. bodyConfig.size.push(size);
  100004. bodyConfig.size.push(size);
  100005. bodyConfig.size.push(size);
  100006. break;
  100007. case BABYLON.PhysicsImpostor.CylinderImpostor:
  100008. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  100009. var sizeY = checkWithEpsilon_1(extendSize.y);
  100010. bodyConfig.type.push('cylinder');
  100011. bodyConfig.size.push(sizeX);
  100012. bodyConfig.size.push(sizeY);
  100013. //due to the way oimo works with compounds, add one more value.
  100014. bodyConfig.size.push(sizeY);
  100015. break;
  100016. case BABYLON.PhysicsImpostor.PlaneImpostor:
  100017. case BABYLON.PhysicsImpostor.BoxImpostor:
  100018. default:
  100019. var sizeX = checkWithEpsilon_1(extendSize.x);
  100020. var sizeY = checkWithEpsilon_1(extendSize.y);
  100021. var sizeZ = checkWithEpsilon_1(extendSize.z);
  100022. bodyConfig.type.push('box');
  100023. //if (i === impostor) {
  100024. bodyConfig.size.push(sizeX);
  100025. bodyConfig.size.push(sizeY);
  100026. bodyConfig.size.push(sizeZ);
  100027. //} else {
  100028. // bodyConfig.size.push(0,0,0);
  100029. //}
  100030. break;
  100031. }
  100032. //actually not needed, but hey...
  100033. i.object.rotationQuaternion = oldQuaternion;
  100034. });
  100035. impostor.physicsBody = this.world.add(bodyConfig);
  100036. // set the quaternion, ignoring the previously defined (euler) rotation
  100037. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  100038. // update with delta 0, so the body will reveive the new rotation.
  100039. impostor.physicsBody.updatePosition(0);
  100040. }
  100041. else {
  100042. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  100043. }
  100044. impostor.setDeltaPosition(this._tmpPositionVector);
  100045. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  100046. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  100047. };
  100048. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  100049. //impostor.physicsBody.dispose();
  100050. //Same as : (older oimo versions)
  100051. this.world.removeRigidBody(impostor.physicsBody);
  100052. };
  100053. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  100054. var mainBody = impostorJoint.mainImpostor.physicsBody;
  100055. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  100056. if (!mainBody || !connectedBody) {
  100057. return;
  100058. }
  100059. var jointData = impostorJoint.joint.jointData;
  100060. var options = jointData.nativeParams || {};
  100061. var type;
  100062. var nativeJointData = {
  100063. body1: mainBody,
  100064. body2: connectedBody,
  100065. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  100066. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  100067. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  100068. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  100069. min: options.min,
  100070. max: options.max,
  100071. collision: options.collision || jointData.collision,
  100072. spring: options.spring,
  100073. //supporting older version of Oimo
  100074. world: this.world
  100075. };
  100076. switch (impostorJoint.joint.type) {
  100077. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  100078. type = "jointBall";
  100079. break;
  100080. case BABYLON.PhysicsJoint.SpringJoint:
  100081. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  100082. var springData = jointData;
  100083. nativeJointData.min = springData.length || nativeJointData.min;
  100084. //Max should also be set, just make sure it is at least min
  100085. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  100086. case BABYLON.PhysicsJoint.DistanceJoint:
  100087. type = "jointDistance";
  100088. nativeJointData.max = jointData.maxDistance;
  100089. break;
  100090. case BABYLON.PhysicsJoint.PrismaticJoint:
  100091. type = "jointPrisme";
  100092. break;
  100093. case BABYLON.PhysicsJoint.SliderJoint:
  100094. type = "jointSlide";
  100095. break;
  100096. case BABYLON.PhysicsJoint.WheelJoint:
  100097. type = "jointWheel";
  100098. break;
  100099. case BABYLON.PhysicsJoint.HingeJoint:
  100100. default:
  100101. type = "jointHinge";
  100102. break;
  100103. }
  100104. nativeJointData.type = type;
  100105. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  100106. };
  100107. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  100108. //Bug in Oimo prevents us from disposing a joint in the playground
  100109. //joint.joint.physicsJoint.dispose();
  100110. //So we will bruteforce it!
  100111. try {
  100112. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  100113. }
  100114. catch (e) {
  100115. BABYLON.Tools.Warn(e);
  100116. }
  100117. };
  100118. OimoJSPlugin.prototype.isSupported = function () {
  100119. return this.BJSOIMO !== undefined;
  100120. };
  100121. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  100122. if (!impostor.physicsBody.sleeping) {
  100123. //TODO check that
  100124. /*if (impostor.physicsBody.shapes.next) {
  100125. var parentShape = this._getLastShape(impostor.physicsBody);
  100126. impostor.object.position.copyFrom(parentShape.position);
  100127. console.log(parentShape.position);
  100128. } else {*/
  100129. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  100130. //}
  100131. if (impostor.object.rotationQuaternion) {
  100132. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  100133. }
  100134. }
  100135. };
  100136. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  100137. var body = impostor.physicsBody;
  100138. body.position.copy(newPosition);
  100139. body.orientation.copy(newRotation);
  100140. body.syncShapes();
  100141. body.awake();
  100142. };
  100143. /*private _getLastShape(body: any): any {
  100144. var lastShape = body.shapes;
  100145. while (lastShape.next) {
  100146. lastShape = lastShape.next;
  100147. }
  100148. return lastShape;
  100149. }*/
  100150. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  100151. impostor.physicsBody.linearVelocity.copy(velocity);
  100152. };
  100153. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  100154. impostor.physicsBody.angularVelocity.copy(velocity);
  100155. };
  100156. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  100157. var v = impostor.physicsBody.linearVelocity;
  100158. if (!v) {
  100159. return null;
  100160. }
  100161. return new BABYLON.Vector3(v.x, v.y, v.z);
  100162. };
  100163. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  100164. var v = impostor.physicsBody.angularVelocity;
  100165. if (!v) {
  100166. return null;
  100167. }
  100168. return new BABYLON.Vector3(v.x, v.y, v.z);
  100169. };
  100170. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  100171. var staticBody = mass === 0;
  100172. //this will actually set the body's density and not its mass.
  100173. //But this is how oimo treats the mass variable.
  100174. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  100175. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  100176. };
  100177. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  100178. return impostor.physicsBody.shapes.density;
  100179. };
  100180. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  100181. return impostor.physicsBody.shapes.friction;
  100182. };
  100183. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  100184. impostor.physicsBody.shapes.friction = friction;
  100185. };
  100186. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  100187. return impostor.physicsBody.shapes.restitution;
  100188. };
  100189. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  100190. impostor.physicsBody.shapes.restitution = restitution;
  100191. };
  100192. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  100193. impostor.physicsBody.sleep();
  100194. };
  100195. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  100196. impostor.physicsBody.awake();
  100197. };
  100198. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  100199. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  100200. if (minDistance !== void 0) {
  100201. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  100202. }
  100203. };
  100204. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  100205. //TODO separate rotational and transational motors.
  100206. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100207. if (motor) {
  100208. motor.setMotor(speed, maxForce);
  100209. }
  100210. };
  100211. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  100212. //TODO separate rotational and transational motors.
  100213. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100214. if (motor) {
  100215. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  100216. }
  100217. };
  100218. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  100219. var body = impostor.physicsBody;
  100220. mesh.position.x = body.position.x;
  100221. mesh.position.y = body.position.y;
  100222. mesh.position.z = body.position.z;
  100223. if (mesh.rotationQuaternion) {
  100224. mesh.rotationQuaternion.x = body.orientation.x;
  100225. mesh.rotationQuaternion.y = body.orientation.y;
  100226. mesh.rotationQuaternion.z = body.orientation.z;
  100227. mesh.rotationQuaternion.w = body.orientation.s;
  100228. }
  100229. };
  100230. OimoJSPlugin.prototype.getRadius = function (impostor) {
  100231. return impostor.physicsBody.shapes.radius;
  100232. };
  100233. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  100234. var shape = impostor.physicsBody.shapes;
  100235. result.x = shape.halfWidth * 2;
  100236. result.y = shape.halfHeight * 2;
  100237. result.z = shape.halfDepth * 2;
  100238. };
  100239. OimoJSPlugin.prototype.dispose = function () {
  100240. this.world.clear();
  100241. };
  100242. return OimoJSPlugin;
  100243. }());
  100244. BABYLON.OimoJSPlugin = OimoJSPlugin;
  100245. })(BABYLON || (BABYLON = {}));
  100246. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  100247. var BABYLON;
  100248. (function (BABYLON) {
  100249. /**
  100250. * Gets the current physics engine
  100251. * @returns a IPhysicsEngine or null if none attached
  100252. */
  100253. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  100254. return this._physicsEngine;
  100255. };
  100256. /**
  100257. * Enables physics to the current scene
  100258. * @param gravity defines the scene's gravity for the physics engine
  100259. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  100260. * @return a boolean indicating if the physics engine was initialized
  100261. */
  100262. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  100263. if (gravity === void 0) { gravity = null; }
  100264. if (this._physicsEngine) {
  100265. return true;
  100266. }
  100267. // Register the component to the scene
  100268. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  100269. if (!component) {
  100270. component = new PhysicsEngineSceneComponent(this);
  100271. this._addComponent(component);
  100272. }
  100273. try {
  100274. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  100275. return true;
  100276. }
  100277. catch (e) {
  100278. BABYLON.Tools.Error(e.message);
  100279. return false;
  100280. }
  100281. };
  100282. /**
  100283. * Disables and disposes the physics engine associated with the scene
  100284. */
  100285. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  100286. if (!this._physicsEngine) {
  100287. return;
  100288. }
  100289. this._physicsEngine.dispose();
  100290. this._physicsEngine = null;
  100291. };
  100292. /**
  100293. * Gets a boolean indicating if there is an active physics engine
  100294. * @returns a boolean indicating if there is an active physics engine
  100295. */
  100296. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  100297. return this._physicsEngine !== undefined;
  100298. };
  100299. /**
  100300. * Deletes a physics compound impostor
  100301. * @param compound defines the compound to delete
  100302. */
  100303. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  100304. var mesh = compound.parts[0].mesh;
  100305. if (mesh.physicsImpostor) {
  100306. mesh.physicsImpostor.dispose( /*true*/);
  100307. mesh.physicsImpostor = null;
  100308. }
  100309. };
  100310. /** @hidden */
  100311. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  100312. if (this._physicsEngine) {
  100313. this.onBeforePhysicsObservable.notifyObservers(this);
  100314. this._physicsEngine._step(step / 1000);
  100315. this.onAfterPhysicsObservable.notifyObservers(this);
  100316. }
  100317. };
  100318. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  100319. get: function () {
  100320. return this._physicsImpostor;
  100321. },
  100322. set: function (value) {
  100323. var _this = this;
  100324. if (this._physicsImpostor === value) {
  100325. return;
  100326. }
  100327. if (this._disposePhysicsObserver) {
  100328. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  100329. }
  100330. this._physicsImpostor = value;
  100331. if (value) {
  100332. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  100333. // Physics
  100334. if (_this.physicsImpostor) {
  100335. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  100336. _this.physicsImpostor = null;
  100337. }
  100338. });
  100339. }
  100340. },
  100341. enumerable: true,
  100342. configurable: true
  100343. });
  100344. /**
  100345. * Gets the current physics impostor
  100346. * @see http://doc.babylonjs.com/features/physics_engine
  100347. * @returns a physics impostor or null
  100348. */
  100349. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  100350. return this.physicsImpostor;
  100351. };
  100352. /**
  100353. * Apply a physic impulse to the mesh
  100354. * @param force defines the force to apply
  100355. * @param contactPoint defines where to apply the force
  100356. * @returns the current mesh
  100357. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  100358. */
  100359. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  100360. if (!this.physicsImpostor) {
  100361. return this;
  100362. }
  100363. this.physicsImpostor.applyImpulse(force, contactPoint);
  100364. return this;
  100365. };
  100366. /**
  100367. * Creates a physic joint between two meshes
  100368. * @param otherMesh defines the other mesh to use
  100369. * @param pivot1 defines the pivot to use on this mesh
  100370. * @param pivot2 defines the pivot to use on the other mesh
  100371. * @param options defines additional options (can be plugin dependent)
  100372. * @returns the current mesh
  100373. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  100374. */
  100375. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  100376. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  100377. return this;
  100378. }
  100379. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  100380. mainPivot: pivot1,
  100381. connectedPivot: pivot2,
  100382. nativeParams: options
  100383. });
  100384. return this;
  100385. };
  100386. /**
  100387. * Defines the physics engine scene component responsible to manage a physics engine
  100388. */
  100389. var PhysicsEngineSceneComponent = /** @class */ (function () {
  100390. /**
  100391. * Creates a new instance of the component for the given scene
  100392. * @param scene Defines the scene to register the component in
  100393. */
  100394. function PhysicsEngineSceneComponent(scene) {
  100395. var _this = this;
  100396. /**
  100397. * The component name helpful to identify the component in the list of scene components.
  100398. */
  100399. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  100400. this.scene = scene;
  100401. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  100402. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  100403. // Replace the function used to get the deterministic frame time
  100404. this.scene.getDeterministicFrameTime = function () {
  100405. if (_this.scene._physicsEngine) {
  100406. return _this.scene._physicsEngine.getTimeStep() * 1000;
  100407. }
  100408. return 1000.0 / 60.0;
  100409. };
  100410. }
  100411. /**
  100412. * Registers the component in a given scene
  100413. */
  100414. PhysicsEngineSceneComponent.prototype.register = function () {
  100415. };
  100416. /**
  100417. * Rebuilds the elements related to this component in case of
  100418. * context lost for instance.
  100419. */
  100420. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  100421. // Nothing to do for this component
  100422. };
  100423. /**
  100424. * Disposes the component and the associated ressources
  100425. */
  100426. PhysicsEngineSceneComponent.prototype.dispose = function () {
  100427. this.scene.onBeforePhysicsObservable.clear();
  100428. this.scene.onAfterPhysicsObservable.clear();
  100429. if (this.scene._physicsEngine) {
  100430. this.scene.disablePhysicsEngine();
  100431. }
  100432. };
  100433. return PhysicsEngineSceneComponent;
  100434. }());
  100435. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  100436. })(BABYLON || (BABYLON = {}));
  100437. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  100438. var BABYLON;
  100439. (function (BABYLON) {
  100440. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  100441. // All values and structures referenced from:
  100442. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  100443. var DDS_MAGIC = 0x20534444;
  100444. var
  100445. //DDSD_CAPS = 0x1,
  100446. //DDSD_HEIGHT = 0x2,
  100447. //DDSD_WIDTH = 0x4,
  100448. //DDSD_PITCH = 0x8,
  100449. //DDSD_PIXELFORMAT = 0x1000,
  100450. DDSD_MIPMAPCOUNT = 0x20000;
  100451. //DDSD_LINEARSIZE = 0x80000,
  100452. //DDSD_DEPTH = 0x800000;
  100453. // var DDSCAPS_COMPLEX = 0x8,
  100454. // DDSCAPS_MIPMAP = 0x400000,
  100455. // DDSCAPS_TEXTURE = 0x1000;
  100456. var DDSCAPS2_CUBEMAP = 0x200;
  100457. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  100458. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  100459. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  100460. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  100461. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  100462. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  100463. // DDSCAPS2_VOLUME = 0x200000;
  100464. var
  100465. //DDPF_ALPHAPIXELS = 0x1,
  100466. //DDPF_ALPHA = 0x2,
  100467. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  100468. //DDPF_YUV = 0x200,
  100469. DDPF_LUMINANCE = 0x20000;
  100470. function FourCCToInt32(value) {
  100471. return value.charCodeAt(0) +
  100472. (value.charCodeAt(1) << 8) +
  100473. (value.charCodeAt(2) << 16) +
  100474. (value.charCodeAt(3) << 24);
  100475. }
  100476. function Int32ToFourCC(value) {
  100477. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  100478. }
  100479. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  100480. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  100481. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  100482. var FOURCC_DX10 = FourCCToInt32("DX10");
  100483. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  100484. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  100485. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  100486. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  100487. var headerLengthInt = 31; // The header length in 32 bit ints
  100488. // Offsets into the header array
  100489. var off_magic = 0;
  100490. var off_size = 1;
  100491. var off_flags = 2;
  100492. var off_height = 3;
  100493. var off_width = 4;
  100494. var off_mipmapCount = 7;
  100495. var off_pfFlags = 20;
  100496. var off_pfFourCC = 21;
  100497. var off_RGBbpp = 22;
  100498. var off_RMask = 23;
  100499. var off_GMask = 24;
  100500. var off_BMask = 25;
  100501. var off_AMask = 26;
  100502. // var off_caps1 = 27;
  100503. var off_caps2 = 28;
  100504. // var off_caps3 = 29;
  100505. // var off_caps4 = 30;
  100506. var off_dxgiFormat = 32;
  100507. /**
  100508. * Class used to provide DDS decompression tools
  100509. */
  100510. var DDSTools = /** @class */ (function () {
  100511. function DDSTools() {
  100512. }
  100513. /**
  100514. * Gets DDS information from an array buffer
  100515. * @param arrayBuffer defines the array buffer to read data from
  100516. * @returns the DDS information
  100517. */
  100518. DDSTools.GetDDSInfo = function (arrayBuffer) {
  100519. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100520. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  100521. var mipmapCount = 1;
  100522. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  100523. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100524. }
  100525. var fourCC = header[off_pfFourCC];
  100526. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  100527. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100528. switch (fourCC) {
  100529. case FOURCC_D3DFMT_R16G16B16A16F:
  100530. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100531. break;
  100532. case FOURCC_D3DFMT_R32G32B32A32F:
  100533. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100534. break;
  100535. case FOURCC_DX10:
  100536. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  100537. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100538. break;
  100539. }
  100540. }
  100541. return {
  100542. width: header[off_width],
  100543. height: header[off_height],
  100544. mipmapCount: mipmapCount,
  100545. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  100546. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  100547. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  100548. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  100549. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  100550. dxgiFormat: dxgiFormat,
  100551. textureType: textureType
  100552. };
  100553. };
  100554. DDSTools._ToHalfFloat = function (value) {
  100555. if (!DDSTools._FloatView) {
  100556. DDSTools._FloatView = new Float32Array(1);
  100557. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  100558. }
  100559. DDSTools._FloatView[0] = value;
  100560. var x = DDSTools._Int32View[0];
  100561. var bits = (x >> 16) & 0x8000; /* Get the sign */
  100562. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  100563. var e = (x >> 23) & 0xff; /* Using int is faster here */
  100564. /* If zero, or denormal, or exponent underflows too much for a denormal
  100565. * half, return signed zero. */
  100566. if (e < 103) {
  100567. return bits;
  100568. }
  100569. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  100570. if (e > 142) {
  100571. bits |= 0x7c00;
  100572. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  100573. * not Inf, so make sure we set one mantissa bit too. */
  100574. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  100575. return bits;
  100576. }
  100577. /* If exponent underflows but not too much, return a denormal */
  100578. if (e < 113) {
  100579. m |= 0x0800;
  100580. /* Extra rounding may overflow and set mantissa to 0 and exponent
  100581. * to 1, which is OK. */
  100582. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  100583. return bits;
  100584. }
  100585. bits |= ((e - 112) << 10) | (m >> 1);
  100586. bits += m & 1;
  100587. return bits;
  100588. };
  100589. DDSTools._FromHalfFloat = function (value) {
  100590. var s = (value & 0x8000) >> 15;
  100591. var e = (value & 0x7C00) >> 10;
  100592. var f = value & 0x03FF;
  100593. if (e === 0) {
  100594. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  100595. }
  100596. else if (e == 0x1F) {
  100597. return f ? NaN : ((s ? -1 : 1) * Infinity);
  100598. }
  100599. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  100600. };
  100601. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100602. var destArray = new Float32Array(dataLength);
  100603. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100604. var index = 0;
  100605. for (var y = 0; y < height; y++) {
  100606. for (var x = 0; x < width; x++) {
  100607. var srcPos = (x + y * width) * 4;
  100608. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  100609. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  100610. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  100611. if (DDSTools.StoreLODInAlphaChannel) {
  100612. destArray[index + 3] = lod;
  100613. }
  100614. else {
  100615. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  100616. }
  100617. index += 4;
  100618. }
  100619. }
  100620. return destArray;
  100621. };
  100622. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100623. if (DDSTools.StoreLODInAlphaChannel) {
  100624. var destArray = new Uint16Array(dataLength);
  100625. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100626. var index = 0;
  100627. for (var y = 0; y < height; y++) {
  100628. for (var x = 0; x < width; x++) {
  100629. var srcPos = (x + y * width) * 4;
  100630. destArray[index] = srcData[srcPos];
  100631. destArray[index + 1] = srcData[srcPos + 1];
  100632. destArray[index + 2] = srcData[srcPos + 2];
  100633. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  100634. index += 4;
  100635. }
  100636. }
  100637. return destArray;
  100638. }
  100639. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  100640. };
  100641. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100642. if (DDSTools.StoreLODInAlphaChannel) {
  100643. var destArray = new Float32Array(dataLength);
  100644. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100645. var index = 0;
  100646. for (var y = 0; y < height; y++) {
  100647. for (var x = 0; x < width; x++) {
  100648. var srcPos = (x + y * width) * 4;
  100649. destArray[index] = srcData[srcPos];
  100650. destArray[index + 1] = srcData[srcPos + 1];
  100651. destArray[index + 2] = srcData[srcPos + 2];
  100652. destArray[index + 3] = lod;
  100653. index += 4;
  100654. }
  100655. }
  100656. return destArray;
  100657. }
  100658. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  100659. };
  100660. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100661. var destArray = new Uint8Array(dataLength);
  100662. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100663. var index = 0;
  100664. for (var y = 0; y < height; y++) {
  100665. for (var x = 0; x < width; x++) {
  100666. var srcPos = (x + y * width) * 4;
  100667. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  100668. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  100669. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  100670. if (DDSTools.StoreLODInAlphaChannel) {
  100671. destArray[index + 3] = lod;
  100672. }
  100673. else {
  100674. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  100675. }
  100676. index += 4;
  100677. }
  100678. }
  100679. return destArray;
  100680. };
  100681. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100682. var destArray = new Uint8Array(dataLength);
  100683. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100684. var index = 0;
  100685. for (var y = 0; y < height; y++) {
  100686. for (var x = 0; x < width; x++) {
  100687. var srcPos = (x + y * width) * 4;
  100688. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  100689. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  100690. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  100691. if (DDSTools.StoreLODInAlphaChannel) {
  100692. destArray[index + 3] = lod;
  100693. }
  100694. else {
  100695. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  100696. }
  100697. index += 4;
  100698. }
  100699. }
  100700. return destArray;
  100701. };
  100702. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  100703. var byteArray = new Uint8Array(dataLength);
  100704. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100705. var index = 0;
  100706. for (var y = 0; y < height; y++) {
  100707. for (var x = 0; x < width; x++) {
  100708. var srcPos = (x + y * width) * 4;
  100709. byteArray[index] = srcData[srcPos + rOffset];
  100710. byteArray[index + 1] = srcData[srcPos + gOffset];
  100711. byteArray[index + 2] = srcData[srcPos + bOffset];
  100712. byteArray[index + 3] = srcData[srcPos + aOffset];
  100713. index += 4;
  100714. }
  100715. }
  100716. return byteArray;
  100717. };
  100718. DDSTools._ExtractLongWordOrder = function (value) {
  100719. if (value === 0 || value === 255 || value === -16777216) {
  100720. return 0;
  100721. }
  100722. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  100723. };
  100724. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  100725. var byteArray = new Uint8Array(dataLength);
  100726. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100727. var index = 0;
  100728. for (var y = 0; y < height; y++) {
  100729. for (var x = 0; x < width; x++) {
  100730. var srcPos = (x + y * width) * 3;
  100731. byteArray[index] = srcData[srcPos + rOffset];
  100732. byteArray[index + 1] = srcData[srcPos + gOffset];
  100733. byteArray[index + 2] = srcData[srcPos + bOffset];
  100734. index += 3;
  100735. }
  100736. }
  100737. return byteArray;
  100738. };
  100739. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  100740. var byteArray = new Uint8Array(dataLength);
  100741. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100742. var index = 0;
  100743. for (var y = 0; y < height; y++) {
  100744. for (var x = 0; x < width; x++) {
  100745. var srcPos = (x + y * width);
  100746. byteArray[index] = srcData[srcPos];
  100747. index++;
  100748. }
  100749. }
  100750. return byteArray;
  100751. };
  100752. /**
  100753. * Uploads DDS Levels to a Babylon Texture
  100754. * @hidden
  100755. */
  100756. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  100757. if (lodIndex === void 0) { lodIndex = -1; }
  100758. var sphericalPolynomialFaces = null;
  100759. if (info.sphericalPolynomial) {
  100760. sphericalPolynomialFaces = new Array();
  100761. }
  100762. var ext = engine.getCaps().s3tc;
  100763. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100764. var fourCC, width, height, dataLength = 0, dataOffset;
  100765. var byteArray, mipmapCount, mip;
  100766. var internalCompressedFormat = 0;
  100767. var blockBytes = 1;
  100768. if (header[off_magic] !== DDS_MAGIC) {
  100769. BABYLON.Tools.Error("Invalid magic number in DDS header");
  100770. return;
  100771. }
  100772. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  100773. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  100774. return;
  100775. }
  100776. if (info.isCompressed && !ext) {
  100777. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  100778. return;
  100779. }
  100780. var bpp = header[off_RGBbpp];
  100781. dataOffset = header[off_size] + 4;
  100782. var computeFormats = false;
  100783. if (info.isFourCC) {
  100784. fourCC = header[off_pfFourCC];
  100785. switch (fourCC) {
  100786. case FOURCC_DXT1:
  100787. blockBytes = 8;
  100788. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  100789. break;
  100790. case FOURCC_DXT3:
  100791. blockBytes = 16;
  100792. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  100793. break;
  100794. case FOURCC_DXT5:
  100795. blockBytes = 16;
  100796. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  100797. break;
  100798. case FOURCC_D3DFMT_R16G16B16A16F:
  100799. computeFormats = true;
  100800. break;
  100801. case FOURCC_D3DFMT_R32G32B32A32F:
  100802. computeFormats = true;
  100803. break;
  100804. case FOURCC_DX10:
  100805. // There is an additionnal header so dataOffset need to be changed
  100806. dataOffset += 5 * 4; // 5 uints
  100807. var supported = false;
  100808. switch (info.dxgiFormat) {
  100809. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  100810. computeFormats = true;
  100811. supported = true;
  100812. break;
  100813. case DXGI_FORMAT_B8G8R8X8_UNORM:
  100814. info.isRGB = true;
  100815. info.isFourCC = false;
  100816. bpp = 32;
  100817. supported = true;
  100818. break;
  100819. }
  100820. if (supported) {
  100821. break;
  100822. }
  100823. default:
  100824. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  100825. return;
  100826. }
  100827. }
  100828. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  100829. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  100830. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  100831. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  100832. if (computeFormats) {
  100833. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  100834. }
  100835. mipmapCount = 1;
  100836. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  100837. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100838. }
  100839. for (var face = 0; face < faces; face++) {
  100840. width = header[off_width];
  100841. height = header[off_height];
  100842. for (mip = 0; mip < mipmapCount; ++mip) {
  100843. if (lodIndex === -1 || lodIndex === mip) {
  100844. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  100845. var i = (lodIndex === -1) ? mip : 0;
  100846. if (!info.isCompressed && info.isFourCC) {
  100847. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100848. dataLength = width * height * 4;
  100849. var floatArray = null;
  100850. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  100851. if (bpp === 128) {
  100852. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100853. if (sphericalPolynomialFaces && i == 0) {
  100854. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100855. }
  100856. }
  100857. else if (bpp === 64) {
  100858. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100859. if (sphericalPolynomialFaces && i == 0) {
  100860. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100861. }
  100862. }
  100863. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100864. }
  100865. else {
  100866. if (bpp === 128) {
  100867. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100868. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100869. if (sphericalPolynomialFaces && i == 0) {
  100870. sphericalPolynomialFaces.push(floatArray);
  100871. }
  100872. }
  100873. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  100874. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100875. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100876. if (sphericalPolynomialFaces && i == 0) {
  100877. sphericalPolynomialFaces.push(floatArray);
  100878. }
  100879. }
  100880. else { // 64
  100881. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100882. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100883. if (sphericalPolynomialFaces && i == 0) {
  100884. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100885. }
  100886. }
  100887. }
  100888. if (floatArray) {
  100889. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  100890. }
  100891. }
  100892. else if (info.isRGB) {
  100893. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100894. if (bpp === 24) {
  100895. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  100896. dataLength = width * height * 3;
  100897. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  100898. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100899. }
  100900. else { // 32
  100901. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100902. dataLength = width * height * 4;
  100903. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  100904. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100905. }
  100906. }
  100907. else if (info.isLuminance) {
  100908. var unpackAlignment = engine._getUnpackAlignement();
  100909. var unpaddedRowSize = width;
  100910. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  100911. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  100912. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  100913. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  100914. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100915. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100916. }
  100917. else {
  100918. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  100919. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  100920. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100921. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  100922. }
  100923. }
  100924. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  100925. width *= 0.5;
  100926. height *= 0.5;
  100927. width = Math.max(1.0, width);
  100928. height = Math.max(1.0, height);
  100929. }
  100930. if (currentFace !== undefined) {
  100931. // Loading a single face
  100932. break;
  100933. }
  100934. }
  100935. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  100936. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  100937. size: header[off_width],
  100938. right: sphericalPolynomialFaces[0],
  100939. left: sphericalPolynomialFaces[1],
  100940. up: sphericalPolynomialFaces[2],
  100941. down: sphericalPolynomialFaces[3],
  100942. front: sphericalPolynomialFaces[4],
  100943. back: sphericalPolynomialFaces[5],
  100944. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  100945. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  100946. gammaSpace: false,
  100947. });
  100948. }
  100949. else {
  100950. info.sphericalPolynomial = undefined;
  100951. }
  100952. };
  100953. /**
  100954. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  100955. */
  100956. DDSTools.StoreLODInAlphaChannel = false;
  100957. return DDSTools;
  100958. }());
  100959. BABYLON.DDSTools = DDSTools;
  100960. })(BABYLON || (BABYLON = {}));
  100961. //# sourceMappingURL=babylon.dds.js.map
  100962. var BABYLON;
  100963. (function (BABYLON) {
  100964. /**
  100965. * Implementation of the DDS Texture Loader.
  100966. */
  100967. var DDSTextureLoader = /** @class */ (function () {
  100968. function DDSTextureLoader() {
  100969. /**
  100970. * Defines wether the loader supports cascade loading the different faces.
  100971. */
  100972. this.supportCascades = true;
  100973. }
  100974. /**
  100975. * This returns if the loader support the current file information.
  100976. * @param extension defines the file extension of the file being loaded
  100977. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100978. * @param fallback defines the fallback internal texture if any
  100979. * @param isBase64 defines whether the texture is encoded as a base64
  100980. * @param isBuffer defines whether the texture data are stored as a buffer
  100981. * @returns true if the loader can load the specified file
  100982. */
  100983. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100984. return extension.indexOf(".dds") === 0;
  100985. };
  100986. /**
  100987. * Transform the url before loading if required.
  100988. * @param rootUrl the url of the texture
  100989. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100990. * @returns the transformed texture
  100991. */
  100992. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100993. return rootUrl;
  100994. };
  100995. /**
  100996. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100997. * @param rootUrl the url of the texture
  100998. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100999. * @returns the fallback texture
  101000. */
  101001. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101002. return null;
  101003. };
  101004. /**
  101005. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101006. * @param data contains the texture data
  101007. * @param texture defines the BabylonJS internal texture
  101008. * @param createPolynomials will be true if polynomials have been requested
  101009. * @param onLoad defines the callback to trigger once the texture is ready
  101010. * @param onError defines the callback to trigger in case of error
  101011. */
  101012. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  101013. var engine = texture.getEngine();
  101014. var info;
  101015. var loadMipmap = false;
  101016. if (Array.isArray(imgs)) {
  101017. for (var index = 0; index < imgs.length; index++) {
  101018. var data_1 = imgs[index];
  101019. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  101020. texture.width = info.width;
  101021. texture.height = info.height;
  101022. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101023. engine._unpackFlipY(info.isCompressed);
  101024. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  101025. if (!info.isFourCC && info.mipmapCount === 1) {
  101026. engine.generateMipMapsForCubemap(texture);
  101027. }
  101028. }
  101029. }
  101030. else {
  101031. var data = imgs;
  101032. info = BABYLON.DDSTools.GetDDSInfo(data);
  101033. texture.width = info.width;
  101034. texture.height = info.height;
  101035. if (createPolynomials) {
  101036. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  101037. }
  101038. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101039. engine._unpackFlipY(info.isCompressed);
  101040. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  101041. if (!info.isFourCC && info.mipmapCount === 1) {
  101042. engine.generateMipMapsForCubemap(texture);
  101043. }
  101044. }
  101045. engine._setCubeMapTextureParams(loadMipmap);
  101046. texture.isReady = true;
  101047. if (onLoad) {
  101048. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  101049. }
  101050. };
  101051. /**
  101052. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101053. * @param data contains the texture data
  101054. * @param texture defines the BabylonJS internal texture
  101055. * @param callback defines the method to call once ready to upload
  101056. */
  101057. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  101058. var info = BABYLON.DDSTools.GetDDSInfo(data);
  101059. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  101060. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  101061. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  101062. });
  101063. };
  101064. return DDSTextureLoader;
  101065. }());
  101066. // Register the loader.
  101067. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  101068. })(BABYLON || (BABYLON = {}));
  101069. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  101070. var BABYLON;
  101071. (function (BABYLON) {
  101072. /**
  101073. * Based on jsTGALoader - Javascript loader for TGA file
  101074. * By Vincent Thibault
  101075. * @see http://blog.robrowser.com/javascript-tga-loader.html
  101076. */
  101077. var TGATools = /** @class */ (function () {
  101078. function TGATools() {
  101079. }
  101080. /**
  101081. * Gets the header of a TGA file
  101082. * @param data defines the TGA data
  101083. * @returns the header
  101084. */
  101085. TGATools.GetTGAHeader = function (data) {
  101086. var offset = 0;
  101087. var header = {
  101088. id_length: data[offset++],
  101089. colormap_type: data[offset++],
  101090. image_type: data[offset++],
  101091. colormap_index: data[offset++] | data[offset++] << 8,
  101092. colormap_length: data[offset++] | data[offset++] << 8,
  101093. colormap_size: data[offset++],
  101094. origin: [
  101095. data[offset++] | data[offset++] << 8,
  101096. data[offset++] | data[offset++] << 8
  101097. ],
  101098. width: data[offset++] | data[offset++] << 8,
  101099. height: data[offset++] | data[offset++] << 8,
  101100. pixel_size: data[offset++],
  101101. flags: data[offset++]
  101102. };
  101103. return header;
  101104. };
  101105. /**
  101106. * Uploads TGA content to a Babylon Texture
  101107. * @hidden
  101108. */
  101109. TGATools.UploadContent = function (texture, data) {
  101110. // Not enough data to contain header ?
  101111. if (data.length < 19) {
  101112. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  101113. return;
  101114. }
  101115. // Read Header
  101116. var offset = 18;
  101117. var header = TGATools.GetTGAHeader(data);
  101118. // Assume it's a valid Targa file.
  101119. if (header.id_length + offset > data.length) {
  101120. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  101121. return;
  101122. }
  101123. // Skip not needed data
  101124. offset += header.id_length;
  101125. var use_rle = false;
  101126. var use_pal = false;
  101127. var use_grey = false;
  101128. // Get some informations.
  101129. switch (header.image_type) {
  101130. case TGATools._TYPE_RLE_INDEXED:
  101131. use_rle = true;
  101132. case TGATools._TYPE_INDEXED:
  101133. use_pal = true;
  101134. break;
  101135. case TGATools._TYPE_RLE_RGB:
  101136. use_rle = true;
  101137. case TGATools._TYPE_RGB:
  101138. // use_rgb = true;
  101139. break;
  101140. case TGATools._TYPE_RLE_GREY:
  101141. use_rle = true;
  101142. case TGATools._TYPE_GREY:
  101143. use_grey = true;
  101144. break;
  101145. }
  101146. var pixel_data;
  101147. // var numAlphaBits = header.flags & 0xf;
  101148. var pixel_size = header.pixel_size >> 3;
  101149. var pixel_total = header.width * header.height * pixel_size;
  101150. // Read palettes
  101151. var palettes;
  101152. if (use_pal) {
  101153. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  101154. }
  101155. // Read LRE
  101156. if (use_rle) {
  101157. pixel_data = new Uint8Array(pixel_total);
  101158. var c, count, i;
  101159. var localOffset = 0;
  101160. var pixels = new Uint8Array(pixel_size);
  101161. while (offset < pixel_total && localOffset < pixel_total) {
  101162. c = data[offset++];
  101163. count = (c & 0x7f) + 1;
  101164. // RLE pixels
  101165. if (c & 0x80) {
  101166. // Bind pixel tmp array
  101167. for (i = 0; i < pixel_size; ++i) {
  101168. pixels[i] = data[offset++];
  101169. }
  101170. // Copy pixel array
  101171. for (i = 0; i < count; ++i) {
  101172. pixel_data.set(pixels, localOffset + i * pixel_size);
  101173. }
  101174. localOffset += pixel_size * count;
  101175. }
  101176. // Raw pixels
  101177. else {
  101178. count *= pixel_size;
  101179. for (i = 0; i < count; ++i) {
  101180. pixel_data[localOffset + i] = data[offset++];
  101181. }
  101182. localOffset += count;
  101183. }
  101184. }
  101185. }
  101186. // RAW Pixels
  101187. else {
  101188. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  101189. }
  101190. // Load to texture
  101191. var x_start, y_start, x_step, y_step, y_end, x_end;
  101192. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  101193. default:
  101194. case TGATools._ORIGIN_UL:
  101195. x_start = 0;
  101196. x_step = 1;
  101197. x_end = header.width;
  101198. y_start = 0;
  101199. y_step = 1;
  101200. y_end = header.height;
  101201. break;
  101202. case TGATools._ORIGIN_BL:
  101203. x_start = 0;
  101204. x_step = 1;
  101205. x_end = header.width;
  101206. y_start = header.height - 1;
  101207. y_step = -1;
  101208. y_end = -1;
  101209. break;
  101210. case TGATools._ORIGIN_UR:
  101211. x_start = header.width - 1;
  101212. x_step = -1;
  101213. x_end = -1;
  101214. y_start = 0;
  101215. y_step = 1;
  101216. y_end = header.height;
  101217. break;
  101218. case TGATools._ORIGIN_BR:
  101219. x_start = header.width - 1;
  101220. x_step = -1;
  101221. x_end = -1;
  101222. y_start = header.height - 1;
  101223. y_step = -1;
  101224. y_end = -1;
  101225. break;
  101226. }
  101227. // Load the specify method
  101228. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  101229. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  101230. var engine = texture.getEngine();
  101231. engine._uploadDataToTextureDirectly(texture, imageData);
  101232. };
  101233. /** @hidden */
  101234. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101235. var image = pixel_data, colormap = palettes;
  101236. var width = header.width, height = header.height;
  101237. var color, i = 0, x, y;
  101238. var imageData = new Uint8Array(width * height * 4);
  101239. for (y = y_start; y !== y_end; y += y_step) {
  101240. for (x = x_start; x !== x_end; x += x_step, i++) {
  101241. color = image[i];
  101242. imageData[(x + width * y) * 4 + 3] = 255;
  101243. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  101244. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  101245. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  101246. }
  101247. }
  101248. return imageData;
  101249. };
  101250. /** @hidden */
  101251. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101252. var image = pixel_data;
  101253. var width = header.width, height = header.height;
  101254. var color, i = 0, x, y;
  101255. var imageData = new Uint8Array(width * height * 4);
  101256. for (y = y_start; y !== y_end; y += y_step) {
  101257. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101258. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  101259. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  101260. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  101261. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  101262. imageData[(x + width * y) * 4 + 0] = r;
  101263. imageData[(x + width * y) * 4 + 1] = g;
  101264. imageData[(x + width * y) * 4 + 2] = b;
  101265. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  101266. }
  101267. }
  101268. return imageData;
  101269. };
  101270. /** @hidden */
  101271. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101272. var image = pixel_data;
  101273. var width = header.width, height = header.height;
  101274. var i = 0, x, y;
  101275. var imageData = new Uint8Array(width * height * 4);
  101276. for (y = y_start; y !== y_end; y += y_step) {
  101277. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  101278. imageData[(x + width * y) * 4 + 3] = 255;
  101279. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101280. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101281. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101282. }
  101283. }
  101284. return imageData;
  101285. };
  101286. /** @hidden */
  101287. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101288. var image = pixel_data;
  101289. var width = header.width, height = header.height;
  101290. var i = 0, x, y;
  101291. var imageData = new Uint8Array(width * height * 4);
  101292. for (y = y_start; y !== y_end; y += y_step) {
  101293. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  101294. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101295. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101296. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101297. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  101298. }
  101299. }
  101300. return imageData;
  101301. };
  101302. /** @hidden */
  101303. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101304. var image = pixel_data;
  101305. var width = header.width, height = header.height;
  101306. var color, i = 0, x, y;
  101307. var imageData = new Uint8Array(width * height * 4);
  101308. for (y = y_start; y !== y_end; y += y_step) {
  101309. for (x = x_start; x !== x_end; x += x_step, i++) {
  101310. color = image[i];
  101311. imageData[(x + width * y) * 4 + 0] = color;
  101312. imageData[(x + width * y) * 4 + 1] = color;
  101313. imageData[(x + width * y) * 4 + 2] = color;
  101314. imageData[(x + width * y) * 4 + 3] = 255;
  101315. }
  101316. }
  101317. return imageData;
  101318. };
  101319. /** @hidden */
  101320. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101321. var image = pixel_data;
  101322. var width = header.width, height = header.height;
  101323. var i = 0, x, y;
  101324. var imageData = new Uint8Array(width * height * 4);
  101325. for (y = y_start; y !== y_end; y += y_step) {
  101326. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101327. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  101328. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  101329. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101330. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  101331. }
  101332. }
  101333. return imageData;
  101334. };
  101335. //private static _TYPE_NO_DATA = 0;
  101336. TGATools._TYPE_INDEXED = 1;
  101337. TGATools._TYPE_RGB = 2;
  101338. TGATools._TYPE_GREY = 3;
  101339. TGATools._TYPE_RLE_INDEXED = 9;
  101340. TGATools._TYPE_RLE_RGB = 10;
  101341. TGATools._TYPE_RLE_GREY = 11;
  101342. TGATools._ORIGIN_MASK = 0x30;
  101343. TGATools._ORIGIN_SHIFT = 0x04;
  101344. TGATools._ORIGIN_BL = 0x00;
  101345. TGATools._ORIGIN_BR = 0x01;
  101346. TGATools._ORIGIN_UL = 0x02;
  101347. TGATools._ORIGIN_UR = 0x03;
  101348. return TGATools;
  101349. }());
  101350. BABYLON.TGATools = TGATools;
  101351. })(BABYLON || (BABYLON = {}));
  101352. //# sourceMappingURL=babylon.tga.js.map
  101353. var BABYLON;
  101354. (function (BABYLON) {
  101355. /**
  101356. * Implementation of the TGA Texture Loader.
  101357. */
  101358. var TGATextureLoader = /** @class */ (function () {
  101359. function TGATextureLoader() {
  101360. /**
  101361. * Defines wether the loader supports cascade loading the different faces.
  101362. */
  101363. this.supportCascades = false;
  101364. }
  101365. /**
  101366. * This returns if the loader support the current file information.
  101367. * @param extension defines the file extension of the file being loaded
  101368. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101369. * @param fallback defines the fallback internal texture if any
  101370. * @param isBase64 defines whether the texture is encoded as a base64
  101371. * @param isBuffer defines whether the texture data are stored as a buffer
  101372. * @returns true if the loader can load the specified file
  101373. */
  101374. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101375. return extension.indexOf(".tga") === 0;
  101376. };
  101377. /**
  101378. * Transform the url before loading if required.
  101379. * @param rootUrl the url of the texture
  101380. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101381. * @returns the transformed texture
  101382. */
  101383. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101384. return rootUrl;
  101385. };
  101386. /**
  101387. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101388. * @param rootUrl the url of the texture
  101389. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101390. * @returns the fallback texture
  101391. */
  101392. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101393. return null;
  101394. };
  101395. /**
  101396. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101397. * @param data contains the texture data
  101398. * @param texture defines the BabylonJS internal texture
  101399. * @param createPolynomials will be true if polynomials have been requested
  101400. * @param onLoad defines the callback to trigger once the texture is ready
  101401. * @param onError defines the callback to trigger in case of error
  101402. */
  101403. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101404. throw ".env not supported in Cube.";
  101405. };
  101406. /**
  101407. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101408. * @param data contains the texture data
  101409. * @param texture defines the BabylonJS internal texture
  101410. * @param callback defines the method to call once ready to upload
  101411. */
  101412. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  101413. var uintData = new Uint8Array(data);
  101414. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  101415. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  101416. BABYLON.TGATools.UploadContent(texture, uintData);
  101417. });
  101418. };
  101419. return TGATextureLoader;
  101420. }());
  101421. // Register the loader.
  101422. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  101423. })(BABYLON || (BABYLON = {}));
  101424. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  101425. var BABYLON;
  101426. (function (BABYLON) {
  101427. /**
  101428. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  101429. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  101430. */
  101431. var KhronosTextureContainer = /** @class */ (function () {
  101432. /**
  101433. * Creates a new KhronosTextureContainer
  101434. * @param arrayBuffer contents of the KTX container file
  101435. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  101436. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  101437. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  101438. */
  101439. function KhronosTextureContainer(
  101440. /** contents of the KTX container file */
  101441. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  101442. this.arrayBuffer = arrayBuffer;
  101443. /**
  101444. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  101445. */
  101446. this.isInvalid = false;
  101447. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  101448. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  101449. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  101450. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  101451. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  101452. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  101453. this.isInvalid = true;
  101454. BABYLON.Tools.Error("texture missing KTX identifier");
  101455. return;
  101456. }
  101457. // load the reset of the header in native 32 bit int
  101458. var header = new Int32Array(this.arrayBuffer, 12, 13);
  101459. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  101460. var oppositeEndianess = header[0] === 0x01020304;
  101461. // read all the header elements in order they exist in the file, without modification (sans endainness)
  101462. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  101463. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  101464. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  101465. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  101466. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  101467. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  101468. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  101469. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  101470. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  101471. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  101472. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  101473. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  101474. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  101475. if (this.glType !== 0) {
  101476. BABYLON.Tools.Error("only compressed formats currently supported");
  101477. return;
  101478. }
  101479. else {
  101480. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  101481. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  101482. }
  101483. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  101484. BABYLON.Tools.Error("only 2D textures currently supported");
  101485. return;
  101486. }
  101487. if (this.numberOfArrayElements !== 0) {
  101488. BABYLON.Tools.Error("texture arrays not currently supported");
  101489. return;
  101490. }
  101491. if (this.numberOfFaces !== facesExpected) {
  101492. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  101493. return;
  101494. }
  101495. // we now have a completely validated file, so could use existence of loadType as success
  101496. // would need to make this more elaborate & adjust checks above to support more than one load type
  101497. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  101498. }
  101499. //
  101500. /**
  101501. * Revert the endianness of a value.
  101502. * Not as fast hardware based, but will probably never need to use
  101503. * @param val defines the value to convert
  101504. * @returns the new value
  101505. */
  101506. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  101507. return ((val & 0xFF) << 24)
  101508. | ((val & 0xFF00) << 8)
  101509. | ((val >> 8) & 0xFF00)
  101510. | ((val >> 24) & 0xFF);
  101511. };
  101512. /**
  101513. * Uploads KTX content to a Babylon Texture.
  101514. * It is assumed that the texture has already been created & is currently bound
  101515. * @hidden
  101516. */
  101517. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  101518. switch (this.loadType) {
  101519. case KhronosTextureContainer.COMPRESSED_2D:
  101520. this._upload2DCompressedLevels(texture, loadMipmaps);
  101521. break;
  101522. case KhronosTextureContainer.TEX_2D:
  101523. case KhronosTextureContainer.COMPRESSED_3D:
  101524. case KhronosTextureContainer.TEX_3D:
  101525. }
  101526. };
  101527. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  101528. // initialize width & height for level 1
  101529. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  101530. var width = this.pixelWidth;
  101531. var height = this.pixelHeight;
  101532. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  101533. for (var level = 0; level < mipmapCount; level++) {
  101534. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  101535. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  101536. for (var face = 0; face < this.numberOfFaces; face++) {
  101537. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  101538. var engine = texture.getEngine();
  101539. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  101540. dataOffset += imageSize; // add size of the image for the next face/mipmap
  101541. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  101542. }
  101543. width = Math.max(1.0, width * 0.5);
  101544. height = Math.max(1.0, height * 0.5);
  101545. }
  101546. };
  101547. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  101548. // load types
  101549. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  101550. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  101551. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  101552. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  101553. return KhronosTextureContainer;
  101554. }());
  101555. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  101556. })(BABYLON || (BABYLON = {}));
  101557. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  101558. var BABYLON;
  101559. (function (BABYLON) {
  101560. /**
  101561. * Implementation of the KTX Texture Loader.
  101562. */
  101563. var KTXTextureLoader = /** @class */ (function () {
  101564. function KTXTextureLoader() {
  101565. /**
  101566. * Defines wether the loader supports cascade loading the different faces.
  101567. */
  101568. this.supportCascades = false;
  101569. }
  101570. /**
  101571. * This returns if the loader support the current file information.
  101572. * @param extension defines the file extension of the file being loaded
  101573. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101574. * @param fallback defines the fallback internal texture if any
  101575. * @param isBase64 defines whether the texture is encoded as a base64
  101576. * @param isBuffer defines whether the texture data are stored as a buffer
  101577. * @returns true if the loader can load the specified file
  101578. */
  101579. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101580. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  101581. return true;
  101582. }
  101583. return false;
  101584. };
  101585. /**
  101586. * Transform the url before loading if required.
  101587. * @param rootUrl the url of the texture
  101588. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101589. * @returns the transformed texture
  101590. */
  101591. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101592. var lastDot = rootUrl.lastIndexOf('.');
  101593. if (lastDot != -1 && rootUrl.substring(lastDot + 1) == "ktx") {
  101594. // Already transformed
  101595. return rootUrl;
  101596. }
  101597. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  101598. };
  101599. /**
  101600. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101601. * @param rootUrl the url of the texture
  101602. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101603. * @returns the fallback texture
  101604. */
  101605. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101606. // remove the format appended to the rootUrl in the original createCubeTexture call.
  101607. var exp = new RegExp("" + textureFormatInUse + "$");
  101608. return rootUrl.replace(exp, "");
  101609. };
  101610. /**
  101611. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101612. * @param data contains the texture data
  101613. * @param texture defines the BabylonJS internal texture
  101614. * @param createPolynomials will be true if polynomials have been requested
  101615. * @param onLoad defines the callback to trigger once the texture is ready
  101616. * @param onError defines the callback to trigger in case of error
  101617. */
  101618. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101619. if (Array.isArray(data)) {
  101620. return;
  101621. }
  101622. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101623. texture._invertVScale = !texture.invertY;
  101624. var engine = texture.getEngine();
  101625. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  101626. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  101627. engine._unpackFlipY(true);
  101628. ktx.uploadLevels(texture, texture.generateMipMaps);
  101629. texture.width = ktx.pixelWidth;
  101630. texture.height = ktx.pixelHeight;
  101631. engine._setCubeMapTextureParams(loadMipmap);
  101632. texture.isReady = true;
  101633. };
  101634. /**
  101635. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101636. * @param data contains the texture data
  101637. * @param texture defines the BabylonJS internal texture
  101638. * @param callback defines the method to call once ready to upload
  101639. */
  101640. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  101641. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101642. texture._invertVScale = !texture.invertY;
  101643. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  101644. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  101645. ktx.uploadLevels(texture, texture.generateMipMaps);
  101646. }, ktx.isInvalid);
  101647. };
  101648. return KTXTextureLoader;
  101649. }());
  101650. // Register the loader.
  101651. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  101652. })(BABYLON || (BABYLON = {}));
  101653. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  101654. var BABYLON;
  101655. (function (BABYLON) {
  101656. /**
  101657. * Sets of helpers addressing the serialization and deserialization of environment texture
  101658. * stored in a BabylonJS env file.
  101659. * Those files are usually stored as .env files.
  101660. */
  101661. var EnvironmentTextureTools = /** @class */ (function () {
  101662. function EnvironmentTextureTools() {
  101663. }
  101664. /**
  101665. * Gets the environment info from an env file.
  101666. * @param data The array buffer containing the .env bytes.
  101667. * @returns the environment file info (the json header) if successfully parsed.
  101668. */
  101669. EnvironmentTextureTools.GetEnvInfo = function (data) {
  101670. var dataView = new DataView(data);
  101671. var pos = 0;
  101672. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101673. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  101674. BABYLON.Tools.Error('Not a babylon environment map');
  101675. return null;
  101676. }
  101677. }
  101678. // Read json manifest - collect characters up to null terminator
  101679. var manifestString = '';
  101680. var charCode = 0x00;
  101681. while ((charCode = dataView.getUint8(pos++))) {
  101682. manifestString += String.fromCharCode(charCode);
  101683. }
  101684. var manifest = JSON.parse(manifestString);
  101685. if (manifest.specular) {
  101686. // Extend the header with the position of the payload.
  101687. manifest.specular.specularDataPosition = pos;
  101688. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  101689. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  101690. }
  101691. return manifest;
  101692. };
  101693. /**
  101694. * Creates an environment texture from a loaded cube texture.
  101695. * @param texture defines the cube texture to convert in env file
  101696. * @return a promise containing the environment data if succesfull.
  101697. */
  101698. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  101699. var _this = this;
  101700. var internalTexture = texture.getInternalTexture();
  101701. if (!internalTexture) {
  101702. return Promise.reject("The cube texture is invalid.");
  101703. }
  101704. if (!texture._prefiltered) {
  101705. return Promise.reject("The cube texture is invalid (not prefiltered).");
  101706. }
  101707. var engine = internalTexture.getEngine();
  101708. if (engine && engine.premultipliedAlpha) {
  101709. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  101710. }
  101711. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  101712. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  101713. }
  101714. var canvas = engine.getRenderingCanvas();
  101715. if (!canvas) {
  101716. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  101717. }
  101718. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101719. if (!engine.getCaps().textureFloatRender) {
  101720. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101721. if (!engine.getCaps().textureHalfFloatRender) {
  101722. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  101723. }
  101724. }
  101725. var cubeWidth = internalTexture.width;
  101726. var hostingScene = new BABYLON.Scene(engine);
  101727. var specularTextures = {};
  101728. var promises = [];
  101729. // Read and collect all mipmaps data from the cube.
  101730. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  101731. mipmapsCount = Math.round(mipmapsCount);
  101732. var _loop_1 = function (i) {
  101733. var faceWidth = Math.pow(2, mipmapsCount - i);
  101734. var _loop_2 = function (face) {
  101735. var data = texture.readPixels(face, i);
  101736. // Creates a temp texture with the face data.
  101737. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  101738. // And rgbdEncode them.
  101739. var promise = new Promise(function (resolve, reject) {
  101740. 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);
  101741. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101742. rgbdPostProcess.onApply = function (effect) {
  101743. effect._bindTexture("textureSampler", tempTexture);
  101744. };
  101745. // As the process needs to happen on the main canvas, keep track of the current size
  101746. var currentW = engine.getRenderWidth();
  101747. var currentH = engine.getRenderHeight();
  101748. // Set the desired size for the texture
  101749. engine.setSize(faceWidth, faceWidth);
  101750. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  101751. // Reading datas from WebGL
  101752. BABYLON.Tools.ToBlob(canvas, function (blob) {
  101753. var fileReader = new FileReader();
  101754. fileReader.onload = function (event) {
  101755. var arrayBuffer = event.target.result;
  101756. specularTextures[i * 6 + face] = arrayBuffer;
  101757. resolve();
  101758. };
  101759. fileReader.readAsArrayBuffer(blob);
  101760. });
  101761. // Reapply the previous canvas size
  101762. engine.setSize(currentW, currentH);
  101763. });
  101764. });
  101765. promises.push(promise);
  101766. };
  101767. // All faces of the cube.
  101768. for (var face = 0; face < 6; face++) {
  101769. _loop_2(face);
  101770. }
  101771. };
  101772. for (var i = 0; i <= mipmapsCount; i++) {
  101773. _loop_1(i);
  101774. }
  101775. // Once all the textures haves been collected as RGBD stored in PNGs
  101776. return Promise.all(promises).then(function () {
  101777. // We can delete the hosting scene keeping track of all the creation objects
  101778. hostingScene.dispose();
  101779. // Creates the json header for the env texture
  101780. var info = {
  101781. version: 1,
  101782. width: cubeWidth,
  101783. irradiance: _this._CreateEnvTextureIrradiance(texture),
  101784. specular: {
  101785. mipmaps: [],
  101786. lodGenerationScale: texture.lodGenerationScale
  101787. }
  101788. };
  101789. // Sets the specular image data information
  101790. var position = 0;
  101791. for (var i = 0; i <= mipmapsCount; i++) {
  101792. for (var face = 0; face < 6; face++) {
  101793. var byteLength = specularTextures[i * 6 + face].byteLength;
  101794. info.specular.mipmaps.push({
  101795. length: byteLength,
  101796. position: position
  101797. });
  101798. position += byteLength;
  101799. }
  101800. }
  101801. // Encode the JSON as an array buffer
  101802. var infoString = JSON.stringify(info);
  101803. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  101804. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  101805. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  101806. infoView[i] = infoString.charCodeAt(i);
  101807. }
  101808. // Ends up with a null terminator for easier parsing
  101809. infoView[infoString.length] = 0x00;
  101810. // Computes the final required size and creates the storage
  101811. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  101812. var finalBuffer = new ArrayBuffer(totalSize);
  101813. var finalBufferView = new Uint8Array(finalBuffer);
  101814. var dataView = new DataView(finalBuffer);
  101815. // Copy the magic bytes identifying the file in
  101816. var pos = 0;
  101817. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101818. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  101819. }
  101820. // Add the json info
  101821. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  101822. pos += infoBuffer.byteLength;
  101823. // Finally inserts the texture data
  101824. for (var i = 0; i <= mipmapsCount; i++) {
  101825. for (var face = 0; face < 6; face++) {
  101826. var dataBuffer = specularTextures[i * 6 + face];
  101827. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  101828. pos += dataBuffer.byteLength;
  101829. }
  101830. }
  101831. // Voila
  101832. return finalBuffer;
  101833. });
  101834. };
  101835. /**
  101836. * Creates a JSON representation of the spherical data.
  101837. * @param texture defines the texture containing the polynomials
  101838. * @return the JSON representation of the spherical info
  101839. */
  101840. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  101841. var polynmials = texture.sphericalPolynomial;
  101842. if (polynmials == null) {
  101843. return null;
  101844. }
  101845. return {
  101846. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  101847. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  101848. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  101849. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  101850. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  101851. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  101852. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  101853. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  101854. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  101855. };
  101856. };
  101857. /**
  101858. * Uploads the texture info contained in the env file to the GPU.
  101859. * @param texture defines the internal texture to upload to
  101860. * @param arrayBuffer defines the buffer cotaining the data to load
  101861. * @param info defines the texture info retrieved through the GetEnvInfo method
  101862. * @returns a promise
  101863. */
  101864. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  101865. if (info.version !== 1) {
  101866. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  101867. }
  101868. var specularInfo = info.specular;
  101869. if (!specularInfo) {
  101870. // Nothing else parsed so far
  101871. return Promise.resolve();
  101872. }
  101873. // Double checks the enclosed info
  101874. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  101875. mipmapsCount = Math.round(mipmapsCount) + 1;
  101876. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  101877. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  101878. }
  101879. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  101880. var imageData = new Array(mipmapsCount);
  101881. for (var i = 0; i < mipmapsCount; i++) {
  101882. imageData[i] = new Array(6);
  101883. for (var face = 0; face < 6; face++) {
  101884. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  101885. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  101886. }
  101887. }
  101888. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  101889. };
  101890. /**
  101891. * Uploads the levels of image data to the GPU.
  101892. * @param texture defines the internal texture to upload to
  101893. * @param imageData defines the array buffer views of image data [mipmap][face]
  101894. * @returns a promise
  101895. */
  101896. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  101897. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  101898. throw new Error("Texture size must be a power of two");
  101899. }
  101900. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  101901. // Gets everything ready.
  101902. var engine = texture.getEngine();
  101903. var expandTexture = false;
  101904. var generateNonLODTextures = false;
  101905. var rgbdPostProcess = null;
  101906. var cubeRtt = null;
  101907. var lodTextures = null;
  101908. var caps = engine.getCaps();
  101909. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101910. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101911. texture.generateMipMaps = true;
  101912. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  101913. // Add extra process if texture lod is not supported
  101914. if (!caps.textureLOD) {
  101915. expandTexture = false;
  101916. generateNonLODTextures = true;
  101917. lodTextures = {};
  101918. }
  101919. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  101920. else if (engine.webGLVersion < 2) {
  101921. expandTexture = false;
  101922. }
  101923. // If half float available we can uncompress the texture
  101924. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  101925. expandTexture = true;
  101926. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101927. }
  101928. // If full float available we can uncompress the texture
  101929. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  101930. expandTexture = true;
  101931. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101932. }
  101933. // Expand the texture if possible
  101934. if (expandTexture) {
  101935. // Simply run through the decode PP
  101936. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  101937. texture._isRGBD = false;
  101938. texture.invertY = false;
  101939. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  101940. generateDepthBuffer: false,
  101941. generateMipMaps: true,
  101942. generateStencilBuffer: false,
  101943. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  101944. type: texture.type,
  101945. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  101946. });
  101947. }
  101948. else {
  101949. texture._isRGBD = true;
  101950. texture.invertY = true;
  101951. // In case of missing support, applies the same patch than DDS files.
  101952. if (generateNonLODTextures) {
  101953. var mipSlices = 3;
  101954. var scale = texture._lodGenerationScale;
  101955. var offset = texture._lodGenerationOffset;
  101956. for (var i = 0; i < mipSlices; i++) {
  101957. //compute LOD from even spacing in smoothness (matching shader calculation)
  101958. var smoothness = i / (mipSlices - 1);
  101959. var roughness = 1 - smoothness;
  101960. var minLODIndex = offset; // roughness = 0
  101961. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  101962. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  101963. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  101964. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  101965. glTextureFromLod.isCube = true;
  101966. glTextureFromLod.invertY = true;
  101967. glTextureFromLod.generateMipMaps = false;
  101968. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  101969. // Wrap in a base texture for easy binding.
  101970. var lodTexture = new BABYLON.BaseTexture(null);
  101971. lodTexture.isCube = true;
  101972. lodTexture._texture = glTextureFromLod;
  101973. lodTextures[mipmapIndex] = lodTexture;
  101974. switch (i) {
  101975. case 0:
  101976. texture._lodTextureLow = lodTexture;
  101977. break;
  101978. case 1:
  101979. texture._lodTextureMid = lodTexture;
  101980. break;
  101981. case 2:
  101982. texture._lodTextureHigh = lodTexture;
  101983. break;
  101984. }
  101985. }
  101986. }
  101987. }
  101988. var promises = [];
  101989. var _loop_3 = function (i) {
  101990. var _loop_4 = function (face) {
  101991. // Constructs an image element from image data
  101992. var bytes = imageData[i][face];
  101993. var blob = new Blob([bytes], { type: 'image/png' });
  101994. var url = URL.createObjectURL(blob);
  101995. var image = new Image();
  101996. image.src = url;
  101997. // Enqueue promise to upload to the texture.
  101998. var promise = new Promise(function (resolve, reject) {
  101999. image.onload = function () {
  102000. if (expandTexture) {
  102001. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  102002. reject(message);
  102003. }, image);
  102004. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  102005. // Uncompress the data to a RTT
  102006. rgbdPostProcess.onApply = function (effect) {
  102007. effect._bindTexture("textureSampler", tempTexture_1);
  102008. effect.setFloat2("scale", 1, 1);
  102009. };
  102010. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  102011. // Cleanup
  102012. engine.restoreDefaultFramebuffer();
  102013. tempTexture_1.dispose();
  102014. window.URL.revokeObjectURL(url);
  102015. resolve();
  102016. });
  102017. }
  102018. else {
  102019. engine._uploadImageToTexture(texture, image, face, i);
  102020. // Upload the face to the non lod texture support
  102021. if (generateNonLODTextures) {
  102022. var lodTexture = lodTextures[i];
  102023. if (lodTexture) {
  102024. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  102025. }
  102026. }
  102027. resolve();
  102028. }
  102029. };
  102030. image.onerror = function (error) {
  102031. reject(error);
  102032. };
  102033. });
  102034. promises.push(promise);
  102035. };
  102036. // All faces
  102037. for (var face = 0; face < 6; face++) {
  102038. _loop_4(face);
  102039. }
  102040. };
  102041. // All mipmaps up to provided number of images
  102042. for (var i = 0; i < imageData.length; i++) {
  102043. _loop_3(i);
  102044. }
  102045. // Fill remaining mipmaps with black textures.
  102046. if (imageData.length < mipmapsCount) {
  102047. var data = void 0;
  102048. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  102049. var dataLength = size * size * 4;
  102050. switch (texture.type) {
  102051. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  102052. data = new Uint8Array(dataLength);
  102053. break;
  102054. }
  102055. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  102056. data = new Uint16Array(dataLength);
  102057. break;
  102058. }
  102059. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  102060. data = new Float32Array(dataLength);
  102061. break;
  102062. }
  102063. }
  102064. for (var i = imageData.length; i < mipmapsCount; i++) {
  102065. for (var face = 0; face < 6; face++) {
  102066. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  102067. }
  102068. }
  102069. }
  102070. // Once all done, finishes the cleanup and return
  102071. return Promise.all(promises).then(function () {
  102072. // Release temp RTT.
  102073. if (cubeRtt) {
  102074. engine._releaseFramebufferObjects(cubeRtt);
  102075. cubeRtt._swapAndDie(texture);
  102076. }
  102077. // Release temp Post Process.
  102078. if (rgbdPostProcess) {
  102079. rgbdPostProcess.dispose();
  102080. }
  102081. // Flag internal texture as ready in case they are in use.
  102082. if (generateNonLODTextures) {
  102083. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  102084. texture._lodTextureHigh._texture.isReady = true;
  102085. }
  102086. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  102087. texture._lodTextureMid._texture.isReady = true;
  102088. }
  102089. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  102090. texture._lodTextureLow._texture.isReady = true;
  102091. }
  102092. }
  102093. });
  102094. };
  102095. /**
  102096. * Uploads spherical polynomials information to the texture.
  102097. * @param texture defines the texture we are trying to upload the information to
  102098. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  102099. */
  102100. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  102101. if (info.version !== 1) {
  102102. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  102103. }
  102104. var irradianceInfo = info.irradiance;
  102105. if (!irradianceInfo) {
  102106. return;
  102107. }
  102108. var sp = new BABYLON.SphericalPolynomial();
  102109. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  102110. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  102111. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  102112. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  102113. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  102114. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  102115. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  102116. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  102117. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  102118. texture._sphericalPolynomial = sp;
  102119. };
  102120. /**
  102121. * Magic number identifying the env file.
  102122. */
  102123. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  102124. return EnvironmentTextureTools;
  102125. }());
  102126. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  102127. })(BABYLON || (BABYLON = {}));
  102128. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  102129. var BABYLON;
  102130. (function (BABYLON) {
  102131. /**
  102132. * Implementation of the ENV Texture Loader.
  102133. */
  102134. var ENVTextureLoader = /** @class */ (function () {
  102135. function ENVTextureLoader() {
  102136. /**
  102137. * Defines wether the loader supports cascade loading the different faces.
  102138. */
  102139. this.supportCascades = false;
  102140. }
  102141. /**
  102142. * This returns if the loader support the current file information.
  102143. * @param extension defines the file extension of the file being loaded
  102144. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102145. * @param fallback defines the fallback internal texture if any
  102146. * @param isBase64 defines whether the texture is encoded as a base64
  102147. * @param isBuffer defines whether the texture data are stored as a buffer
  102148. * @returns true if the loader can load the specified file
  102149. */
  102150. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  102151. return extension.indexOf(".env") === 0;
  102152. };
  102153. /**
  102154. * Transform the url before loading if required.
  102155. * @param rootUrl the url of the texture
  102156. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102157. * @returns the transformed texture
  102158. */
  102159. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  102160. return rootUrl;
  102161. };
  102162. /**
  102163. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  102164. * @param rootUrl the url of the texture
  102165. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102166. * @returns the fallback texture
  102167. */
  102168. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  102169. return null;
  102170. };
  102171. /**
  102172. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  102173. * @param data contains the texture data
  102174. * @param texture defines the BabylonJS internal texture
  102175. * @param createPolynomials will be true if polynomials have been requested
  102176. * @param onLoad defines the callback to trigger once the texture is ready
  102177. * @param onError defines the callback to trigger in case of error
  102178. */
  102179. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  102180. if (Array.isArray(data)) {
  102181. return;
  102182. }
  102183. data = data;
  102184. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  102185. if (info) {
  102186. texture.width = info.width;
  102187. texture.height = info.width;
  102188. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  102189. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  102190. texture.isReady = true;
  102191. if (onLoad) {
  102192. onLoad();
  102193. }
  102194. });
  102195. }
  102196. else if (onError) {
  102197. onError("Can not parse the environment file", null);
  102198. }
  102199. };
  102200. /**
  102201. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  102202. * @param data contains the texture data
  102203. * @param texture defines the BabylonJS internal texture
  102204. * @param callback defines the method to call once ready to upload
  102205. */
  102206. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  102207. throw ".env not supported in 2d.";
  102208. };
  102209. return ENVTextureLoader;
  102210. }());
  102211. // Register the loader.
  102212. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  102213. })(BABYLON || (BABYLON = {}));
  102214. //# sourceMappingURL=babylon.envTextureLoader.js.map
  102215. var BABYLON;
  102216. (function (BABYLON) {
  102217. /**
  102218. * Renders a layer on top of an existing scene
  102219. */
  102220. var UtilityLayerRenderer = /** @class */ (function () {
  102221. /**
  102222. * Instantiates a UtilityLayerRenderer
  102223. * @param originalScene the original scene that will be rendered on top of
  102224. * @param handleEvents boolean indicating if the utility layer should handle events
  102225. */
  102226. function UtilityLayerRenderer(
  102227. /** the original scene that will be rendered on top of */
  102228. originalScene, handleEvents) {
  102229. if (handleEvents === void 0) { handleEvents = true; }
  102230. var _this = this;
  102231. this.originalScene = originalScene;
  102232. this._pointerCaptures = {};
  102233. this._lastPointerEvents = {};
  102234. /**
  102235. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  102236. */
  102237. this.pickUtilitySceneFirst = true;
  102238. /**
  102239. * If the utility layer should automatically be rendered on top of existing scene
  102240. */
  102241. this.shouldRender = true;
  102242. /**
  102243. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  102244. */
  102245. this.onlyCheckPointerDownEvents = true;
  102246. /**
  102247. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  102248. */
  102249. this.processAllEvents = false;
  102250. /**
  102251. * Observable raised when the pointer move from the utility layer scene to the main scene
  102252. */
  102253. this.onPointerOutObservable = new BABYLON.Observable();
  102254. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  102255. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  102256. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  102257. this.utilityLayerScene._allowPostProcessClearColor = false;
  102258. originalScene.getEngine().scenes.pop();
  102259. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  102260. this.utilityLayerScene.detachControl();
  102261. if (handleEvents) {
  102262. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  102263. if (!_this.utilityLayerScene.activeCamera) {
  102264. return;
  102265. }
  102266. if (!_this.processAllEvents) {
  102267. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  102268. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  102269. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  102270. return;
  102271. }
  102272. }
  102273. var pointerEvent = (prePointerInfo.event);
  102274. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  102275. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102276. return;
  102277. }
  102278. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  102279. if (!prePointerInfo.ray && utilityScenePick) {
  102280. prePointerInfo.ray = utilityScenePick.ray;
  102281. }
  102282. // always fire the prepointer oversvable
  102283. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  102284. // allow every non pointer down event to flow to the utility layer
  102285. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  102286. if (!prePointerInfo.skipOnPointerObservable) {
  102287. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102288. }
  102289. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  102290. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102291. }
  102292. return;
  102293. }
  102294. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  102295. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  102296. if (utilityScenePick && utilityScenePick.hit) {
  102297. if (!prePointerInfo.skipOnPointerObservable) {
  102298. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102299. }
  102300. prePointerInfo.skipOnPointerObservable = true;
  102301. }
  102302. }
  102303. else {
  102304. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  102305. var pointerEvent_1 = (prePointerInfo.event);
  102306. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  102307. if (originalScenePick && utilityScenePick) {
  102308. // No pick in utility scene
  102309. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  102310. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102311. // We touched an utility mesh present in the main scene
  102312. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102313. prePointerInfo.skipOnPointerObservable = true;
  102314. }
  102315. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  102316. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  102317. }
  102318. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102319. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102320. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102321. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102322. }
  102323. }
  102324. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  102325. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  102326. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  102327. // If a previous utility layer set this, do not unset this
  102328. if (!prePointerInfo.skipOnPointerObservable) {
  102329. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  102330. }
  102331. }
  102332. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  102333. // We have a pick in both scenes but main is closer than utility
  102334. // We touched an utility mesh present in the main scene
  102335. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102336. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102337. prePointerInfo.skipOnPointerObservable = true;
  102338. }
  102339. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102340. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102341. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102342. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102343. }
  102344. }
  102345. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  102346. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  102347. }
  102348. }
  102349. }
  102350. });
  102351. }
  102352. // Render directly on top of existing scene without clearing
  102353. this.utilityLayerScene.autoClear = false;
  102354. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  102355. if (_this.shouldRender) {
  102356. _this.render();
  102357. }
  102358. });
  102359. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  102360. _this.dispose();
  102361. });
  102362. this._updateCamera();
  102363. }
  102364. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  102365. /**
  102366. * 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)
  102367. */
  102368. get: function () {
  102369. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  102370. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102371. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102372. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102373. });
  102374. }
  102375. return UtilityLayerRenderer._DefaultUtilityLayer;
  102376. },
  102377. enumerable: true,
  102378. configurable: true
  102379. });
  102380. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  102381. /**
  102382. * 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)
  102383. */
  102384. get: function () {
  102385. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  102386. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102387. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102388. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102389. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102390. });
  102391. }
  102392. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  102393. },
  102394. enumerable: true,
  102395. configurable: true
  102396. });
  102397. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  102398. if (!prePointerInfo.skipOnPointerObservable) {
  102399. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  102400. this._lastPointerEvents[pointerEvent.pointerId] = true;
  102401. }
  102402. };
  102403. /**
  102404. * Renders the utility layers scene on top of the original scene
  102405. */
  102406. UtilityLayerRenderer.prototype.render = function () {
  102407. this._updateCamera();
  102408. if (this.utilityLayerScene.activeCamera) {
  102409. // Set the camera's scene to utility layers scene
  102410. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  102411. var camera = this.utilityLayerScene.activeCamera;
  102412. camera._scene = this.utilityLayerScene;
  102413. if (camera.leftCamera) {
  102414. camera.leftCamera._scene = this.utilityLayerScene;
  102415. }
  102416. if (camera.rightCamera) {
  102417. camera.rightCamera._scene = this.utilityLayerScene;
  102418. }
  102419. this.utilityLayerScene.render(false);
  102420. // Reset camera's scene back to original
  102421. camera._scene = oldScene;
  102422. if (camera.leftCamera) {
  102423. camera.leftCamera._scene = oldScene;
  102424. }
  102425. if (camera.rightCamera) {
  102426. camera.rightCamera._scene = oldScene;
  102427. }
  102428. }
  102429. };
  102430. /**
  102431. * Disposes of the renderer
  102432. */
  102433. UtilityLayerRenderer.prototype.dispose = function () {
  102434. this.onPointerOutObservable.clear();
  102435. if (this._afterRenderObserver) {
  102436. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  102437. }
  102438. if (this._sceneDisposeObserver) {
  102439. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  102440. }
  102441. if (this._originalPointerObserver) {
  102442. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  102443. }
  102444. this.utilityLayerScene.dispose();
  102445. };
  102446. UtilityLayerRenderer.prototype._updateCamera = function () {
  102447. if (this.originalScene.activeCameras.length > 1) {
  102448. this.utilityLayerScene.activeCamera = this.originalScene.activeCameras[0];
  102449. }
  102450. else {
  102451. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  102452. }
  102453. };
  102454. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102455. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102456. return UtilityLayerRenderer;
  102457. }());
  102458. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  102459. })(BABYLON || (BABYLON = {}));
  102460. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  102461. //# sourceMappingURL=babylon.behavior.js.map
  102462. var BABYLON;
  102463. (function (BABYLON) {
  102464. /**
  102465. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102466. */
  102467. var PointerDragBehavior = /** @class */ (function () {
  102468. /**
  102469. * Creates a pointer drag behavior that can be attached to a mesh
  102470. * @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)
  102471. */
  102472. function PointerDragBehavior(options) {
  102473. /**
  102474. * 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)
  102475. */
  102476. this.maxDragAngle = 0;
  102477. /**
  102478. * @hidden
  102479. */
  102480. this._useAlternatePickedPointAboveMaxDragAngle = false;
  102481. /**
  102482. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102483. */
  102484. this.currentDraggingPointerID = -1;
  102485. /**
  102486. * If the behavior is currently in a dragging state
  102487. */
  102488. this.dragging = false;
  102489. /**
  102490. * 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)
  102491. */
  102492. this.dragDeltaRatio = 0.2;
  102493. /**
  102494. * If the drag plane orientation should be updated during the dragging (Default: true)
  102495. */
  102496. this.updateDragPlane = true;
  102497. // Debug mode will display drag planes to help visualize behavior
  102498. this._debugMode = false;
  102499. this._moving = false;
  102500. /**
  102501. * Fires each time the attached mesh is dragged with the pointer
  102502. * * delta between last drag position and current drag position in world space
  102503. * * dragDistance along the drag axis
  102504. * * dragPlaneNormal normal of the current drag plane used during the drag
  102505. * * dragPlanePoint in world space where the drag intersects the drag plane
  102506. */
  102507. this.onDragObservable = new BABYLON.Observable();
  102508. /**
  102509. * Fires each time a drag begins (eg. mouse down on mesh)
  102510. */
  102511. this.onDragStartObservable = new BABYLON.Observable();
  102512. /**
  102513. * Fires each time a drag ends (eg. mouse release after drag)
  102514. */
  102515. this.onDragEndObservable = new BABYLON.Observable();
  102516. /**
  102517. * If the attached mesh should be moved when dragged
  102518. */
  102519. this.moveAttached = true;
  102520. /**
  102521. * If the drag behavior will react to drag events (Default: true)
  102522. */
  102523. this.enabled = true;
  102524. /**
  102525. * If camera controls should be detached during the drag
  102526. */
  102527. this.detachCameraControls = true;
  102528. /**
  102529. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102530. */
  102531. this.useObjectOrienationForDragging = true;
  102532. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102533. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  102534. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  102535. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102536. this._attachedElement = null;
  102537. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102538. this._lastPointerRay = {};
  102539. this._dragDelta = new BABYLON.Vector3();
  102540. // Variables to avoid instantiation in the below method
  102541. this._pointA = new BABYLON.Vector3(0, 0, 0);
  102542. this._pointB = new BABYLON.Vector3(0, 0, 0);
  102543. this._pointC = new BABYLON.Vector3(0, 0, 0);
  102544. this._lineA = new BABYLON.Vector3(0, 0, 0);
  102545. this._lineB = new BABYLON.Vector3(0, 0, 0);
  102546. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  102547. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  102548. this._options = options ? options : {};
  102549. var optionCount = 0;
  102550. if (this._options.dragAxis) {
  102551. optionCount++;
  102552. }
  102553. if (this._options.dragPlaneNormal) {
  102554. optionCount++;
  102555. }
  102556. if (optionCount > 1) {
  102557. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  102558. }
  102559. }
  102560. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  102561. /**
  102562. * The name of the behavior
  102563. */
  102564. get: function () {
  102565. return "PointerDrag";
  102566. },
  102567. enumerable: true,
  102568. configurable: true
  102569. });
  102570. /**
  102571. * Initializes the behavior
  102572. */
  102573. PointerDragBehavior.prototype.init = function () { };
  102574. /**
  102575. * Attaches the drag behavior the passed in mesh
  102576. * @param ownerNode The mesh that will be dragged around once attached
  102577. */
  102578. PointerDragBehavior.prototype.attach = function (ownerNode) {
  102579. var _this = this;
  102580. this._scene = ownerNode.getScene();
  102581. this._attachedNode = ownerNode;
  102582. // Initialize drag plane to not interfere with existing scene
  102583. if (!PointerDragBehavior._planeScene) {
  102584. if (this._debugMode) {
  102585. PointerDragBehavior._planeScene = this._scene;
  102586. }
  102587. else {
  102588. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  102589. PointerDragBehavior._planeScene.detachControl();
  102590. this._scene.getEngine().scenes.pop();
  102591. this._scene.onDisposeObservable.addOnce(function () {
  102592. PointerDragBehavior._planeScene.dispose();
  102593. PointerDragBehavior._planeScene = null;
  102594. });
  102595. }
  102596. }
  102597. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  102598. // State of the drag
  102599. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  102600. var pickPredicate = function (m) {
  102601. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  102602. };
  102603. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102604. if (!_this.enabled) {
  102605. return;
  102606. }
  102607. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102608. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102609. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  102610. }
  102611. }
  102612. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102613. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102614. _this.releaseDrag();
  102615. }
  102616. }
  102617. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102618. var pointerId = pointerInfo.event.pointerId;
  102619. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  102620. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  102621. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  102622. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  102623. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  102624. }
  102625. _this.currentDraggingPointerID = pointerId;
  102626. }
  102627. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  102628. if (!_this._lastPointerRay[pointerId]) {
  102629. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102630. }
  102631. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  102632. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  102633. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  102634. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  102635. _this._moveDrag(pointerInfo.pickInfo.ray);
  102636. }
  102637. }
  102638. }
  102639. });
  102640. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102641. if (_this._moving && _this.moveAttached) {
  102642. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  102643. // Slowly move mesh to avoid jitter
  102644. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  102645. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  102646. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  102647. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  102648. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  102649. }
  102650. });
  102651. };
  102652. /**
  102653. * Force relase the drag action by code.
  102654. */
  102655. PointerDragBehavior.prototype.releaseDrag = function () {
  102656. this.dragging = false;
  102657. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  102658. this.currentDraggingPointerID = -1;
  102659. this._moving = false;
  102660. // Reattach camera controls
  102661. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102662. this._scene.activeCamera.attachControl(this._attachedElement, true);
  102663. }
  102664. };
  102665. /**
  102666. * Simulates the start of a pointer drag event on the behavior
  102667. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102668. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102669. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102670. */
  102671. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  102672. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  102673. this._startDrag(pointerId, fromRay, startPickedPoint);
  102674. var lastRay = this._lastPointerRay[pointerId];
  102675. if (pointerId === PointerDragBehavior._AnyMouseID) {
  102676. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  102677. }
  102678. if (lastRay) {
  102679. // if there was a last pointer ray drag the object there
  102680. this._moveDrag(lastRay);
  102681. }
  102682. };
  102683. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  102684. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  102685. return;
  102686. }
  102687. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  102688. // Create start ray from the camera to the object
  102689. if (fromRay) {
  102690. this._startDragRay.direction.copyFrom(fromRay.direction);
  102691. this._startDragRay.origin.copyFrom(fromRay.origin);
  102692. }
  102693. else {
  102694. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  102695. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  102696. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  102697. }
  102698. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  102699. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  102700. if (pickedPoint) {
  102701. this.dragging = true;
  102702. this.currentDraggingPointerID = pointerId;
  102703. this.lastDragPosition.copyFrom(pickedPoint);
  102704. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  102705. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  102706. // Detatch camera controls
  102707. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102708. if (this._scene.activeCamera.inputs.attachedElement) {
  102709. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  102710. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  102711. }
  102712. else {
  102713. this._attachedElement = null;
  102714. }
  102715. }
  102716. }
  102717. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  102718. };
  102719. PointerDragBehavior.prototype._moveDrag = function (ray) {
  102720. this._moving = true;
  102721. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  102722. if (pickedPoint) {
  102723. if (this.updateDragPlane) {
  102724. this._updateDragPlanePosition(ray, pickedPoint);
  102725. }
  102726. var dragLength = 0;
  102727. // depending on the drag mode option drag accordingly
  102728. if (this._options.dragAxis) {
  102729. // Convert local drag axis to world
  102730. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  102731. // Project delta drag from the drag plane onto the drag axis
  102732. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  102733. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  102734. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  102735. }
  102736. else {
  102737. dragLength = this._dragDelta.length();
  102738. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  102739. }
  102740. this._targetPosition.addInPlace(this._dragDelta);
  102741. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  102742. this.lastDragPosition.copyFrom(pickedPoint);
  102743. }
  102744. };
  102745. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  102746. var _this = this;
  102747. if (!ray) {
  102748. return null;
  102749. }
  102750. // Calculate angle between plane normal and ray
  102751. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  102752. // Correct if ray is casted from oposite side
  102753. if (angle > Math.PI / 2) {
  102754. angle = Math.PI - angle;
  102755. }
  102756. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  102757. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  102758. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  102759. // Invert ray direction along the towards object axis
  102760. this._tmpVector.copyFrom(ray.direction);
  102761. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  102762. this._alternatePickedPoint.normalize();
  102763. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  102764. this._tmpVector.addInPlace(this._alternatePickedPoint);
  102765. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  102766. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  102767. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  102768. this._alternatePickedPoint.addInPlace(this._tmpVector);
  102769. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  102770. return this._alternatePickedPoint;
  102771. }
  102772. else {
  102773. return null;
  102774. }
  102775. }
  102776. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  102777. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  102778. return pickResult.pickedPoint;
  102779. }
  102780. else {
  102781. return null;
  102782. }
  102783. };
  102784. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  102785. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  102786. this._pointA.copyFrom(dragPlanePosition);
  102787. if (this._options.dragAxis) {
  102788. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  102789. // Calculate plane normal in direction of camera but perpendicular to drag axis
  102790. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  102791. ray.origin.subtractToRef(this._pointA, this._pointC);
  102792. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  102793. // Get perpendicular line from direction to camera and drag axis
  102794. this._pointB.subtractToRef(this._pointA, this._lineA);
  102795. this._pointC.subtractToRef(this._pointA, this._lineB);
  102796. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  102797. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  102798. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  102799. this._lookAt.normalize();
  102800. this._dragPlane.position.copyFrom(this._pointA);
  102801. this._pointA.addToRef(this._lookAt, this._lookAt);
  102802. this._dragPlane.lookAt(this._lookAt);
  102803. }
  102804. else if (this._options.dragPlaneNormal) {
  102805. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  102806. this._dragPlane.position.copyFrom(this._pointA);
  102807. this._pointA.addToRef(this._localAxis, this._lookAt);
  102808. this._dragPlane.lookAt(this._lookAt);
  102809. }
  102810. else {
  102811. this._dragPlane.position.copyFrom(this._pointA);
  102812. this._dragPlane.lookAt(ray.origin);
  102813. }
  102814. this._dragPlane.computeWorldMatrix(true);
  102815. };
  102816. /**
  102817. * Detaches the behavior from the mesh
  102818. */
  102819. PointerDragBehavior.prototype.detach = function () {
  102820. if (this._pointerObserver) {
  102821. this._scene.onPointerObservable.remove(this._pointerObserver);
  102822. }
  102823. if (this._beforeRenderObserver) {
  102824. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102825. }
  102826. };
  102827. PointerDragBehavior._AnyMouseID = -2;
  102828. return PointerDragBehavior;
  102829. }());
  102830. BABYLON.PointerDragBehavior = PointerDragBehavior;
  102831. })(BABYLON || (BABYLON = {}));
  102832. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  102833. var BABYLON;
  102834. (function (BABYLON) {
  102835. /**
  102836. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102837. */
  102838. var MultiPointerScaleBehavior = /** @class */ (function () {
  102839. /**
  102840. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102841. */
  102842. function MultiPointerScaleBehavior() {
  102843. this._startDistance = 0;
  102844. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  102845. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  102846. this._sceneRenderObserver = null;
  102847. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  102848. this._dragBehaviorA.moveAttached = false;
  102849. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  102850. this._dragBehaviorB.moveAttached = false;
  102851. }
  102852. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  102853. /**
  102854. * The name of the behavior
  102855. */
  102856. get: function () {
  102857. return "MultiPointerScale";
  102858. },
  102859. enumerable: true,
  102860. configurable: true
  102861. });
  102862. /**
  102863. * Initializes the behavior
  102864. */
  102865. MultiPointerScaleBehavior.prototype.init = function () { };
  102866. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  102867. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  102868. };
  102869. /**
  102870. * Attaches the scale behavior the passed in mesh
  102871. * @param ownerNode The mesh that will be scaled around once attached
  102872. */
  102873. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  102874. var _this = this;
  102875. this._ownerNode = ownerNode;
  102876. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  102877. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  102878. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102879. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102880. _this._dragBehaviorA.releaseDrag();
  102881. }
  102882. else {
  102883. _this._initialScale.copyFrom(ownerNode.scaling);
  102884. _this._startDistance = _this._getCurrentDistance();
  102885. }
  102886. }
  102887. });
  102888. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  102889. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102890. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102891. _this._dragBehaviorB.releaseDrag();
  102892. }
  102893. else {
  102894. _this._initialScale.copyFrom(ownerNode.scaling);
  102895. _this._startDistance = _this._getCurrentDistance();
  102896. }
  102897. }
  102898. });
  102899. // Once both drag behaviors are active scale based on the distance between the two pointers
  102900. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102901. behavior.onDragObservable.add(function () {
  102902. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102903. var ratio = _this._getCurrentDistance() / _this._startDistance;
  102904. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  102905. }
  102906. });
  102907. });
  102908. ownerNode.addBehavior(this._dragBehaviorA);
  102909. ownerNode.addBehavior(this._dragBehaviorB);
  102910. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102911. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102912. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102913. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  102914. if (change.length() > 0.01) {
  102915. ownerNode.scaling.addInPlace(change);
  102916. }
  102917. }
  102918. });
  102919. };
  102920. /**
  102921. * Detaches the behavior from the mesh
  102922. */
  102923. MultiPointerScaleBehavior.prototype.detach = function () {
  102924. var _this = this;
  102925. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102926. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102927. behavior.onDragStartObservable.clear();
  102928. behavior.onDragObservable.clear();
  102929. _this._ownerNode.removeBehavior(behavior);
  102930. });
  102931. };
  102932. return MultiPointerScaleBehavior;
  102933. }());
  102934. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  102935. })(BABYLON || (BABYLON = {}));
  102936. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  102937. var BABYLON;
  102938. (function (BABYLON) {
  102939. /**
  102940. * 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
  102941. */
  102942. var SixDofDragBehavior = /** @class */ (function () {
  102943. /**
  102944. * 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
  102945. */
  102946. function SixDofDragBehavior() {
  102947. this._sceneRenderObserver = null;
  102948. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102949. this._moving = false;
  102950. this._startingOrientation = new BABYLON.Quaternion();
  102951. /**
  102952. * 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)
  102953. */
  102954. this.zDragFactor = 3;
  102955. /**
  102956. * If the object should rotate to face the drag origin
  102957. */
  102958. this.rotateDraggedObject = true;
  102959. /**
  102960. * If the behavior is currently in a dragging state
  102961. */
  102962. this.dragging = false;
  102963. /**
  102964. * 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)
  102965. */
  102966. this.dragDeltaRatio = 0.2;
  102967. /**
  102968. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102969. */
  102970. this.currentDraggingPointerID = -1;
  102971. /**
  102972. * If camera controls should be detached during the drag
  102973. */
  102974. this.detachCameraControls = true;
  102975. /**
  102976. * Fires each time a drag starts
  102977. */
  102978. this.onDragStartObservable = new BABYLON.Observable();
  102979. /**
  102980. * Fires each time a drag ends (eg. mouse release after drag)
  102981. */
  102982. this.onDragEndObservable = new BABYLON.Observable();
  102983. }
  102984. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  102985. /**
  102986. * The name of the behavior
  102987. */
  102988. get: function () {
  102989. return "SixDofDrag";
  102990. },
  102991. enumerable: true,
  102992. configurable: true
  102993. });
  102994. /**
  102995. * Initializes the behavior
  102996. */
  102997. SixDofDragBehavior.prototype.init = function () { };
  102998. /**
  102999. * Attaches the scale behavior the passed in mesh
  103000. * @param ownerNode The mesh that will be scaled around once attached
  103001. */
  103002. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  103003. var _this = this;
  103004. this._ownerNode = ownerNode;
  103005. this._scene = this._ownerNode.getScene();
  103006. if (!SixDofDragBehavior._virtualScene) {
  103007. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  103008. SixDofDragBehavior._virtualScene.detachControl();
  103009. this._scene.getEngine().scenes.pop();
  103010. }
  103011. var pickedMesh = null;
  103012. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  103013. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  103014. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  103015. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  103016. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  103017. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  103018. var pickPredicate = function (m) {
  103019. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  103020. };
  103021. var attachedElement = null;
  103022. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  103023. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103024. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  103025. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103026. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103027. }
  103028. pickedMesh = _this._ownerNode;
  103029. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103030. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103031. // Set position and orientation of the controller
  103032. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103033. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));
  103034. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  103035. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103036. pickedMesh.computeWorldMatrix();
  103037. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  103038. if (!pickedMesh.rotationQuaternion) {
  103039. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  103040. }
  103041. var oldParent = pickedMesh.parent;
  103042. pickedMesh.setParent(null);
  103043. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  103044. pickedMesh.setParent(oldParent);
  103045. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103046. // Update state
  103047. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103048. _this.dragging = true;
  103049. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  103050. // Detatch camera controls
  103051. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103052. if (_this._scene.activeCamera.inputs.attachedElement) {
  103053. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  103054. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  103055. }
  103056. else {
  103057. attachedElement = null;
  103058. }
  103059. }
  103060. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103061. _this.onDragStartObservable.notifyObservers({});
  103062. }
  103063. }
  103064. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  103065. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  103066. _this.dragging = false;
  103067. _this._moving = false;
  103068. _this.currentDraggingPointerID = -1;
  103069. pickedMesh = null;
  103070. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103071. // Reattach camera controls
  103072. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103073. _this._scene.activeCamera.attachControl(attachedElement, true);
  103074. }
  103075. _this.onDragEndObservable.notifyObservers({});
  103076. }
  103077. }
  103078. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  103079. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  103080. var zDragFactor = _this.zDragFactor;
  103081. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103082. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103083. zDragFactor = 0;
  103084. }
  103085. // Calculate controller drag distance in controller space
  103086. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  103087. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103088. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  103089. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103090. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  103091. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  103092. if (_this._virtualDragMesh.position.z < 0) {
  103093. _this._virtualDragMesh.position.z = 0;
  103094. }
  103095. // Update the controller position
  103096. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103097. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));
  103098. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103099. // Move the virtualObjectsPosition into the picked mesh's space if needed
  103100. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103101. if (pickedMesh.parent) {
  103102. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  103103. }
  103104. if (!_this._moving) {
  103105. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  103106. }
  103107. _this._moving = true;
  103108. }
  103109. }
  103110. });
  103111. var tmpQuaternion = new BABYLON.Quaternion();
  103112. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103113. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103114. if (_this.dragging && _this._moving && pickedMesh) {
  103115. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103116. // Slowly move mesh to avoid jitter
  103117. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  103118. if (_this.rotateDraggedObject) {
  103119. // Get change in rotation
  103120. tmpQuaternion.copyFrom(_this._startingOrientation);
  103121. tmpQuaternion.x = -tmpQuaternion.x;
  103122. tmpQuaternion.y = -tmpQuaternion.y;
  103123. tmpQuaternion.z = -tmpQuaternion.z;
  103124. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  103125. // Convert change in rotation to only y axis rotation
  103126. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  103127. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  103128. // Slowly move mesh to avoid jitter
  103129. var oldParent = pickedMesh.parent;
  103130. pickedMesh.setParent(null);
  103131. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  103132. pickedMesh.setParent(oldParent);
  103133. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103134. }
  103135. }
  103136. });
  103137. };
  103138. /**
  103139. * Detaches the behavior from the mesh
  103140. */
  103141. SixDofDragBehavior.prototype.detach = function () {
  103142. if (this._scene) {
  103143. this._scene.onPointerObservable.remove(this._pointerObserver);
  103144. }
  103145. if (this._ownerNode) {
  103146. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103147. }
  103148. if (this._virtualOriginMesh) {
  103149. this._virtualOriginMesh.dispose();
  103150. }
  103151. if (this._virtualDragMesh) {
  103152. this._virtualDragMesh.dispose();
  103153. }
  103154. this.onDragEndObservable.clear();
  103155. this.onDragStartObservable.clear();
  103156. };
  103157. return SixDofDragBehavior;
  103158. }());
  103159. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  103160. })(BABYLON || (BABYLON = {}));
  103161. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  103162. var BABYLON;
  103163. (function (BABYLON) {
  103164. /**
  103165. * @hidden
  103166. */
  103167. var FaceDirectionInfo = /** @class */ (function () {
  103168. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  103169. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  103170. if (diff === void 0) { diff = 0; }
  103171. if (ignore === void 0) { ignore = false; }
  103172. this.direction = direction;
  103173. this.rotatedDirection = rotatedDirection;
  103174. this.diff = diff;
  103175. this.ignore = ignore;
  103176. }
  103177. return FaceDirectionInfo;
  103178. }());
  103179. /**
  103180. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  103181. */
  103182. var AttachToBoxBehavior = /** @class */ (function () {
  103183. /**
  103184. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  103185. * @param ui The transform node that should be attched to the mesh
  103186. */
  103187. function AttachToBoxBehavior(ui) {
  103188. this.ui = ui;
  103189. /**
  103190. * The name of the behavior
  103191. */
  103192. this.name = "AttachToBoxBehavior";
  103193. /**
  103194. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  103195. */
  103196. this.distanceAwayFromFace = 0.15;
  103197. /**
  103198. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  103199. */
  103200. this.distanceAwayFromBottomOfFace = 0.15;
  103201. 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))];
  103202. this._tmpMatrix = new BABYLON.Matrix();
  103203. this._tmpVector = new BABYLON.Vector3();
  103204. this._zeroVector = BABYLON.Vector3.Zero();
  103205. this._lookAtTmpMatrix = new BABYLON.Matrix();
  103206. /* Does nothing */
  103207. }
  103208. /**
  103209. * Initializes the behavior
  103210. */
  103211. AttachToBoxBehavior.prototype.init = function () {
  103212. /* Does nothing */
  103213. };
  103214. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  103215. var _this = this;
  103216. // Go over each face and calculate the angle between the face's normal and targetDirection
  103217. this._faceVectors.forEach(function (v) {
  103218. if (!_this._target.rotationQuaternion) {
  103219. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  103220. }
  103221. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  103222. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  103223. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  103224. });
  103225. // Return the face information of the one with the normal closeset to target direction
  103226. return this._faceVectors.reduce(function (min, p) {
  103227. if (min.ignore) {
  103228. return p;
  103229. }
  103230. else if (p.ignore) {
  103231. return min;
  103232. }
  103233. else {
  103234. return min.diff < p.diff ? min : p;
  103235. }
  103236. }, this._faceVectors[0]);
  103237. };
  103238. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  103239. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  103240. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  103241. this._lookAtTmpMatrix.invert();
  103242. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  103243. };
  103244. /**
  103245. * Attaches the AttachToBoxBehavior to the passed in mesh
  103246. * @param target The mesh that the specified node will be attached to
  103247. */
  103248. AttachToBoxBehavior.prototype.attach = function (target) {
  103249. var _this = this;
  103250. this._target = target;
  103251. this._scene = this._target.getScene();
  103252. // Every frame, update the app bars position
  103253. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  103254. if (!_this._scene.activeCamera) {
  103255. return;
  103256. }
  103257. // Find the face closest to the cameras position
  103258. var cameraPos = _this._scene.activeCamera.position;
  103259. if (_this._scene.activeCamera.devicePosition) {
  103260. cameraPos = _this._scene.activeCamera.devicePosition;
  103261. }
  103262. var facing = _this._closestFace(cameraPos.subtract(target.position));
  103263. if (_this._scene.activeCamera.leftCamera) {
  103264. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103265. }
  103266. else {
  103267. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103268. }
  103269. // Get camera up direction
  103270. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  103271. // Ignore faces to not select a parrelel face for the up vector of the UI
  103272. _this._faceVectors.forEach(function (v) {
  103273. if (facing.direction.x && v.direction.x) {
  103274. v.ignore = true;
  103275. }
  103276. if (facing.direction.y && v.direction.y) {
  103277. v.ignore = true;
  103278. }
  103279. if (facing.direction.z && v.direction.z) {
  103280. v.ignore = true;
  103281. }
  103282. });
  103283. var facingUp = _this._closestFace(_this._tmpVector);
  103284. // Unignore faces
  103285. _this._faceVectors.forEach(function (v) {
  103286. v.ignore = false;
  103287. });
  103288. // Position the app bar on that face
  103289. _this.ui.position.copyFrom(target.position);
  103290. if (facing.direction.x) {
  103291. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103292. _this.ui.position.addInPlace(_this._tmpVector);
  103293. }
  103294. if (facing.direction.y) {
  103295. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103296. _this.ui.position.addInPlace(_this._tmpVector);
  103297. }
  103298. if (facing.direction.z) {
  103299. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103300. _this.ui.position.addInPlace(_this._tmpVector);
  103301. }
  103302. // Rotate to be oriented properly to the camera
  103303. if (!_this.ui.rotationQuaternion) {
  103304. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  103305. }
  103306. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  103307. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  103308. // Place ui the correct distance from the bottom of the mesh
  103309. if (facingUp.direction.x) {
  103310. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  103311. }
  103312. if (facingUp.direction.y) {
  103313. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  103314. }
  103315. if (facingUp.direction.z) {
  103316. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  103317. }
  103318. _this.ui.position.addInPlace(_this._tmpVector);
  103319. });
  103320. };
  103321. /**
  103322. * Detaches the behavior from the mesh
  103323. */
  103324. AttachToBoxBehavior.prototype.detach = function () {
  103325. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  103326. };
  103327. return AttachToBoxBehavior;
  103328. }());
  103329. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  103330. })(BABYLON || (BABYLON = {}));
  103331. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  103332. var BABYLON;
  103333. (function (BABYLON) {
  103334. /**
  103335. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  103336. */
  103337. var FadeInOutBehavior = /** @class */ (function () {
  103338. /**
  103339. * Instatiates the FadeInOutBehavior
  103340. */
  103341. function FadeInOutBehavior() {
  103342. var _this = this;
  103343. /**
  103344. * Time in milliseconds to delay before fading in (Default: 0)
  103345. */
  103346. this.delay = 0;
  103347. /**
  103348. * Time in milliseconds for the mesh to fade in (Default: 300)
  103349. */
  103350. this.fadeInTime = 300;
  103351. this._millisecondsPerFrame = 1000 / 60;
  103352. this._hovered = false;
  103353. this._hoverValue = 0;
  103354. this._ownerNode = null;
  103355. this._update = function () {
  103356. if (_this._ownerNode) {
  103357. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  103358. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  103359. if (_this._ownerNode.visibility > 1) {
  103360. _this._setAllVisibility(_this._ownerNode, 1);
  103361. _this._hoverValue = _this.fadeInTime + _this.delay;
  103362. return;
  103363. }
  103364. else if (_this._ownerNode.visibility < 0) {
  103365. _this._setAllVisibility(_this._ownerNode, 0);
  103366. if (_this._hoverValue < 0) {
  103367. _this._hoverValue = 0;
  103368. return;
  103369. }
  103370. }
  103371. setTimeout(_this._update, _this._millisecondsPerFrame);
  103372. }
  103373. };
  103374. }
  103375. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  103376. /**
  103377. * The name of the behavior
  103378. */
  103379. get: function () {
  103380. return "FadeInOut";
  103381. },
  103382. enumerable: true,
  103383. configurable: true
  103384. });
  103385. /**
  103386. * Initializes the behavior
  103387. */
  103388. FadeInOutBehavior.prototype.init = function () {
  103389. };
  103390. /**
  103391. * Attaches the fade behavior on the passed in mesh
  103392. * @param ownerNode The mesh that will be faded in/out once attached
  103393. */
  103394. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  103395. this._ownerNode = ownerNode;
  103396. this._setAllVisibility(this._ownerNode, 0);
  103397. };
  103398. /**
  103399. * Detaches the behavior from the mesh
  103400. */
  103401. FadeInOutBehavior.prototype.detach = function () {
  103402. this._ownerNode = null;
  103403. };
  103404. /**
  103405. * Triggers the mesh to begin fading in or out
  103406. * @param value if the object should fade in or out (true to fade in)
  103407. */
  103408. FadeInOutBehavior.prototype.fadeIn = function (value) {
  103409. this._hovered = value;
  103410. this._update();
  103411. };
  103412. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  103413. var _this = this;
  103414. mesh.visibility = value;
  103415. mesh.getChildMeshes().forEach(function (c) {
  103416. _this._setAllVisibility(c, value);
  103417. });
  103418. };
  103419. return FadeInOutBehavior;
  103420. }());
  103421. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  103422. })(BABYLON || (BABYLON = {}));
  103423. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  103424. var BABYLON;
  103425. (function (BABYLON) {
  103426. /**
  103427. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  103428. */
  103429. var Gizmo = /** @class */ (function () {
  103430. /**
  103431. * Creates a gizmo
  103432. * @param gizmoLayer The utility layer the gizmo will be added to
  103433. */
  103434. function Gizmo(
  103435. /** The utility layer the gizmo will be added to */
  103436. gizmoLayer) {
  103437. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103438. var _this = this;
  103439. this.gizmoLayer = gizmoLayer;
  103440. /**
  103441. * Ratio for the scale of the gizmo (Default: 1)
  103442. */
  103443. this.scaleRatio = 1;
  103444. this._tmpMatrix = new BABYLON.Matrix();
  103445. /**
  103446. * If a custom mesh has been set (Default: false)
  103447. */
  103448. this._customMeshSet = false;
  103449. /**
  103450. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  103451. */
  103452. this.updateGizmoRotationToMatchAttachedMesh = true;
  103453. /**
  103454. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  103455. */
  103456. this.updateGizmoPositionToMatchAttachedMesh = true;
  103457. /**
  103458. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  103459. */
  103460. this._updateScale = true;
  103461. this._interactionsEnabled = true;
  103462. this._tempVector = new BABYLON.Vector3();
  103463. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  103464. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  103465. _this._update();
  103466. });
  103467. this.attachedMesh = null;
  103468. }
  103469. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  103470. /**
  103471. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  103472. * * When set, interactions will be enabled
  103473. */
  103474. get: function () {
  103475. return this._attachedMesh;
  103476. },
  103477. set: function (value) {
  103478. this._attachedMesh = value;
  103479. this._rootMesh.setEnabled(value ? true : false);
  103480. this._attachedMeshChanged(value);
  103481. },
  103482. enumerable: true,
  103483. configurable: true
  103484. });
  103485. /**
  103486. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103487. * @param mesh The mesh to replace the default mesh of the gizmo
  103488. */
  103489. Gizmo.prototype.setCustomMesh = function (mesh) {
  103490. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  103491. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  103492. }
  103493. this._rootMesh.getChildMeshes().forEach(function (c) {
  103494. c.dispose();
  103495. });
  103496. mesh.parent = this._rootMesh;
  103497. this._customMeshSet = true;
  103498. };
  103499. Gizmo.prototype._attachedMeshChanged = function (value) {
  103500. };
  103501. /**
  103502. * @hidden
  103503. * Updates the gizmo to match the attached mesh's position/rotation
  103504. */
  103505. Gizmo.prototype._update = function () {
  103506. if (this.attachedMesh) {
  103507. if (this.updateGizmoRotationToMatchAttachedMesh) {
  103508. if (!this._rootMesh.rotationQuaternion) {
  103509. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  103510. }
  103511. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  103512. this._tempVector.copyFrom(this.attachedMesh.scaling);
  103513. if (this.attachedMesh.scaling.x < 0) {
  103514. this.attachedMesh.scaling.x *= -1;
  103515. }
  103516. if (this.attachedMesh.scaling.y < 0) {
  103517. this.attachedMesh.scaling.y *= -1;
  103518. }
  103519. if (this.attachedMesh.scaling.z < 0) {
  103520. this.attachedMesh.scaling.z *= -1;
  103521. }
  103522. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  103523. this.attachedMesh.scaling.copyFrom(this._tempVector);
  103524. this.attachedMesh.computeWorldMatrix();
  103525. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  103526. }
  103527. else if (this._rootMesh.rotationQuaternion) {
  103528. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  103529. }
  103530. if (this.updateGizmoPositionToMatchAttachedMesh) {
  103531. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  103532. }
  103533. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  103534. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  103535. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  103536. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  103537. }
  103538. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  103539. var dist = this._tempVector.length() * this.scaleRatio;
  103540. this._rootMesh.scaling.set(dist, dist, dist);
  103541. }
  103542. }
  103543. };
  103544. /**
  103545. * Disposes of the gizmo
  103546. */
  103547. Gizmo.prototype.dispose = function () {
  103548. this._rootMesh.dispose();
  103549. if (this._beforeRenderObserver) {
  103550. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  103551. }
  103552. };
  103553. return Gizmo;
  103554. }());
  103555. BABYLON.Gizmo = Gizmo;
  103556. })(BABYLON || (BABYLON = {}));
  103557. //# sourceMappingURL=babylon.gizmo.js.map
  103558. var BABYLON;
  103559. (function (BABYLON) {
  103560. /**
  103561. * Single axis drag gizmo
  103562. */
  103563. var AxisDragGizmo = /** @class */ (function (_super) {
  103564. __extends(AxisDragGizmo, _super);
  103565. /**
  103566. * Creates an AxisDragGizmo
  103567. * @param gizmoLayer The utility layer the gizmo will be added to
  103568. * @param dragAxis The axis which the gizmo will be able to drag on
  103569. * @param color The color of the gizmo
  103570. */
  103571. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  103572. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103573. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103574. var _this = _super.call(this, gizmoLayer) || this;
  103575. _this._pointerObserver = null;
  103576. /**
  103577. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103578. */
  103579. _this.snapDistance = 0;
  103580. /**
  103581. * Event that fires each time the gizmo snaps to a new location.
  103582. * * snapDistance is the the change in distance
  103583. */
  103584. _this.onSnapObservable = new BABYLON.Observable();
  103585. // Create Material
  103586. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103587. coloredMaterial.disableLighting = true;
  103588. coloredMaterial.emissiveColor = color;
  103589. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103590. hoverMaterial.disableLighting = true;
  103591. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103592. // Build mesh on root node
  103593. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  103594. arrow.lookAt(_this._rootMesh.position.add(dragAxis));
  103595. arrow.scaling.scaleInPlace(1 / 3);
  103596. arrow.parent = _this._rootMesh;
  103597. var currentSnapDragDistance = 0;
  103598. var tmpVector = new BABYLON.Vector3();
  103599. var tmpSnapEvent = { snapDistance: 0 };
  103600. // Add drag behavior to handle events when the gizmo is dragged
  103601. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103602. _this.dragBehavior.moveAttached = false;
  103603. _this._rootMesh.addBehavior(_this.dragBehavior);
  103604. var localDelta = new BABYLON.Vector3();
  103605. var tmpMatrix = new BABYLON.Matrix();
  103606. _this.dragBehavior.onDragObservable.add(function (event) {
  103607. if (_this.attachedMesh) {
  103608. // Convert delta to local translation if it has a parent
  103609. if (_this.attachedMesh.parent) {
  103610. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103611. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  103612. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  103613. }
  103614. else {
  103615. localDelta.copyFrom(event.delta);
  103616. }
  103617. // Snapping logic
  103618. if (_this.snapDistance == 0) {
  103619. _this.attachedMesh.position.addInPlace(localDelta);
  103620. }
  103621. else {
  103622. currentSnapDragDistance += event.dragDistance;
  103623. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103624. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  103625. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103626. localDelta.normalizeToRef(tmpVector);
  103627. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  103628. _this.attachedMesh.position.addInPlace(tmpVector);
  103629. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103630. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103631. }
  103632. }
  103633. }
  103634. });
  103635. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103636. if (_this._customMeshSet) {
  103637. return;
  103638. }
  103639. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103640. var material = isHovered ? hoverMaterial : coloredMaterial;
  103641. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103642. m.material = material;
  103643. if (m.color) {
  103644. m.color = material.emissiveColor;
  103645. }
  103646. });
  103647. });
  103648. return _this;
  103649. }
  103650. /** @hidden */
  103651. AxisDragGizmo._CreateArrow = function (scene, material) {
  103652. var arrow = new BABYLON.TransformNode("arrow", scene);
  103653. var cylinder = BABYLON.MeshBuilder.CreateCylinder("cylinder", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  103654. var line = BABYLON.MeshBuilder.CreateLines("line", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  103655. line.color = material.emissiveColor;
  103656. cylinder.parent = arrow;
  103657. line.parent = arrow;
  103658. // Position arrow pointing in its drag axis
  103659. cylinder.scaling.scaleInPlace(0.05);
  103660. cylinder.material = material;
  103661. cylinder.rotation.x = Math.PI / 2;
  103662. cylinder.position.z += 0.3;
  103663. line.scaling.scaleInPlace(0.26);
  103664. line.rotation.x = Math.PI / 2;
  103665. line.material = material;
  103666. return arrow;
  103667. };
  103668. /** @hidden */
  103669. AxisDragGizmo._CreateArrowInstance = function (scene, arrow) {
  103670. var instance = new BABYLON.TransformNode("arrow", scene);
  103671. for (var _i = 0, _a = arrow.getChildMeshes(); _i < _a.length; _i++) {
  103672. var mesh = _a[_i];
  103673. var childInstance = mesh.createInstance(mesh.name);
  103674. childInstance.parent = instance;
  103675. }
  103676. return instance;
  103677. };
  103678. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  103679. if (this.dragBehavior) {
  103680. this.dragBehavior.enabled = value ? true : false;
  103681. }
  103682. };
  103683. /**
  103684. * Disposes of the gizmo
  103685. */
  103686. AxisDragGizmo.prototype.dispose = function () {
  103687. this.onSnapObservable.clear();
  103688. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103689. this.dragBehavior.detach();
  103690. _super.prototype.dispose.call(this);
  103691. };
  103692. return AxisDragGizmo;
  103693. }(BABYLON.Gizmo));
  103694. BABYLON.AxisDragGizmo = AxisDragGizmo;
  103695. })(BABYLON || (BABYLON = {}));
  103696. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  103697. var BABYLON;
  103698. (function (BABYLON) {
  103699. /**
  103700. * Single axis scale gizmo
  103701. */
  103702. var AxisScaleGizmo = /** @class */ (function (_super) {
  103703. __extends(AxisScaleGizmo, _super);
  103704. /**
  103705. * Creates an AxisScaleGizmo
  103706. * @param gizmoLayer The utility layer the gizmo will be added to
  103707. * @param dragAxis The axis which the gizmo will be able to scale on
  103708. * @param color The color of the gizmo
  103709. */
  103710. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  103711. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103712. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103713. var _this = _super.call(this, gizmoLayer) || this;
  103714. _this._pointerObserver = null;
  103715. /**
  103716. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103717. */
  103718. _this.snapDistance = 0;
  103719. /**
  103720. * Event that fires each time the gizmo snaps to a new location.
  103721. * * snapDistance is the the change in distance
  103722. */
  103723. _this.onSnapObservable = new BABYLON.Observable();
  103724. /**
  103725. * If the scaling operation should be done on all axis (default: false)
  103726. */
  103727. _this.uniformScaling = false;
  103728. // Create Material
  103729. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103730. _this._coloredMaterial.disableLighting = true;
  103731. _this._coloredMaterial.emissiveColor = color;
  103732. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103733. hoverMaterial.disableLighting = true;
  103734. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103735. // Build mesh on root node
  103736. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103737. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  103738. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  103739. arrowTail.color = _this._coloredMaterial.emissiveColor;
  103740. arrow.addChild(arrowMesh);
  103741. arrow.addChild(arrowTail);
  103742. // Position arrow pointing in its drag axis
  103743. arrowMesh.scaling.scaleInPlace(0.1);
  103744. arrowMesh.material = _this._coloredMaterial;
  103745. arrowMesh.rotation.x = Math.PI / 2;
  103746. arrowMesh.position.z += 0.3;
  103747. arrowTail.scaling.scaleInPlace(0.26);
  103748. arrowTail.rotation.x = Math.PI / 2;
  103749. arrowTail.material = _this._coloredMaterial;
  103750. arrow.lookAt(_this._rootMesh.position.add(dragAxis));
  103751. _this._rootMesh.addChild(arrow);
  103752. arrow.scaling.scaleInPlace(1 / 3);
  103753. // Add drag behavior to handle events when the gizmo is dragged
  103754. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103755. _this.dragBehavior.moveAttached = false;
  103756. _this._rootMesh.addBehavior(_this.dragBehavior);
  103757. var currentSnapDragDistance = 0;
  103758. var tmpVector = new BABYLON.Vector3();
  103759. var tmpSnapEvent = { snapDistance: 0 };
  103760. _this.dragBehavior.onDragObservable.add(function (event) {
  103761. if (_this.attachedMesh) {
  103762. // Snapping logic
  103763. var snapped = false;
  103764. var dragSteps = 0;
  103765. if (_this.uniformScaling) {
  103766. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  103767. if (tmpVector.y < 0) {
  103768. tmpVector.scaleInPlace(-1);
  103769. }
  103770. }
  103771. else {
  103772. tmpVector.copyFrom(dragAxis);
  103773. }
  103774. if (_this.snapDistance == 0) {
  103775. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  103776. }
  103777. else {
  103778. currentSnapDragDistance += event.dragDistance;
  103779. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103780. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103781. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103782. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  103783. snapped = true;
  103784. }
  103785. else {
  103786. tmpVector.scaleInPlace(0);
  103787. }
  103788. }
  103789. _this.attachedMesh.scaling.addInPlace(tmpVector);
  103790. if (snapped) {
  103791. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103792. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103793. }
  103794. }
  103795. });
  103796. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103797. if (_this._customMeshSet) {
  103798. return;
  103799. }
  103800. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103801. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  103802. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103803. m.material = material;
  103804. if (m.color) {
  103805. m.color = material.emissiveColor;
  103806. }
  103807. });
  103808. });
  103809. return _this;
  103810. }
  103811. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  103812. if (this.dragBehavior) {
  103813. this.dragBehavior.enabled = value ? true : false;
  103814. }
  103815. };
  103816. /**
  103817. * Disposes of the gizmo
  103818. */
  103819. AxisScaleGizmo.prototype.dispose = function () {
  103820. this.onSnapObservable.clear();
  103821. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103822. this.dragBehavior.detach();
  103823. _super.prototype.dispose.call(this);
  103824. };
  103825. /**
  103826. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103827. * @param mesh The mesh to replace the default mesh of the gizmo
  103828. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  103829. */
  103830. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  103831. var _this = this;
  103832. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  103833. _super.prototype.setCustomMesh.call(this, mesh);
  103834. if (useGizmoMaterial) {
  103835. this._rootMesh.getChildMeshes().forEach(function (m) {
  103836. m.material = _this._coloredMaterial;
  103837. if (m.color) {
  103838. m.color = _this._coloredMaterial.emissiveColor;
  103839. }
  103840. });
  103841. this._customMeshSet = false;
  103842. }
  103843. };
  103844. return AxisScaleGizmo;
  103845. }(BABYLON.Gizmo));
  103846. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  103847. })(BABYLON || (BABYLON = {}));
  103848. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  103849. var BABYLON;
  103850. (function (BABYLON) {
  103851. /**
  103852. * Single plane rotation gizmo
  103853. */
  103854. var PlaneRotationGizmo = /** @class */ (function (_super) {
  103855. __extends(PlaneRotationGizmo, _super);
  103856. /**
  103857. * Creates a PlaneRotationGizmo
  103858. * @param gizmoLayer The utility layer the gizmo will be added to
  103859. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  103860. * @param color The color of the gizmo
  103861. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103862. */
  103863. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  103864. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103865. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103866. if (tessellation === void 0) { tessellation = 32; }
  103867. var _this = _super.call(this, gizmoLayer) || this;
  103868. _this._pointerObserver = null;
  103869. /**
  103870. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  103871. */
  103872. _this.snapDistance = 0;
  103873. /**
  103874. * Event that fires each time the gizmo snaps to a new location.
  103875. * * snapDistance is the the change in distance
  103876. */
  103877. _this.onSnapObservable = new BABYLON.Observable();
  103878. // Create Material
  103879. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103880. coloredMaterial.disableLighting = true;
  103881. coloredMaterial.emissiveColor = color;
  103882. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103883. hoverMaterial.disableLighting = true;
  103884. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103885. // Build mesh on root node
  103886. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103887. // Create circle out of lines
  103888. var radius = 0.8;
  103889. var points = new Array();
  103890. for (var i = 0; i < tessellation; i++) {
  103891. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  103892. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  103893. }
  103894. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  103895. rotationMesh.color = coloredMaterial.emissiveColor;
  103896. // Position arrow pointing in its drag axis
  103897. rotationMesh.scaling.scaleInPlace(0.26);
  103898. rotationMesh.material = coloredMaterial;
  103899. rotationMesh.rotation.x = Math.PI / 2;
  103900. parentMesh.addChild(rotationMesh);
  103901. parentMesh.lookAt(_this._rootMesh.position.add(planeNormal));
  103902. _this._rootMesh.addChild(parentMesh);
  103903. parentMesh.scaling.scaleInPlace(1 / 3);
  103904. // Add drag behavior to handle events when the gizmo is dragged
  103905. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  103906. _this.dragBehavior.moveAttached = false;
  103907. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  103908. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  103909. _this._rootMesh.addBehavior(_this.dragBehavior);
  103910. var lastDragPosition = new BABYLON.Vector3();
  103911. _this.dragBehavior.onDragStartObservable.add(function (e) {
  103912. if (_this.attachedMesh) {
  103913. lastDragPosition.copyFrom(e.dragPlanePoint);
  103914. }
  103915. });
  103916. var rotationMatrix = new BABYLON.Matrix();
  103917. var planeNormalTowardsCamera = new BABYLON.Vector3();
  103918. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  103919. var tmpSnapEvent = { snapDistance: 0 };
  103920. var currentSnapDragDistance = 0;
  103921. var tmpMatrix = new BABYLON.Matrix();
  103922. var tmpVector = new BABYLON.Vector3();
  103923. var amountToRotate = new BABYLON.Quaternion();
  103924. _this.dragBehavior.onDragObservable.add(function (event) {
  103925. if (_this.attachedMesh) {
  103926. if (!_this.attachedMesh.rotationQuaternion) {
  103927. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103928. }
  103929. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  103930. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  103931. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  103932. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  103933. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  103934. var angle = Math.atan2(cross.length(), dot);
  103935. planeNormalTowardsCamera.copyFrom(planeNormal);
  103936. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  103937. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103938. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  103939. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  103940. }
  103941. // Flip up vector depending on which side the camera is on
  103942. if (gizmoLayer.utilityLayerScene.activeCamera) {
  103943. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  103944. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  103945. planeNormalTowardsCamera.scaleInPlace(-1);
  103946. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  103947. }
  103948. }
  103949. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  103950. if (halfCircleSide) {
  103951. angle = -angle;
  103952. }
  103953. // Snapping logic
  103954. var snapped = false;
  103955. if (_this.snapDistance != 0) {
  103956. currentSnapDragDistance += angle;
  103957. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103958. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103959. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103960. angle = _this.snapDistance * dragSteps;
  103961. snapped = true;
  103962. }
  103963. else {
  103964. angle = 0;
  103965. }
  103966. }
  103967. // If the mesh has a parent, convert needed world rotation to local rotation
  103968. tmpMatrix.reset();
  103969. if (_this.attachedMesh.parent) {
  103970. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103971. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  103972. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  103973. }
  103974. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  103975. var quaternionCoefficient = Math.sin(angle / 2);
  103976. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  103977. // 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
  103978. if (tmpMatrix.determinant() > 0) {
  103979. amountToRotate.toEulerAnglesToRef(tmpVector);
  103980. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  103981. }
  103982. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103983. // Rotate selected mesh quaternion over fixed axis
  103984. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  103985. }
  103986. else {
  103987. // Rotate selected mesh quaternion over rotated axis
  103988. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  103989. }
  103990. lastDragPosition.copyFrom(event.dragPlanePoint);
  103991. if (snapped) {
  103992. tmpSnapEvent.snapDistance = angle;
  103993. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103994. }
  103995. }
  103996. });
  103997. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103998. if (_this._customMeshSet) {
  103999. return;
  104000. }
  104001. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  104002. var material = isHovered ? hoverMaterial : coloredMaterial;
  104003. _this._rootMesh.getChildMeshes().forEach(function (m) {
  104004. m.material = material;
  104005. if (m.color) {
  104006. m.color = material.emissiveColor;
  104007. }
  104008. });
  104009. });
  104010. return _this;
  104011. }
  104012. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  104013. if (this.dragBehavior) {
  104014. this.dragBehavior.enabled = value ? true : false;
  104015. }
  104016. };
  104017. /**
  104018. * Disposes of the gizmo
  104019. */
  104020. PlaneRotationGizmo.prototype.dispose = function () {
  104021. this.onSnapObservable.clear();
  104022. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104023. this.dragBehavior.detach();
  104024. _super.prototype.dispose.call(this);
  104025. };
  104026. return PlaneRotationGizmo;
  104027. }(BABYLON.Gizmo));
  104028. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  104029. })(BABYLON || (BABYLON = {}));
  104030. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  104031. var BABYLON;
  104032. (function (BABYLON) {
  104033. /**
  104034. * Gizmo that enables dragging a mesh along 3 axis
  104035. */
  104036. var PositionGizmo = /** @class */ (function (_super) {
  104037. __extends(PositionGizmo, _super);
  104038. /**
  104039. * Creates a PositionGizmo
  104040. * @param gizmoLayer The utility layer the gizmo will be added to
  104041. */
  104042. function PositionGizmo(gizmoLayer) {
  104043. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104044. var _this = _super.call(this, gizmoLayer) || this;
  104045. /** Fires an event when any of it's sub gizmos are dragged */
  104046. _this.onDragStartObservable = new BABYLON.Observable();
  104047. /** Fires an event when any of it's sub gizmos are released from dragging */
  104048. _this.onDragEndObservable = new BABYLON.Observable();
  104049. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104050. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104051. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104052. // Relay drag events
  104053. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104054. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104055. _this.onDragStartObservable.notifyObservers({});
  104056. });
  104057. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104058. _this.onDragEndObservable.notifyObservers({});
  104059. });
  104060. });
  104061. _this.attachedMesh = null;
  104062. return _this;
  104063. }
  104064. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  104065. set: function (mesh) {
  104066. if (this.xGizmo) {
  104067. this.xGizmo.attachedMesh = mesh;
  104068. this.yGizmo.attachedMesh = mesh;
  104069. this.zGizmo.attachedMesh = mesh;
  104070. }
  104071. },
  104072. enumerable: true,
  104073. configurable: true
  104074. });
  104075. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104076. get: function () {
  104077. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104078. },
  104079. set: function (value) {
  104080. if (this.xGizmo) {
  104081. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104082. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104083. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104084. }
  104085. },
  104086. enumerable: true,
  104087. configurable: true
  104088. });
  104089. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  104090. get: function () {
  104091. return this.xGizmo.snapDistance;
  104092. },
  104093. /**
  104094. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104095. */
  104096. set: function (value) {
  104097. if (this.xGizmo) {
  104098. this.xGizmo.snapDistance = value;
  104099. this.yGizmo.snapDistance = value;
  104100. this.zGizmo.snapDistance = value;
  104101. }
  104102. },
  104103. enumerable: true,
  104104. configurable: true
  104105. });
  104106. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  104107. get: function () {
  104108. return this.xGizmo.scaleRatio;
  104109. },
  104110. /**
  104111. * Ratio for the scale of the gizmo (Default: 1)
  104112. */
  104113. set: function (value) {
  104114. if (this.xGizmo) {
  104115. this.xGizmo.scaleRatio = value;
  104116. this.yGizmo.scaleRatio = value;
  104117. this.zGizmo.scaleRatio = value;
  104118. }
  104119. },
  104120. enumerable: true,
  104121. configurable: true
  104122. });
  104123. /**
  104124. * Disposes of the gizmo
  104125. */
  104126. PositionGizmo.prototype.dispose = function () {
  104127. this.xGizmo.dispose();
  104128. this.yGizmo.dispose();
  104129. this.zGizmo.dispose();
  104130. this.onDragStartObservable.clear();
  104131. this.onDragEndObservable.clear();
  104132. };
  104133. /**
  104134. * CustomMeshes are not supported by this gizmo
  104135. * @param mesh The mesh to replace the default mesh of the gizmo
  104136. */
  104137. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  104138. 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)");
  104139. };
  104140. return PositionGizmo;
  104141. }(BABYLON.Gizmo));
  104142. BABYLON.PositionGizmo = PositionGizmo;
  104143. })(BABYLON || (BABYLON = {}));
  104144. //# sourceMappingURL=babylon.positionGizmo.js.map
  104145. var BABYLON;
  104146. (function (BABYLON) {
  104147. /**
  104148. * Gizmo that enables rotating a mesh along 3 axis
  104149. */
  104150. var RotationGizmo = /** @class */ (function (_super) {
  104151. __extends(RotationGizmo, _super);
  104152. /**
  104153. * Creates a RotationGizmo
  104154. * @param gizmoLayer The utility layer the gizmo will be added to
  104155. * @param tessellation Amount of tessellation to be used when creating rotation circles
  104156. */
  104157. function RotationGizmo(gizmoLayer, tessellation) {
  104158. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104159. if (tessellation === void 0) { tessellation = 32; }
  104160. var _this = _super.call(this, gizmoLayer) || this;
  104161. /** Fires an event when any of it's sub gizmos are dragged */
  104162. _this.onDragStartObservable = new BABYLON.Observable();
  104163. /** Fires an event when any of it's sub gizmos are released from dragging */
  104164. _this.onDragEndObservable = new BABYLON.Observable();
  104165. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  104166. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  104167. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  104168. // Relay drag events
  104169. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104170. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104171. _this.onDragStartObservable.notifyObservers({});
  104172. });
  104173. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104174. _this.onDragEndObservable.notifyObservers({});
  104175. });
  104176. });
  104177. _this.attachedMesh = null;
  104178. return _this;
  104179. }
  104180. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  104181. set: function (mesh) {
  104182. if (this.xGizmo) {
  104183. this.xGizmo.attachedMesh = mesh;
  104184. this.yGizmo.attachedMesh = mesh;
  104185. this.zGizmo.attachedMesh = mesh;
  104186. }
  104187. },
  104188. enumerable: true,
  104189. configurable: true
  104190. });
  104191. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104192. get: function () {
  104193. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104194. },
  104195. set: function (value) {
  104196. if (this.xGizmo) {
  104197. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104198. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104199. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104200. }
  104201. },
  104202. enumerable: true,
  104203. configurable: true
  104204. });
  104205. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  104206. get: function () {
  104207. return this.xGizmo.snapDistance;
  104208. },
  104209. /**
  104210. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104211. */
  104212. set: function (value) {
  104213. if (this.xGizmo) {
  104214. this.xGizmo.snapDistance = value;
  104215. this.yGizmo.snapDistance = value;
  104216. this.zGizmo.snapDistance = value;
  104217. }
  104218. },
  104219. enumerable: true,
  104220. configurable: true
  104221. });
  104222. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  104223. get: function () {
  104224. return this.xGizmo.scaleRatio;
  104225. },
  104226. /**
  104227. * Ratio for the scale of the gizmo (Default: 1)
  104228. */
  104229. set: function (value) {
  104230. if (this.xGizmo) {
  104231. this.xGizmo.scaleRatio = value;
  104232. this.yGizmo.scaleRatio = value;
  104233. this.zGizmo.scaleRatio = value;
  104234. }
  104235. },
  104236. enumerable: true,
  104237. configurable: true
  104238. });
  104239. /**
  104240. * Disposes of the gizmo
  104241. */
  104242. RotationGizmo.prototype.dispose = function () {
  104243. this.xGizmo.dispose();
  104244. this.yGizmo.dispose();
  104245. this.zGizmo.dispose();
  104246. this.onDragStartObservable.clear();
  104247. this.onDragEndObservable.clear();
  104248. };
  104249. /**
  104250. * CustomMeshes are not supported by this gizmo
  104251. * @param mesh The mesh to replace the default mesh of the gizmo
  104252. */
  104253. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  104254. 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)");
  104255. };
  104256. return RotationGizmo;
  104257. }(BABYLON.Gizmo));
  104258. BABYLON.RotationGizmo = RotationGizmo;
  104259. })(BABYLON || (BABYLON = {}));
  104260. //# sourceMappingURL=babylon.rotationGizmo.js.map
  104261. var BABYLON;
  104262. (function (BABYLON) {
  104263. /**
  104264. * Gizmo that enables scaling a mesh along 3 axis
  104265. */
  104266. var ScaleGizmo = /** @class */ (function (_super) {
  104267. __extends(ScaleGizmo, _super);
  104268. /**
  104269. * Creates a ScaleGizmo
  104270. * @param gizmoLayer The utility layer the gizmo will be added to
  104271. */
  104272. function ScaleGizmo(gizmoLayer) {
  104273. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104274. var _this = _super.call(this, gizmoLayer) || this;
  104275. /** Fires an event when any of it's sub gizmos are dragged */
  104276. _this.onDragStartObservable = new BABYLON.Observable();
  104277. /** Fires an event when any of it's sub gizmos are released from dragging */
  104278. _this.onDragEndObservable = new BABYLON.Observable();
  104279. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104280. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104281. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104282. // Create uniform scale gizmo
  104283. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  104284. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  104285. _this.uniformScaleGizmo.uniformScaling = true;
  104286. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104287. uniformScalingMesh.scaling.scaleInPlace(0.02);
  104288. uniformScalingMesh.visibility = 0;
  104289. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104290. octahedron.scaling.scaleInPlace(0.007);
  104291. uniformScalingMesh.addChild(octahedron);
  104292. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  104293. // Relay drag events
  104294. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  104295. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104296. _this.onDragStartObservable.notifyObservers({});
  104297. });
  104298. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104299. _this.onDragEndObservable.notifyObservers({});
  104300. });
  104301. });
  104302. _this.attachedMesh = null;
  104303. return _this;
  104304. }
  104305. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  104306. set: function (mesh) {
  104307. if (this.xGizmo) {
  104308. this.xGizmo.attachedMesh = mesh;
  104309. this.yGizmo.attachedMesh = mesh;
  104310. this.zGizmo.attachedMesh = mesh;
  104311. this.uniformScaleGizmo.attachedMesh = mesh;
  104312. }
  104313. },
  104314. enumerable: true,
  104315. configurable: true
  104316. });
  104317. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104318. get: function () {
  104319. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104320. },
  104321. set: function (value) {
  104322. if (!value) {
  104323. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  104324. }
  104325. if (this.xGizmo) {
  104326. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104327. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104328. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104329. }
  104330. },
  104331. enumerable: true,
  104332. configurable: true
  104333. });
  104334. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  104335. get: function () {
  104336. return this.xGizmo.snapDistance;
  104337. },
  104338. /**
  104339. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104340. */
  104341. set: function (value) {
  104342. if (this.xGizmo) {
  104343. this.xGizmo.snapDistance = value;
  104344. this.yGizmo.snapDistance = value;
  104345. this.zGizmo.snapDistance = value;
  104346. this.uniformScaleGizmo.snapDistance = value;
  104347. }
  104348. },
  104349. enumerable: true,
  104350. configurable: true
  104351. });
  104352. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  104353. get: function () {
  104354. return this.xGizmo.scaleRatio;
  104355. },
  104356. /**
  104357. * Ratio for the scale of the gizmo (Default: 1)
  104358. */
  104359. set: function (value) {
  104360. if (this.xGizmo) {
  104361. this.xGizmo.scaleRatio = value;
  104362. this.yGizmo.scaleRatio = value;
  104363. this.zGizmo.scaleRatio = value;
  104364. this.uniformScaleGizmo.scaleRatio = value;
  104365. }
  104366. },
  104367. enumerable: true,
  104368. configurable: true
  104369. });
  104370. /**
  104371. * Disposes of the gizmo
  104372. */
  104373. ScaleGizmo.prototype.dispose = function () {
  104374. this.xGizmo.dispose();
  104375. this.yGizmo.dispose();
  104376. this.zGizmo.dispose();
  104377. this.uniformScaleGizmo.dispose();
  104378. this.onDragStartObservable.clear();
  104379. this.onDragEndObservable.clear();
  104380. };
  104381. return ScaleGizmo;
  104382. }(BABYLON.Gizmo));
  104383. BABYLON.ScaleGizmo = ScaleGizmo;
  104384. })(BABYLON || (BABYLON = {}));
  104385. //# sourceMappingURL=babylon.scaleGizmo.js.map
  104386. var BABYLON;
  104387. (function (BABYLON) {
  104388. /**
  104389. * Bounding box gizmo
  104390. */
  104391. var BoundingBoxGizmo = /** @class */ (function (_super) {
  104392. __extends(BoundingBoxGizmo, _super);
  104393. /**
  104394. * Creates an BoundingBoxGizmo
  104395. * @param gizmoLayer The utility layer the gizmo will be added to
  104396. * @param color The color of the gizmo
  104397. */
  104398. function BoundingBoxGizmo(color, gizmoLayer) {
  104399. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  104400. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  104401. var _this = _super.call(this, gizmoLayer) || this;
  104402. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  104403. _this._renderObserver = null;
  104404. _this._pointerObserver = null;
  104405. _this._scaleDragSpeed = 0.2;
  104406. _this._tmpQuaternion = new BABYLON.Quaternion();
  104407. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  104408. _this._tmpRotationMatrix = new BABYLON.Matrix();
  104409. /**
  104410. * 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)
  104411. */
  104412. _this.ignoreChildren = false;
  104413. /**
  104414. * 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)
  104415. */
  104416. _this.includeChildPredicate = null;
  104417. /**
  104418. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  104419. */
  104420. _this.rotationSphereSize = 0.1;
  104421. /**
  104422. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  104423. */
  104424. _this.scaleBoxSize = 0.1;
  104425. /**
  104426. * 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)
  104427. */
  104428. _this.fixedDragMeshScreenSize = false;
  104429. /**
  104430. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  104431. */
  104432. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  104433. /**
  104434. * Fired when a rotation sphere or scale box is dragged
  104435. */
  104436. _this.onDragStartObservable = new BABYLON.Observable();
  104437. /**
  104438. * Fired when a scale box is dragged
  104439. */
  104440. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  104441. /**
  104442. * Fired when a scale box drag is ended
  104443. */
  104444. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  104445. /**
  104446. * Fired when a rotation sphere is dragged
  104447. */
  104448. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  104449. /**
  104450. * Fired when a rotation sphere drag is ended
  104451. */
  104452. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  104453. /**
  104454. * 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)
  104455. */
  104456. _this.scalePivot = null;
  104457. _this._existingMeshScale = new BABYLON.Vector3();
  104458. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  104459. _this._updateScale = false;
  104460. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  104461. // Create Materials
  104462. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104463. coloredMaterial.disableLighting = true;
  104464. coloredMaterial.emissiveColor = color;
  104465. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104466. hoverColoredMaterial.disableLighting = true;
  104467. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  104468. // Build bounding box out of lines
  104469. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104470. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  104471. var lines = [];
  104472. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  104473. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104474. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104475. 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));
  104476. 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));
  104477. 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));
  104478. 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));
  104479. 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));
  104480. 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));
  104481. 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));
  104482. 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));
  104483. 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));
  104484. lines.forEach(function (l) {
  104485. l.color = color;
  104486. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  104487. l.isPickable = false;
  104488. _this._lineBoundingBox.addChild(l);
  104489. });
  104490. _this._rootMesh.addChild(_this._lineBoundingBox);
  104491. // Create rotation spheres
  104492. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104493. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  104494. var _loop_1 = function (i_1) {
  104495. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  104496. sphere.rotationQuaternion = new BABYLON.Quaternion();
  104497. sphere.material = coloredMaterial;
  104498. // Drag behavior
  104499. _dragBehavior = new BABYLON.PointerDragBehavior({});
  104500. _dragBehavior.moveAttached = false;
  104501. _dragBehavior.updateDragPlane = false;
  104502. sphere.addBehavior(_dragBehavior);
  104503. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  104504. var totalTurnAmountOfDrag = 0;
  104505. _dragBehavior.onDragStartObservable.add(function (event) {
  104506. startingTurnDirection.copyFrom(sphere.forward);
  104507. totalTurnAmountOfDrag = 0;
  104508. });
  104509. _dragBehavior.onDragObservable.add(function (event) {
  104510. _this.onRotationSphereDragObservable.notifyObservers({});
  104511. if (_this.attachedMesh) {
  104512. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104513. var worldDragDirection = startingTurnDirection;
  104514. // Project the world right on to the drag plane
  104515. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  104516. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  104517. // project drag delta on to the resulting drag axis and rotate based on that
  104518. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  104519. // Make rotation relative to size of mesh.
  104520. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104521. // Rotate based on axis
  104522. if (!_this.attachedMesh.rotationQuaternion) {
  104523. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104524. }
  104525. if (!_this._anchorMesh.rotationQuaternion) {
  104526. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  104527. }
  104528. // Do not allow the object to turn more than a full circle
  104529. totalTurnAmountOfDrag += projectDist;
  104530. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  104531. if (i_1 >= 8) {
  104532. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  104533. }
  104534. else if (i_1 >= 4) {
  104535. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  104536. }
  104537. else {
  104538. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  104539. }
  104540. // Rotate around center of bounding box
  104541. _this._anchorMesh.addChild(_this.attachedMesh);
  104542. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  104543. _this._anchorMesh.removeChild(_this.attachedMesh);
  104544. }
  104545. _this.updateBoundingBox();
  104546. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104547. }
  104548. });
  104549. // Selection/deselection
  104550. _dragBehavior.onDragStartObservable.add(function () {
  104551. _this.onDragStartObservable.notifyObservers({});
  104552. _this._selectNode(sphere);
  104553. });
  104554. _dragBehavior.onDragEndObservable.add(function () {
  104555. _this.onRotationSphereDragEndObservable.notifyObservers({});
  104556. _this._selectNode(null);
  104557. });
  104558. this_1._rotateSpheresParent.addChild(sphere);
  104559. };
  104560. var this_1 = this, _dragBehavior;
  104561. for (var i_1 = 0; i_1 < 12; i_1++) {
  104562. _loop_1(i_1);
  104563. }
  104564. _this._rootMesh.addChild(_this._rotateSpheresParent);
  104565. // Create scale cubes
  104566. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104567. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  104568. for (var i = 0; i < 2; i++) {
  104569. for (var j = 0; j < 2; j++) {
  104570. var _loop_2 = function () {
  104571. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  104572. box.material = coloredMaterial;
  104573. // Dragging logic
  104574. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  104575. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  104576. _dragBehavior.moveAttached = false;
  104577. box.addBehavior(_dragBehavior);
  104578. _dragBehavior.onDragObservable.add(function (event) {
  104579. _this.onScaleBoxDragObservable.notifyObservers({});
  104580. if (_this.attachedMesh) {
  104581. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104582. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104583. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  104584. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  104585. _this.updateBoundingBox();
  104586. if (_this.scalePivot) {
  104587. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  104588. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  104589. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  104590. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104591. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104592. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  104593. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104594. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  104595. }
  104596. else {
  104597. // Scale from the position of the opposite corner
  104598. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  104599. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104600. }
  104601. _this._anchorMesh.addChild(_this.attachedMesh);
  104602. _this._anchorMesh.scaling.addInPlace(deltaScale);
  104603. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  104604. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  104605. }
  104606. _this._anchorMesh.removeChild(_this.attachedMesh);
  104607. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104608. }
  104609. });
  104610. // Selection/deselection
  104611. _dragBehavior.onDragStartObservable.add(function () {
  104612. _this.onDragStartObservable.notifyObservers({});
  104613. _this._selectNode(box);
  104614. });
  104615. _dragBehavior.onDragEndObservable.add(function () {
  104616. _this.onScaleBoxDragEndObservable.notifyObservers({});
  104617. _this._selectNode(null);
  104618. });
  104619. this_2._scaleBoxesParent.addChild(box);
  104620. };
  104621. var this_2 = this, _dragBehavior;
  104622. for (var k = 0; k < 2; k++) {
  104623. _loop_2();
  104624. }
  104625. }
  104626. }
  104627. _this._rootMesh.addChild(_this._scaleBoxesParent);
  104628. // Hover color change
  104629. var pointerIds = new Array();
  104630. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104631. if (!pointerIds[pointerInfo.event.pointerId]) {
  104632. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  104633. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  104634. pointerIds[pointerInfo.event.pointerId] = mesh;
  104635. mesh.material = hoverColoredMaterial;
  104636. }
  104637. });
  104638. }
  104639. else {
  104640. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  104641. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  104642. delete pointerIds[pointerInfo.event.pointerId];
  104643. }
  104644. }
  104645. });
  104646. // Update bounding box positions
  104647. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  104648. // Only update the bouding box if scaling has changed
  104649. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  104650. _this.updateBoundingBox();
  104651. }
  104652. else if (_this.fixedDragMeshScreenSize) {
  104653. _this._updateRotationSpheres();
  104654. _this._updateScaleBoxes();
  104655. }
  104656. });
  104657. _this.updateBoundingBox();
  104658. return _this;
  104659. }
  104660. /** @hidden */
  104661. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  104662. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  104663. // Save old pivot and set pivot to 0,0,0
  104664. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  104665. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  104666. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  104667. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  104668. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104669. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104670. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104671. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  104672. }
  104673. }
  104674. BoundingBoxGizmo._PivotCached++;
  104675. };
  104676. /** @hidden */
  104677. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  104678. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  104679. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  104680. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104681. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104682. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104683. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  104684. }
  104685. this._PivotCached--;
  104686. };
  104687. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  104688. if (value) {
  104689. // Reset anchor mesh to match attached mesh's scale
  104690. // This is needed to avoid invalid box/sphere position on first drag
  104691. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  104692. this._anchorMesh.addChild(value);
  104693. this._anchorMesh.removeChild(value);
  104694. BoundingBoxGizmo._RestorePivotPoint(value);
  104695. this.updateBoundingBox();
  104696. }
  104697. };
  104698. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  104699. this._rotateSpheresParent.getChildMeshes()
  104700. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  104701. m.isVisible = (!selectedMesh || m == selectedMesh);
  104702. });
  104703. };
  104704. /**
  104705. * Updates the bounding box information for the Gizmo
  104706. */
  104707. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  104708. if (this.attachedMesh) {
  104709. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  104710. this._update();
  104711. // Rotate based on axis
  104712. if (!this.attachedMesh.rotationQuaternion) {
  104713. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  104714. }
  104715. if (!this._anchorMesh.rotationQuaternion) {
  104716. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  104717. }
  104718. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104719. // Store original position and reset mesh to origin before computing the bounding box
  104720. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104721. this._tmpVector.copyFrom(this.attachedMesh.position);
  104722. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  104723. this.attachedMesh.position.set(0, 0, 0);
  104724. // Update bounding dimensions/positions
  104725. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  104726. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  104727. // Update gizmo to match bounding box scaling and rotation
  104728. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  104729. 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);
  104730. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  104731. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  104732. this._lineBoundingBox.computeWorldMatrix();
  104733. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  104734. // restore position/rotation values
  104735. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  104736. this.attachedMesh.position.copyFrom(this._tmpVector);
  104737. }
  104738. this._updateRotationSpheres();
  104739. this._updateScaleBoxes();
  104740. if (this.attachedMesh) {
  104741. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  104742. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  104743. }
  104744. };
  104745. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  104746. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  104747. for (var i = 0; i < 3; i++) {
  104748. for (var j = 0; j < 2; j++) {
  104749. for (var k = 0; k < 2; k++) {
  104750. var index = ((i * 4) + (j * 2)) + k;
  104751. if (i == 0) {
  104752. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104753. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104754. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Right()).normalizeToNew().add(rotateSpheres[index].position));
  104755. }
  104756. if (i == 1) {
  104757. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  104758. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104759. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Up()).normalizeToNew().add(rotateSpheres[index].position));
  104760. }
  104761. if (i == 2) {
  104762. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  104763. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104764. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Forward()).normalizeToNew().add(rotateSpheres[index].position));
  104765. }
  104766. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104767. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104768. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104769. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104770. }
  104771. else {
  104772. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  104773. }
  104774. }
  104775. }
  104776. }
  104777. };
  104778. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  104779. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  104780. for (var i = 0; i < 2; i++) {
  104781. for (var j = 0; j < 2; j++) {
  104782. for (var k = 0; k < 2; k++) {
  104783. var index = ((i * 4) + (j * 2)) + k;
  104784. if (scaleBoxes[index]) {
  104785. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104786. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104787. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104788. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104789. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104790. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104791. }
  104792. else {
  104793. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  104794. }
  104795. }
  104796. }
  104797. }
  104798. }
  104799. };
  104800. /**
  104801. * Enables rotation on the specified axis and disables rotation on the others
  104802. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  104803. */
  104804. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  104805. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  104806. if (i < 4) {
  104807. m.setEnabled(axis.indexOf("x") != -1);
  104808. }
  104809. else if (i < 8) {
  104810. m.setEnabled(axis.indexOf("y") != -1);
  104811. }
  104812. else {
  104813. m.setEnabled(axis.indexOf("z") != -1);
  104814. }
  104815. });
  104816. };
  104817. /**
  104818. * Disposes of the gizmo
  104819. */
  104820. BoundingBoxGizmo.prototype.dispose = function () {
  104821. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104822. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  104823. this._lineBoundingBox.dispose();
  104824. this._rotateSpheresParent.dispose();
  104825. this._scaleBoxesParent.dispose();
  104826. _super.prototype.dispose.call(this);
  104827. };
  104828. /**
  104829. * 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)
  104830. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  104831. * @returns the bounding box mesh with the passed in mesh as a child
  104832. */
  104833. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  104834. var makeNotPickable = function (root) {
  104835. root.isPickable = false;
  104836. root.getChildMeshes().forEach(function (c) {
  104837. makeNotPickable(c);
  104838. });
  104839. };
  104840. makeNotPickable(mesh);
  104841. // Reset position to get boudning box from origin with no rotation
  104842. if (!mesh.rotationQuaternion) {
  104843. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  104844. }
  104845. var oldPos = mesh.position.clone();
  104846. var oldRot = mesh.rotationQuaternion.clone();
  104847. mesh.rotationQuaternion.set(0, 0, 0, 1);
  104848. mesh.position.set(0, 0, 0);
  104849. // Update bounding dimensions/positions
  104850. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  104851. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  104852. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  104853. // Adjust scale to avoid undefined behavior when adding child
  104854. if (box.scaling.y === 0) {
  104855. box.scaling.y = BABYLON.Epsilon;
  104856. }
  104857. if (box.scaling.x === 0) {
  104858. box.scaling.x = BABYLON.Epsilon;
  104859. }
  104860. if (box.scaling.z === 0) {
  104861. box.scaling.z = BABYLON.Epsilon;
  104862. }
  104863. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104864. // Restore original positions
  104865. mesh.addChild(box);
  104866. mesh.rotationQuaternion.copyFrom(oldRot);
  104867. mesh.position.copyFrom(oldPos);
  104868. // Reverse parenting
  104869. mesh.removeChild(box);
  104870. box.addChild(mesh);
  104871. box.visibility = 0;
  104872. return box;
  104873. };
  104874. /**
  104875. * CustomMeshes are not supported by this gizmo
  104876. * @param mesh The mesh to replace the default mesh of the gizmo
  104877. */
  104878. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  104879. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  104880. };
  104881. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  104882. // store/remove pivot point should only be applied during their outermost calls
  104883. BoundingBoxGizmo._PivotCached = 0;
  104884. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  104885. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  104886. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  104887. return BoundingBoxGizmo;
  104888. }(BABYLON.Gizmo));
  104889. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  104890. })(BABYLON || (BABYLON = {}));
  104891. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  104892. var BABYLON;
  104893. (function (BABYLON) {
  104894. /**
  104895. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  104896. */
  104897. var GizmoManager = /** @class */ (function () {
  104898. /**
  104899. * Instatiates a gizmo manager
  104900. * @param scene the scene to overlay the gizmos on top of
  104901. */
  104902. function GizmoManager(scene) {
  104903. var _this = this;
  104904. this.scene = scene;
  104905. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  104906. this.clearGizmoOnEmptyPointerEvent = false;
  104907. /** Fires an event when the manager is attached to a mesh */
  104908. this.onAttachedToMeshObservable = new BABYLON.Observable();
  104909. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  104910. this._pointerObserver = null;
  104911. this._attachedMesh = null;
  104912. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  104913. /**
  104914. * When bounding box gizmo is enabled, this can be used to track drag/end events
  104915. */
  104916. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  104917. /**
  104918. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  104919. */
  104920. this.attachableMeshes = null;
  104921. /**
  104922. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  104923. */
  104924. this.usePointerToAttachGizmos = true;
  104925. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104926. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  104927. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104928. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  104929. // Instatiate/dispose gizmos based on pointer actions
  104930. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  104931. if (!_this.usePointerToAttachGizmos) {
  104932. return;
  104933. }
  104934. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  104935. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  104936. var node = pointerInfo.pickInfo.pickedMesh;
  104937. if (_this.attachableMeshes == null) {
  104938. // Attach to the most parent node
  104939. while (node && node.parent != null) {
  104940. node = node.parent;
  104941. }
  104942. }
  104943. else {
  104944. // Attach to the parent node that is an attachableMesh
  104945. var found = false;
  104946. _this.attachableMeshes.forEach(function (mesh) {
  104947. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  104948. node = mesh;
  104949. found = true;
  104950. }
  104951. });
  104952. if (!found) {
  104953. node = null;
  104954. }
  104955. }
  104956. if (node instanceof BABYLON.AbstractMesh) {
  104957. if (_this._attachedMesh != node) {
  104958. _this.attachToMesh(node);
  104959. }
  104960. }
  104961. else {
  104962. if (_this.clearGizmoOnEmptyPointerEvent) {
  104963. _this.attachToMesh(null);
  104964. }
  104965. }
  104966. }
  104967. else {
  104968. if (_this.clearGizmoOnEmptyPointerEvent) {
  104969. _this.attachToMesh(null);
  104970. }
  104971. }
  104972. }
  104973. });
  104974. }
  104975. /**
  104976. * Attaches a set of gizmos to the specified mesh
  104977. * @param mesh The mesh the gizmo's should be attached to
  104978. */
  104979. GizmoManager.prototype.attachToMesh = function (mesh) {
  104980. if (this._attachedMesh) {
  104981. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104982. }
  104983. this._attachedMesh = mesh;
  104984. for (var key in this.gizmos) {
  104985. var gizmo = (this.gizmos[key]);
  104986. if (gizmo && this._gizmosEnabled[key]) {
  104987. gizmo.attachedMesh = mesh;
  104988. }
  104989. }
  104990. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  104991. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104992. }
  104993. this.onAttachedToMeshObservable.notifyObservers(mesh);
  104994. };
  104995. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  104996. get: function () {
  104997. return this._gizmosEnabled.positionGizmo;
  104998. },
  104999. /**
  105000. * If the position gizmo is enabled
  105001. */
  105002. set: function (value) {
  105003. if (value) {
  105004. if (!this.gizmos.positionGizmo) {
  105005. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  105006. }
  105007. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  105008. }
  105009. else if (this.gizmos.positionGizmo) {
  105010. this.gizmos.positionGizmo.attachedMesh = null;
  105011. }
  105012. this._gizmosEnabled.positionGizmo = value;
  105013. },
  105014. enumerable: true,
  105015. configurable: true
  105016. });
  105017. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  105018. get: function () {
  105019. return this._gizmosEnabled.rotationGizmo;
  105020. },
  105021. /**
  105022. * If the rotation gizmo is enabled
  105023. */
  105024. set: function (value) {
  105025. if (value) {
  105026. if (!this.gizmos.rotationGizmo) {
  105027. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  105028. }
  105029. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  105030. }
  105031. else if (this.gizmos.rotationGizmo) {
  105032. this.gizmos.rotationGizmo.attachedMesh = null;
  105033. }
  105034. this._gizmosEnabled.rotationGizmo = value;
  105035. },
  105036. enumerable: true,
  105037. configurable: true
  105038. });
  105039. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  105040. get: function () {
  105041. return this._gizmosEnabled.scaleGizmo;
  105042. },
  105043. /**
  105044. * If the scale gizmo is enabled
  105045. */
  105046. set: function (value) {
  105047. if (value) {
  105048. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  105049. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  105050. }
  105051. else if (this.gizmos.scaleGizmo) {
  105052. this.gizmos.scaleGizmo.attachedMesh = null;
  105053. }
  105054. this._gizmosEnabled.scaleGizmo = value;
  105055. },
  105056. enumerable: true,
  105057. configurable: true
  105058. });
  105059. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  105060. get: function () {
  105061. return this._gizmosEnabled.boundingBoxGizmo;
  105062. },
  105063. /**
  105064. * If the boundingBox gizmo is enabled
  105065. */
  105066. set: function (value) {
  105067. if (value) {
  105068. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  105069. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  105070. if (this._attachedMesh) {
  105071. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105072. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105073. }
  105074. }
  105075. else if (this.gizmos.boundingBoxGizmo) {
  105076. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  105077. }
  105078. this._gizmosEnabled.boundingBoxGizmo = value;
  105079. },
  105080. enumerable: true,
  105081. configurable: true
  105082. });
  105083. /**
  105084. * Disposes of the gizmo manager
  105085. */
  105086. GizmoManager.prototype.dispose = function () {
  105087. this.scene.onPointerObservable.remove(this._pointerObserver);
  105088. for (var key in this.gizmos) {
  105089. var gizmo = (this.gizmos[key]);
  105090. if (gizmo) {
  105091. gizmo.dispose();
  105092. }
  105093. }
  105094. this._defaultKeepDepthUtilityLayer.dispose();
  105095. this._defaultUtilityLayer.dispose();
  105096. this.boundingBoxDragBehavior.detach();
  105097. this.onAttachedToMeshObservable.clear();
  105098. };
  105099. return GizmoManager;
  105100. }());
  105101. BABYLON.GizmoManager = GizmoManager;
  105102. })(BABYLON || (BABYLON = {}));
  105103. //# sourceMappingURL=babylon.gizmoManager.js.map
  105104. var BABYLON;
  105105. (function (BABYLON) {
  105106. /**
  105107. * Defines a target to use with MorphTargetManager
  105108. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105109. */
  105110. var MorphTarget = /** @class */ (function () {
  105111. /**
  105112. * Creates a new MorphTarget
  105113. * @param name defines the name of the target
  105114. * @param influence defines the influence to use
  105115. */
  105116. function MorphTarget(
  105117. /** defines the name of the target */
  105118. name, influence, scene) {
  105119. if (influence === void 0) { influence = 0; }
  105120. if (scene === void 0) { scene = null; }
  105121. this.name = name;
  105122. /**
  105123. * Gets or sets the list of animations
  105124. */
  105125. this.animations = new Array();
  105126. this._positions = null;
  105127. this._normals = null;
  105128. this._tangents = null;
  105129. /**
  105130. * Observable raised when the influence changes
  105131. */
  105132. this.onInfluenceChanged = new BABYLON.Observable();
  105133. /** @hidden */
  105134. this._onDataLayoutChanged = new BABYLON.Observable();
  105135. this._animationPropertiesOverride = null;
  105136. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  105137. this.influence = influence;
  105138. }
  105139. Object.defineProperty(MorphTarget.prototype, "influence", {
  105140. /**
  105141. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  105142. */
  105143. get: function () {
  105144. return this._influence;
  105145. },
  105146. set: function (influence) {
  105147. if (this._influence === influence) {
  105148. return;
  105149. }
  105150. var previous = this._influence;
  105151. this._influence = influence;
  105152. if (this.onInfluenceChanged.hasObservers) {
  105153. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  105154. }
  105155. },
  105156. enumerable: true,
  105157. configurable: true
  105158. });
  105159. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  105160. /**
  105161. * Gets or sets the animation properties override
  105162. */
  105163. get: function () {
  105164. if (!this._animationPropertiesOverride && this._scene) {
  105165. return this._scene.animationPropertiesOverride;
  105166. }
  105167. return this._animationPropertiesOverride;
  105168. },
  105169. set: function (value) {
  105170. this._animationPropertiesOverride = value;
  105171. },
  105172. enumerable: true,
  105173. configurable: true
  105174. });
  105175. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  105176. /**
  105177. * Gets a boolean defining if the target contains position data
  105178. */
  105179. get: function () {
  105180. return !!this._positions;
  105181. },
  105182. enumerable: true,
  105183. configurable: true
  105184. });
  105185. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  105186. /**
  105187. * Gets a boolean defining if the target contains normal data
  105188. */
  105189. get: function () {
  105190. return !!this._normals;
  105191. },
  105192. enumerable: true,
  105193. configurable: true
  105194. });
  105195. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  105196. /**
  105197. * Gets a boolean defining if the target contains tangent data
  105198. */
  105199. get: function () {
  105200. return !!this._tangents;
  105201. },
  105202. enumerable: true,
  105203. configurable: true
  105204. });
  105205. /**
  105206. * Affects position data to this target
  105207. * @param data defines the position data to use
  105208. */
  105209. MorphTarget.prototype.setPositions = function (data) {
  105210. var hadPositions = this.hasPositions;
  105211. this._positions = data;
  105212. if (hadPositions !== this.hasPositions) {
  105213. this._onDataLayoutChanged.notifyObservers(undefined);
  105214. }
  105215. };
  105216. /**
  105217. * Gets the position data stored in this target
  105218. * @returns a FloatArray containing the position data (or null if not present)
  105219. */
  105220. MorphTarget.prototype.getPositions = function () {
  105221. return this._positions;
  105222. };
  105223. /**
  105224. * Affects normal data to this target
  105225. * @param data defines the normal data to use
  105226. */
  105227. MorphTarget.prototype.setNormals = function (data) {
  105228. var hadNormals = this.hasNormals;
  105229. this._normals = data;
  105230. if (hadNormals !== this.hasNormals) {
  105231. this._onDataLayoutChanged.notifyObservers(undefined);
  105232. }
  105233. };
  105234. /**
  105235. * Gets the normal data stored in this target
  105236. * @returns a FloatArray containing the normal data (or null if not present)
  105237. */
  105238. MorphTarget.prototype.getNormals = function () {
  105239. return this._normals;
  105240. };
  105241. /**
  105242. * Affects tangent data to this target
  105243. * @param data defines the tangent data to use
  105244. */
  105245. MorphTarget.prototype.setTangents = function (data) {
  105246. var hadTangents = this.hasTangents;
  105247. this._tangents = data;
  105248. if (hadTangents !== this.hasTangents) {
  105249. this._onDataLayoutChanged.notifyObservers(undefined);
  105250. }
  105251. };
  105252. /**
  105253. * Gets the tangent data stored in this target
  105254. * @returns a FloatArray containing the tangent data (or null if not present)
  105255. */
  105256. MorphTarget.prototype.getTangents = function () {
  105257. return this._tangents;
  105258. };
  105259. /**
  105260. * Serializes the current target into a Serialization object
  105261. * @returns the serialized object
  105262. */
  105263. MorphTarget.prototype.serialize = function () {
  105264. var serializationObject = {};
  105265. serializationObject.name = this.name;
  105266. serializationObject.influence = this.influence;
  105267. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  105268. if (this.id != null) {
  105269. serializationObject.id = this.id;
  105270. }
  105271. if (this.hasNormals) {
  105272. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  105273. }
  105274. if (this.hasTangents) {
  105275. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  105276. }
  105277. // Animations
  105278. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  105279. return serializationObject;
  105280. };
  105281. /**
  105282. * Returns the string "MorphTarget"
  105283. * @returns "MorphTarget"
  105284. */
  105285. MorphTarget.prototype.getClassName = function () {
  105286. return "MorphTarget";
  105287. };
  105288. // Statics
  105289. /**
  105290. * Creates a new target from serialized data
  105291. * @param serializationObject defines the serialized data to use
  105292. * @returns a new MorphTarget
  105293. */
  105294. MorphTarget.Parse = function (serializationObject) {
  105295. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  105296. result.setPositions(serializationObject.positions);
  105297. if (serializationObject.id != null) {
  105298. result.id = serializationObject.id;
  105299. }
  105300. if (serializationObject.normals) {
  105301. result.setNormals(serializationObject.normals);
  105302. }
  105303. if (serializationObject.tangents) {
  105304. result.setTangents(serializationObject.tangents);
  105305. }
  105306. // Animations
  105307. if (serializationObject.animations) {
  105308. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  105309. var parsedAnimation = serializationObject.animations[animationIndex];
  105310. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  105311. }
  105312. }
  105313. return result;
  105314. };
  105315. /**
  105316. * Creates a MorphTarget from mesh data
  105317. * @param mesh defines the source mesh
  105318. * @param name defines the name to use for the new target
  105319. * @param influence defines the influence to attach to the target
  105320. * @returns a new MorphTarget
  105321. */
  105322. MorphTarget.FromMesh = function (mesh, name, influence) {
  105323. if (!name) {
  105324. name = mesh.name;
  105325. }
  105326. var result = new MorphTarget(name, influence, mesh.getScene());
  105327. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  105328. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  105329. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  105330. }
  105331. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  105332. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  105333. }
  105334. return result;
  105335. };
  105336. __decorate([
  105337. BABYLON.serialize()
  105338. ], MorphTarget.prototype, "id", void 0);
  105339. return MorphTarget;
  105340. }());
  105341. BABYLON.MorphTarget = MorphTarget;
  105342. })(BABYLON || (BABYLON = {}));
  105343. //# sourceMappingURL=babylon.morphTarget.js.map
  105344. var BABYLON;
  105345. (function (BABYLON) {
  105346. /**
  105347. * This class is used to deform meshes using morphing between different targets
  105348. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105349. */
  105350. var MorphTargetManager = /** @class */ (function () {
  105351. /**
  105352. * Creates a new MorphTargetManager
  105353. * @param scene defines the current scene
  105354. */
  105355. function MorphTargetManager(scene) {
  105356. if (scene === void 0) { scene = null; }
  105357. this._targets = new Array();
  105358. this._targetInfluenceChangedObservers = new Array();
  105359. this._targetDataLayoutChangedObservers = new Array();
  105360. this._activeTargets = new BABYLON.SmartArray(16);
  105361. this._supportsNormals = false;
  105362. this._supportsTangents = false;
  105363. this._vertexCount = 0;
  105364. this._uniqueId = 0;
  105365. this._tempInfluences = new Array();
  105366. if (!scene) {
  105367. scene = BABYLON.Engine.LastCreatedScene;
  105368. }
  105369. this._scene = scene;
  105370. if (this._scene) {
  105371. this._scene.morphTargetManagers.push(this);
  105372. this._uniqueId = this._scene.getUniqueId();
  105373. }
  105374. }
  105375. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  105376. /**
  105377. * Gets the unique ID of this manager
  105378. */
  105379. get: function () {
  105380. return this._uniqueId;
  105381. },
  105382. enumerable: true,
  105383. configurable: true
  105384. });
  105385. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  105386. /**
  105387. * Gets the number of vertices handled by this manager
  105388. */
  105389. get: function () {
  105390. return this._vertexCount;
  105391. },
  105392. enumerable: true,
  105393. configurable: true
  105394. });
  105395. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  105396. /**
  105397. * Gets a boolean indicating if this manager supports morphing of normals
  105398. */
  105399. get: function () {
  105400. return this._supportsNormals;
  105401. },
  105402. enumerable: true,
  105403. configurable: true
  105404. });
  105405. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  105406. /**
  105407. * Gets a boolean indicating if this manager supports morphing of tangents
  105408. */
  105409. get: function () {
  105410. return this._supportsTangents;
  105411. },
  105412. enumerable: true,
  105413. configurable: true
  105414. });
  105415. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  105416. /**
  105417. * Gets the number of targets stored in this manager
  105418. */
  105419. get: function () {
  105420. return this._targets.length;
  105421. },
  105422. enumerable: true,
  105423. configurable: true
  105424. });
  105425. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  105426. /**
  105427. * Gets the number of influencers (ie. the number of targets with influences > 0)
  105428. */
  105429. get: function () {
  105430. return this._activeTargets.length;
  105431. },
  105432. enumerable: true,
  105433. configurable: true
  105434. });
  105435. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  105436. /**
  105437. * Gets the list of influences (one per target)
  105438. */
  105439. get: function () {
  105440. return this._influences;
  105441. },
  105442. enumerable: true,
  105443. configurable: true
  105444. });
  105445. /**
  105446. * Gets the active target at specified index. An active target is a target with an influence > 0
  105447. * @param index defines the index to check
  105448. * @returns the requested target
  105449. */
  105450. MorphTargetManager.prototype.getActiveTarget = function (index) {
  105451. return this._activeTargets.data[index];
  105452. };
  105453. /**
  105454. * Gets the target at specified index
  105455. * @param index defines the index to check
  105456. * @returns the requested target
  105457. */
  105458. MorphTargetManager.prototype.getTarget = function (index) {
  105459. return this._targets[index];
  105460. };
  105461. /**
  105462. * Add a new target to this manager
  105463. * @param target defines the target to add
  105464. */
  105465. MorphTargetManager.prototype.addTarget = function (target) {
  105466. var _this = this;
  105467. this._targets.push(target);
  105468. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  105469. _this._syncActiveTargets(needUpdate);
  105470. }));
  105471. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  105472. _this._syncActiveTargets(true);
  105473. }));
  105474. this._syncActiveTargets(true);
  105475. };
  105476. /**
  105477. * Removes a target from the manager
  105478. * @param target defines the target to remove
  105479. */
  105480. MorphTargetManager.prototype.removeTarget = function (target) {
  105481. var index = this._targets.indexOf(target);
  105482. if (index >= 0) {
  105483. this._targets.splice(index, 1);
  105484. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  105485. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  105486. this._syncActiveTargets(true);
  105487. }
  105488. };
  105489. /**
  105490. * Serializes the current manager into a Serialization object
  105491. * @returns the serialized object
  105492. */
  105493. MorphTargetManager.prototype.serialize = function () {
  105494. var serializationObject = {};
  105495. serializationObject.id = this.uniqueId;
  105496. serializationObject.targets = [];
  105497. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105498. var target = _a[_i];
  105499. serializationObject.targets.push(target.serialize());
  105500. }
  105501. return serializationObject;
  105502. };
  105503. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  105504. var influenceCount = 0;
  105505. this._activeTargets.reset();
  105506. this._supportsNormals = true;
  105507. this._supportsTangents = true;
  105508. this._vertexCount = 0;
  105509. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105510. var target = _a[_i];
  105511. if (target.influence === 0) {
  105512. continue;
  105513. }
  105514. this._activeTargets.push(target);
  105515. this._tempInfluences[influenceCount++] = target.influence;
  105516. this._supportsNormals = this._supportsNormals && target.hasNormals;
  105517. this._supportsTangents = this._supportsTangents && target.hasTangents;
  105518. var positions = target.getPositions();
  105519. if (positions) {
  105520. var vertexCount = positions.length / 3;
  105521. if (this._vertexCount === 0) {
  105522. this._vertexCount = vertexCount;
  105523. }
  105524. else if (this._vertexCount !== vertexCount) {
  105525. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  105526. return;
  105527. }
  105528. }
  105529. }
  105530. if (!this._influences || this._influences.length !== influenceCount) {
  105531. this._influences = new Float32Array(influenceCount);
  105532. }
  105533. for (var index = 0; index < influenceCount; index++) {
  105534. this._influences[index] = this._tempInfluences[index];
  105535. }
  105536. if (needUpdate) {
  105537. this.synchronize();
  105538. }
  105539. };
  105540. /**
  105541. * Syncrhonize the targets with all the meshes using this morph target manager
  105542. */
  105543. MorphTargetManager.prototype.synchronize = function () {
  105544. if (!this._scene) {
  105545. return;
  105546. }
  105547. // Flag meshes as dirty to resync with the active targets
  105548. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  105549. var mesh = _a[_i];
  105550. if (mesh.morphTargetManager === this) {
  105551. mesh._syncGeometryWithMorphTargetManager();
  105552. }
  105553. }
  105554. };
  105555. // Statics
  105556. /**
  105557. * Creates a new MorphTargetManager from serialized data
  105558. * @param serializationObject defines the serialized data
  105559. * @param scene defines the hosting scene
  105560. * @returns the new MorphTargetManager
  105561. */
  105562. MorphTargetManager.Parse = function (serializationObject, scene) {
  105563. var result = new MorphTargetManager(scene);
  105564. result._uniqueId = serializationObject.id;
  105565. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  105566. var targetData = _a[_i];
  105567. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  105568. }
  105569. return result;
  105570. };
  105571. return MorphTargetManager;
  105572. }());
  105573. BABYLON.MorphTargetManager = MorphTargetManager;
  105574. })(BABYLON || (BABYLON = {}));
  105575. //# sourceMappingURL=babylon.morphTargetManager.js.map
  105576. var BABYLON;
  105577. (function (BABYLON) {
  105578. /**
  105579. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105580. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105581. */
  105582. var Octree = /** @class */ (function () {
  105583. /**
  105584. * Creates a octree
  105585. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105586. * @param creationFunc function to be used to instatiate the octree
  105587. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105588. * @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.)
  105589. */
  105590. function Octree(creationFunc, maxBlockCapacity,
  105591. /** 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.) */
  105592. maxDepth) {
  105593. if (maxDepth === void 0) { maxDepth = 2; }
  105594. this.maxDepth = maxDepth;
  105595. /**
  105596. * Content stored in the octree
  105597. */
  105598. this.dynamicContent = new Array();
  105599. this._maxBlockCapacity = maxBlockCapacity || 64;
  105600. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  105601. this._creationFunc = creationFunc;
  105602. }
  105603. // Methods
  105604. /**
  105605. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105606. * @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);
  105607. * @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);
  105608. * @param entries meshes to be added to the octree blocks
  105609. */
  105610. Octree.prototype.update = function (worldMin, worldMax, entries) {
  105611. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  105612. };
  105613. /**
  105614. * Adds a mesh to the octree
  105615. * @param entry Mesh to add to the octree
  105616. */
  105617. Octree.prototype.addMesh = function (entry) {
  105618. for (var index = 0; index < this.blocks.length; index++) {
  105619. var block = this.blocks[index];
  105620. block.addEntry(entry);
  105621. }
  105622. };
  105623. /**
  105624. * Selects an array of meshes within the frustum
  105625. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105626. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105627. * @returns array of meshes within the frustum
  105628. */
  105629. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  105630. this._selectionContent.reset();
  105631. for (var index = 0; index < this.blocks.length; index++) {
  105632. var block = this.blocks[index];
  105633. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  105634. }
  105635. if (allowDuplicate) {
  105636. this._selectionContent.concat(this.dynamicContent);
  105637. }
  105638. else {
  105639. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105640. }
  105641. return this._selectionContent;
  105642. };
  105643. /**
  105644. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105645. * @param sphereCenter defines the bounding sphere center
  105646. * @param sphereRadius defines the bounding sphere radius
  105647. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105648. * @returns an array of objects that intersect the sphere
  105649. */
  105650. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  105651. this._selectionContent.reset();
  105652. for (var index = 0; index < this.blocks.length; index++) {
  105653. var block = this.blocks[index];
  105654. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  105655. }
  105656. if (allowDuplicate) {
  105657. this._selectionContent.concat(this.dynamicContent);
  105658. }
  105659. else {
  105660. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105661. }
  105662. return this._selectionContent;
  105663. };
  105664. /**
  105665. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105666. * @param ray defines the ray to test with
  105667. * @returns array of intersected objects
  105668. */
  105669. Octree.prototype.intersectsRay = function (ray) {
  105670. this._selectionContent.reset();
  105671. for (var index = 0; index < this.blocks.length; index++) {
  105672. var block = this.blocks[index];
  105673. block.intersectsRay(ray, this._selectionContent);
  105674. }
  105675. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105676. return this._selectionContent;
  105677. };
  105678. /**
  105679. * @hidden
  105680. */
  105681. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  105682. target.blocks = new Array();
  105683. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105684. // Segmenting space
  105685. for (var x = 0; x < 2; x++) {
  105686. for (var y = 0; y < 2; y++) {
  105687. for (var z = 0; z < 2; z++) {
  105688. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  105689. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  105690. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  105691. block.addEntries(entries);
  105692. target.blocks.push(block);
  105693. }
  105694. }
  105695. }
  105696. };
  105697. /**
  105698. * Adds a mesh into the octree block if it intersects the block
  105699. */
  105700. Octree.CreationFuncForMeshes = function (entry, block) {
  105701. var boundingInfo = entry.getBoundingInfo();
  105702. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105703. block.entries.push(entry);
  105704. }
  105705. };
  105706. /**
  105707. * Adds a submesh into the octree block if it intersects the block
  105708. */
  105709. Octree.CreationFuncForSubMeshes = function (entry, block) {
  105710. var boundingInfo = entry.getBoundingInfo();
  105711. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105712. block.entries.push(entry);
  105713. }
  105714. };
  105715. return Octree;
  105716. }());
  105717. BABYLON.Octree = Octree;
  105718. })(BABYLON || (BABYLON = {}));
  105719. //# sourceMappingURL=babylon.octree.js.map
  105720. var BABYLON;
  105721. (function (BABYLON) {
  105722. /**
  105723. * Class used to store a cell in an octree
  105724. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105725. */
  105726. var OctreeBlock = /** @class */ (function () {
  105727. /**
  105728. * Creates a new block
  105729. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105730. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105731. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105732. * @param depth defines the current depth of this block in the octree
  105733. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105734. * @param creationFunc defines a callback to call when an element is added to the block
  105735. */
  105736. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  105737. /**
  105738. * Gets the content of the current block
  105739. */
  105740. this.entries = new Array();
  105741. this._boundingVectors = new Array();
  105742. this._capacity = capacity;
  105743. this._depth = depth;
  105744. this._maxDepth = maxDepth;
  105745. this._creationFunc = creationFunc;
  105746. this._minPoint = minPoint;
  105747. this._maxPoint = maxPoint;
  105748. this._boundingVectors.push(minPoint.clone());
  105749. this._boundingVectors.push(maxPoint.clone());
  105750. this._boundingVectors.push(minPoint.clone());
  105751. this._boundingVectors[2].x = maxPoint.x;
  105752. this._boundingVectors.push(minPoint.clone());
  105753. this._boundingVectors[3].y = maxPoint.y;
  105754. this._boundingVectors.push(minPoint.clone());
  105755. this._boundingVectors[4].z = maxPoint.z;
  105756. this._boundingVectors.push(maxPoint.clone());
  105757. this._boundingVectors[5].z = minPoint.z;
  105758. this._boundingVectors.push(maxPoint.clone());
  105759. this._boundingVectors[6].x = minPoint.x;
  105760. this._boundingVectors.push(maxPoint.clone());
  105761. this._boundingVectors[7].y = minPoint.y;
  105762. }
  105763. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  105764. // Property
  105765. /**
  105766. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105767. */
  105768. get: function () {
  105769. return this._capacity;
  105770. },
  105771. enumerable: true,
  105772. configurable: true
  105773. });
  105774. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  105775. /**
  105776. * Gets the minimum vector (in world space) of the block's bounding box
  105777. */
  105778. get: function () {
  105779. return this._minPoint;
  105780. },
  105781. enumerable: true,
  105782. configurable: true
  105783. });
  105784. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  105785. /**
  105786. * Gets the maximum vector (in world space) of the block's bounding box
  105787. */
  105788. get: function () {
  105789. return this._maxPoint;
  105790. },
  105791. enumerable: true,
  105792. configurable: true
  105793. });
  105794. // Methods
  105795. /**
  105796. * Add a new element to this block
  105797. * @param entry defines the element to add
  105798. */
  105799. OctreeBlock.prototype.addEntry = function (entry) {
  105800. if (this.blocks) {
  105801. for (var index = 0; index < this.blocks.length; index++) {
  105802. var block = this.blocks[index];
  105803. block.addEntry(entry);
  105804. }
  105805. return;
  105806. }
  105807. this._creationFunc(entry, this);
  105808. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  105809. this.createInnerBlocks();
  105810. }
  105811. };
  105812. /**
  105813. * Add an array of elements to this block
  105814. * @param entries defines the array of elements to add
  105815. */
  105816. OctreeBlock.prototype.addEntries = function (entries) {
  105817. for (var index = 0; index < entries.length; index++) {
  105818. var mesh = entries[index];
  105819. this.addEntry(mesh);
  105820. }
  105821. };
  105822. /**
  105823. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105824. * @param frustumPlanes defines the frustum planes to test
  105825. * @param selection defines the array to store current content if selection is positive
  105826. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105827. */
  105828. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  105829. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  105830. if (this.blocks) {
  105831. for (var index = 0; index < this.blocks.length; index++) {
  105832. var block = this.blocks[index];
  105833. block.select(frustumPlanes, selection, allowDuplicate);
  105834. }
  105835. return;
  105836. }
  105837. if (allowDuplicate) {
  105838. selection.concat(this.entries);
  105839. }
  105840. else {
  105841. selection.concatWithNoDuplicate(this.entries);
  105842. }
  105843. }
  105844. };
  105845. /**
  105846. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105847. * @param sphereCenter defines the bounding sphere center
  105848. * @param sphereRadius defines the bounding sphere radius
  105849. * @param selection defines the array to store current content if selection is positive
  105850. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105851. */
  105852. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  105853. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  105854. if (this.blocks) {
  105855. for (var index = 0; index < this.blocks.length; index++) {
  105856. var block = this.blocks[index];
  105857. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  105858. }
  105859. return;
  105860. }
  105861. if (allowDuplicate) {
  105862. selection.concat(this.entries);
  105863. }
  105864. else {
  105865. selection.concatWithNoDuplicate(this.entries);
  105866. }
  105867. }
  105868. };
  105869. /**
  105870. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105871. * @param ray defines the ray to test with
  105872. * @param selection defines the array to store current content if selection is positive
  105873. */
  105874. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  105875. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  105876. if (this.blocks) {
  105877. for (var index = 0; index < this.blocks.length; index++) {
  105878. var block = this.blocks[index];
  105879. block.intersectsRay(ray, selection);
  105880. }
  105881. return;
  105882. }
  105883. selection.concatWithNoDuplicate(this.entries);
  105884. }
  105885. };
  105886. /**
  105887. * Subdivide the content into child blocks (this block will then be empty)
  105888. */
  105889. OctreeBlock.prototype.createInnerBlocks = function () {
  105890. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  105891. };
  105892. return OctreeBlock;
  105893. }());
  105894. BABYLON.OctreeBlock = OctreeBlock;
  105895. })(BABYLON || (BABYLON = {}));
  105896. //# sourceMappingURL=babylon.octreeBlock.js.map
  105897. var BABYLON;
  105898. (function (BABYLON) {
  105899. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  105900. if (maxCapacity === void 0) { maxCapacity = 64; }
  105901. if (maxDepth === void 0) { maxDepth = 2; }
  105902. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105903. if (!component) {
  105904. component = new OctreeSceneComponent(this);
  105905. this._addComponent(component);
  105906. }
  105907. if (!this._selectionOctree) {
  105908. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  105909. }
  105910. var worldExtends = this.getWorldExtends();
  105911. // Update octree
  105912. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  105913. return this._selectionOctree;
  105914. };
  105915. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  105916. get: function () {
  105917. return this._selectionOctree;
  105918. },
  105919. enumerable: true,
  105920. configurable: true
  105921. });
  105922. /**
  105923. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105924. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105925. * @param maxCapacity defines the maximum size of each block (64 by default)
  105926. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105927. * @returns the new octree
  105928. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105929. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105930. */
  105931. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  105932. if (maxCapacity === void 0) { maxCapacity = 64; }
  105933. if (maxDepth === void 0) { maxDepth = 2; }
  105934. var scene = this.getScene();
  105935. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105936. if (!component) {
  105937. component = new OctreeSceneComponent(scene);
  105938. scene._addComponent(component);
  105939. }
  105940. if (!this._submeshesOctree) {
  105941. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  105942. }
  105943. this.computeWorldMatrix(true);
  105944. var boundingInfo = this.getBoundingInfo();
  105945. // Update octree
  105946. var bbox = boundingInfo.boundingBox;
  105947. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  105948. return this._submeshesOctree;
  105949. };
  105950. /**
  105951. * Defines the octree scene component responsible to manage any octrees
  105952. * in a given scene.
  105953. */
  105954. var OctreeSceneComponent = /** @class */ (function () {
  105955. /**
  105956. * Creates a new instance of the component for the given scene
  105957. * @param scene Defines the scene to register the component in
  105958. */
  105959. function OctreeSceneComponent(scene) {
  105960. /**
  105961. * The component name helpfull to identify the component in the list of scene components.
  105962. */
  105963. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  105964. /**
  105965. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105966. */
  105967. this.checksIsEnabled = true;
  105968. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  105969. this.scene = scene;
  105970. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  105971. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  105972. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  105973. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  105974. }
  105975. /**
  105976. * Registers the component in a given scene
  105977. */
  105978. OctreeSceneComponent.prototype.register = function () {
  105979. var _this = this;
  105980. this.scene.onMeshRemovedObservable.add(function (mesh) {
  105981. var sceneOctree = _this.scene.selectionOctree;
  105982. if (sceneOctree !== undefined && sceneOctree !== null) {
  105983. var index = sceneOctree.dynamicContent.indexOf(mesh);
  105984. if (index !== -1) {
  105985. sceneOctree.dynamicContent.splice(index, 1);
  105986. }
  105987. }
  105988. });
  105989. this.scene.onMeshImportedObservable.add(function (mesh) {
  105990. var sceneOctree = _this.scene.selectionOctree;
  105991. if (sceneOctree !== undefined && sceneOctree !== null) {
  105992. sceneOctree.addMesh(mesh);
  105993. }
  105994. });
  105995. };
  105996. /**
  105997. * Return the list of active meshes
  105998. * @returns the list of active meshes
  105999. */
  106000. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  106001. if (this.scene._selectionOctree) {
  106002. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  106003. return selection;
  106004. }
  106005. return this.scene._getDefaultMeshCandidates();
  106006. };
  106007. /**
  106008. * Return the list of active sub meshes
  106009. * @param mesh The mesh to get the candidates sub meshes from
  106010. * @returns the list of active sub meshes
  106011. */
  106012. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  106013. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  106014. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  106015. return intersections;
  106016. }
  106017. return this.scene._getDefaultSubMeshCandidates(mesh);
  106018. };
  106019. /**
  106020. * Return the list of sub meshes intersecting with a given local ray
  106021. * @param mesh defines the mesh to find the submesh for
  106022. * @param localRay defines the ray in local space
  106023. * @returns the list of intersecting sub meshes
  106024. */
  106025. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  106026. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  106027. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  106028. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  106029. return intersections;
  106030. }
  106031. return this.scene._getDefaultSubMeshCandidates(mesh);
  106032. };
  106033. /**
  106034. * Return the list of sub meshes colliding with a collider
  106035. * @param mesh defines the mesh to find the submesh for
  106036. * @param collider defines the collider to evaluate the collision against
  106037. * @returns the list of colliding sub meshes
  106038. */
  106039. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  106040. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  106041. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  106042. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  106043. return intersections;
  106044. }
  106045. return this.scene._getDefaultSubMeshCandidates(mesh);
  106046. };
  106047. /**
  106048. * Rebuilds the elements related to this component in case of
  106049. * context lost for instance.
  106050. */
  106051. OctreeSceneComponent.prototype.rebuild = function () {
  106052. // Nothing to do here.
  106053. };
  106054. /**
  106055. * Disposes the component and the associated ressources.
  106056. */
  106057. OctreeSceneComponent.prototype.dispose = function () {
  106058. // Nothing to do here.
  106059. };
  106060. return OctreeSceneComponent;
  106061. }());
  106062. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  106063. })(BABYLON || (BABYLON = {}));
  106064. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  106065. var BABYLON;
  106066. (function (BABYLON) {
  106067. /**
  106068. * Postprocess used to generate anaglyphic rendering
  106069. */
  106070. var AnaglyphPostProcess = /** @class */ (function (_super) {
  106071. __extends(AnaglyphPostProcess, _super);
  106072. /**
  106073. * Creates a new AnaglyphPostProcess
  106074. * @param name defines postprocess name
  106075. * @param options defines creation options or target ratio scale
  106076. * @param rigCameras defines cameras using this postprocess
  106077. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  106078. * @param engine defines hosting engine
  106079. * @param reusable defines if the postprocess will be reused multiple times per frame
  106080. */
  106081. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  106082. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  106083. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106084. _this.onApplyObservable.add(function (effect) {
  106085. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  106086. });
  106087. return _this;
  106088. }
  106089. return AnaglyphPostProcess;
  106090. }(BABYLON.PostProcess));
  106091. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  106092. })(BABYLON || (BABYLON = {}));
  106093. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  106094. var BABYLON;
  106095. (function (BABYLON) {
  106096. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  106097. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106098. });
  106099. /**
  106100. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106101. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106102. */
  106103. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  106104. __extends(AnaglyphArcRotateCamera, _super);
  106105. /**
  106106. * Creates a new AnaglyphArcRotateCamera
  106107. * @param name defines camera name
  106108. * @param alpha defines alpha angle (in radians)
  106109. * @param beta defines beta angle (in radians)
  106110. * @param radius defines radius
  106111. * @param target defines camera target
  106112. * @param interaxialDistance defines distance between each color axis
  106113. * @param scene defines the hosting scene
  106114. */
  106115. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  106116. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106117. _this.interaxialDistance = interaxialDistance;
  106118. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106119. return _this;
  106120. }
  106121. /**
  106122. * Gets camera class name
  106123. * @returns AnaglyphArcRotateCamera
  106124. */
  106125. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  106126. return "AnaglyphArcRotateCamera";
  106127. };
  106128. return AnaglyphArcRotateCamera;
  106129. }(BABYLON.ArcRotateCamera));
  106130. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  106131. })(BABYLON || (BABYLON = {}));
  106132. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  106133. var BABYLON;
  106134. (function (BABYLON) {
  106135. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  106136. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106137. });
  106138. /**
  106139. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106140. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106141. */
  106142. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  106143. __extends(AnaglyphFreeCamera, _super);
  106144. /**
  106145. * Creates a new AnaglyphFreeCamera
  106146. * @param name defines camera name
  106147. * @param position defines initial position
  106148. * @param interaxialDistance defines distance between each color axis
  106149. * @param scene defines the hosting scene
  106150. */
  106151. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  106152. var _this = _super.call(this, name, position, scene) || this;
  106153. _this.interaxialDistance = interaxialDistance;
  106154. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106155. return _this;
  106156. }
  106157. /**
  106158. * Gets camera class name
  106159. * @returns AnaglyphFreeCamera
  106160. */
  106161. AnaglyphFreeCamera.prototype.getClassName = function () {
  106162. return "AnaglyphFreeCamera";
  106163. };
  106164. return AnaglyphFreeCamera;
  106165. }(BABYLON.FreeCamera));
  106166. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  106167. })(BABYLON || (BABYLON = {}));
  106168. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  106169. var BABYLON;
  106170. (function (BABYLON) {
  106171. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  106172. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106173. });
  106174. /**
  106175. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106176. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106177. */
  106178. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  106179. __extends(AnaglyphGamepadCamera, _super);
  106180. /**
  106181. * Creates a new AnaglyphGamepadCamera
  106182. * @param name defines camera name
  106183. * @param position defines initial position
  106184. * @param interaxialDistance defines distance between each color axis
  106185. * @param scene defines the hosting scene
  106186. */
  106187. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  106188. var _this = _super.call(this, name, position, scene) || this;
  106189. _this.interaxialDistance = interaxialDistance;
  106190. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106191. return _this;
  106192. }
  106193. /**
  106194. * Gets camera class name
  106195. * @returns AnaglyphGamepadCamera
  106196. */
  106197. AnaglyphGamepadCamera.prototype.getClassName = function () {
  106198. return "AnaglyphGamepadCamera";
  106199. };
  106200. return AnaglyphGamepadCamera;
  106201. }(BABYLON.GamepadCamera));
  106202. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  106203. })(BABYLON || (BABYLON = {}));
  106204. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  106205. var BABYLON;
  106206. (function (BABYLON) {
  106207. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  106208. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106209. });
  106210. /**
  106211. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  106212. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106213. */
  106214. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  106215. __extends(AnaglyphUniversalCamera, _super);
  106216. /**
  106217. * Creates a new AnaglyphUniversalCamera
  106218. * @param name defines camera name
  106219. * @param position defines initial position
  106220. * @param interaxialDistance defines distance between each color axis
  106221. * @param scene defines the hosting scene
  106222. */
  106223. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  106224. var _this = _super.call(this, name, position, scene) || this;
  106225. _this.interaxialDistance = interaxialDistance;
  106226. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106227. return _this;
  106228. }
  106229. /**
  106230. * Gets camera class name
  106231. * @returns AnaglyphUniversalCamera
  106232. */
  106233. AnaglyphUniversalCamera.prototype.getClassName = function () {
  106234. return "AnaglyphUniversalCamera";
  106235. };
  106236. return AnaglyphUniversalCamera;
  106237. }(BABYLON.UniversalCamera));
  106238. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  106239. })(BABYLON || (BABYLON = {}));
  106240. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  106241. var BABYLON;
  106242. (function (BABYLON) {
  106243. /**
  106244. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  106245. */
  106246. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  106247. __extends(StereoscopicInterlacePostProcess, _super);
  106248. /**
  106249. * Initializes a StereoscopicInterlacePostProcess
  106250. * @param name The name of the effect.
  106251. * @param rigCameras The rig cameras to be appled to the post process
  106252. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  106253. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106254. * @param engine The engine which the post process will be applied. (default: current engine)
  106255. * @param reusable If the post process can be reused on the same frame. (default: false)
  106256. */
  106257. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  106258. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  106259. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106260. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106261. _this.onSizeChangedObservable.add(function () {
  106262. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106263. });
  106264. _this.onApplyObservable.add(function (effect) {
  106265. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  106266. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  106267. });
  106268. return _this;
  106269. }
  106270. return StereoscopicInterlacePostProcess;
  106271. }(BABYLON.PostProcess));
  106272. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  106273. })(BABYLON || (BABYLON = {}));
  106274. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  106275. var BABYLON;
  106276. (function (BABYLON) {
  106277. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  106278. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106279. });
  106280. /**
  106281. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  106282. * @see http://doc.babylonjs.com/features/cameras
  106283. */
  106284. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  106285. __extends(StereoscopicArcRotateCamera, _super);
  106286. /**
  106287. * Creates a new StereoscopicArcRotateCamera
  106288. * @param name defines camera name
  106289. * @param alpha defines alpha angle (in radians)
  106290. * @param beta defines beta angle (in radians)
  106291. * @param radius defines radius
  106292. * @param target defines camera target
  106293. * @param interaxialDistance defines distance between each color axis
  106294. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106295. * @param scene defines the hosting scene
  106296. */
  106297. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  106298. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106299. _this.interaxialDistance = interaxialDistance;
  106300. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106301. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106302. return _this;
  106303. }
  106304. /**
  106305. * Gets camera class name
  106306. * @returns StereoscopicArcRotateCamera
  106307. */
  106308. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  106309. return "StereoscopicArcRotateCamera";
  106310. };
  106311. return StereoscopicArcRotateCamera;
  106312. }(BABYLON.ArcRotateCamera));
  106313. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  106314. })(BABYLON || (BABYLON = {}));
  106315. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  106316. var BABYLON;
  106317. (function (BABYLON) {
  106318. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106319. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106320. });
  106321. /**
  106322. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  106323. * @see http://doc.babylonjs.com/features/cameras
  106324. */
  106325. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  106326. __extends(StereoscopicFreeCamera, _super);
  106327. /**
  106328. * Creates a new StereoscopicFreeCamera
  106329. * @param name defines camera name
  106330. * @param position defines initial position
  106331. * @param interaxialDistance defines distance between each color axis
  106332. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106333. * @param scene defines the hosting scene
  106334. */
  106335. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106336. var _this = _super.call(this, name, position, scene) || this;
  106337. _this.interaxialDistance = interaxialDistance;
  106338. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106339. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106340. return _this;
  106341. }
  106342. /**
  106343. * Gets camera class name
  106344. * @returns StereoscopicFreeCamera
  106345. */
  106346. StereoscopicFreeCamera.prototype.getClassName = function () {
  106347. return "StereoscopicFreeCamera";
  106348. };
  106349. return StereoscopicFreeCamera;
  106350. }(BABYLON.FreeCamera));
  106351. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  106352. })(BABYLON || (BABYLON = {}));
  106353. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  106354. var BABYLON;
  106355. (function (BABYLON) {
  106356. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  106357. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106358. });
  106359. /**
  106360. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  106361. * @see http://doc.babylonjs.com/features/cameras
  106362. */
  106363. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  106364. __extends(StereoscopicGamepadCamera, _super);
  106365. /**
  106366. * Creates a new StereoscopicGamepadCamera
  106367. * @param name defines camera name
  106368. * @param position defines initial position
  106369. * @param interaxialDistance defines distance between each color axis
  106370. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106371. * @param scene defines the hosting scene
  106372. */
  106373. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106374. var _this = _super.call(this, name, position, scene) || this;
  106375. _this.interaxialDistance = interaxialDistance;
  106376. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106377. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106378. return _this;
  106379. }
  106380. /**
  106381. * Gets camera class name
  106382. * @returns StereoscopicGamepadCamera
  106383. */
  106384. StereoscopicGamepadCamera.prototype.getClassName = function () {
  106385. return "StereoscopicGamepadCamera";
  106386. };
  106387. return StereoscopicGamepadCamera;
  106388. }(BABYLON.GamepadCamera));
  106389. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  106390. })(BABYLON || (BABYLON = {}));
  106391. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  106392. var BABYLON;
  106393. (function (BABYLON) {
  106394. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106395. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106396. });
  106397. /**
  106398. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  106399. * @see http://doc.babylonjs.com/features/cameras
  106400. */
  106401. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  106402. __extends(StereoscopicUniversalCamera, _super);
  106403. /**
  106404. * Creates a new StereoscopicUniversalCamera
  106405. * @param name defines camera name
  106406. * @param position defines initial position
  106407. * @param interaxialDistance defines distance between each color axis
  106408. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106409. * @param scene defines the hosting scene
  106410. */
  106411. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106412. var _this = _super.call(this, name, position, scene) || this;
  106413. _this.interaxialDistance = interaxialDistance;
  106414. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106415. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106416. return _this;
  106417. }
  106418. /**
  106419. * Gets camera class name
  106420. * @returns StereoscopicUniversalCamera
  106421. */
  106422. StereoscopicUniversalCamera.prototype.getClassName = function () {
  106423. return "StereoscopicUniversalCamera";
  106424. };
  106425. return StereoscopicUniversalCamera;
  106426. }(BABYLON.UniversalCamera));
  106427. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  106428. })(BABYLON || (BABYLON = {}));
  106429. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  106430. var BABYLON;
  106431. (function (BABYLON) {
  106432. /**
  106433. * VRDistortionCorrectionPostProcess used for mobile VR
  106434. */
  106435. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  106436. __extends(VRDistortionCorrectionPostProcess, _super);
  106437. /**
  106438. * Initializes the VRDistortionCorrectionPostProcess
  106439. * @param name The name of the effect.
  106440. * @param camera The camera to apply the render pass to.
  106441. * @param isRightEye If this is for the right eye distortion
  106442. * @param vrMetrics All the required metrics for the VR camera
  106443. */
  106444. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  106445. var _this = _super.call(this, name, "vrDistortionCorrection", [
  106446. 'LensCenter',
  106447. 'Scale',
  106448. 'ScaleIn',
  106449. 'HmdWarpParam'
  106450. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  106451. _this._isRightEye = isRightEye;
  106452. _this._distortionFactors = vrMetrics.distortionK;
  106453. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  106454. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  106455. _this.adaptScaleToCurrentViewport = true;
  106456. _this.onSizeChangedObservable.add(function () {
  106457. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  106458. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  106459. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  106460. });
  106461. _this.onApplyObservable.add(function (effect) {
  106462. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  106463. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  106464. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  106465. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  106466. });
  106467. return _this;
  106468. }
  106469. return VRDistortionCorrectionPostProcess;
  106470. }(BABYLON.PostProcess));
  106471. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  106472. })(BABYLON || (BABYLON = {}));
  106473. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  106474. var BABYLON;
  106475. (function (BABYLON) {
  106476. /**
  106477. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106478. * Screen rotation is taken into account.
  106479. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106480. */
  106481. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  106482. /**
  106483. * Instantiates a new input
  106484. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106485. */
  106486. function FreeCameraDeviceOrientationInput() {
  106487. var _this = this;
  106488. this._screenOrientationAngle = 0;
  106489. this._screenQuaternion = new BABYLON.Quaternion();
  106490. this._alpha = 0;
  106491. this._beta = 0;
  106492. this._gamma = 0;
  106493. this._orientationChanged = function () {
  106494. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  106495. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  106496. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  106497. };
  106498. this._deviceOrientation = function (evt) {
  106499. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  106500. _this._beta = evt.beta !== null ? evt.beta : 0;
  106501. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  106502. };
  106503. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  106504. this._orientationChanged();
  106505. }
  106506. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  106507. /**
  106508. * Define the camera controlled by the input.
  106509. */
  106510. get: function () {
  106511. return this._camera;
  106512. },
  106513. set: function (camera) {
  106514. this._camera = camera;
  106515. if (this._camera != null && !this._camera.rotationQuaternion) {
  106516. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  106517. }
  106518. },
  106519. enumerable: true,
  106520. configurable: true
  106521. });
  106522. /**
  106523. * Attach the input controls to a specific dom element to get the input from.
  106524. * @param element Defines the element the controls should be listened from
  106525. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106526. */
  106527. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106528. window.addEventListener("orientationchange", this._orientationChanged);
  106529. window.addEventListener("deviceorientation", this._deviceOrientation);
  106530. //In certain cases, the attach control is called AFTER orientation was changed,
  106531. //So this is needed.
  106532. this._orientationChanged();
  106533. };
  106534. /**
  106535. * Detach the current controls from the specified dom element.
  106536. * @param element Defines the element to stop listening the inputs from
  106537. */
  106538. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  106539. window.removeEventListener("orientationchange", this._orientationChanged);
  106540. window.removeEventListener("deviceorientation", this._deviceOrientation);
  106541. };
  106542. /**
  106543. * Update the current camera state depending on the inputs that have been used this frame.
  106544. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106545. */
  106546. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  106547. //if no device orientation provided, don't update the rotation.
  106548. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  106549. if (!this._alpha) {
  106550. return;
  106551. }
  106552. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  106553. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  106554. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  106555. //Mirror on XY Plane
  106556. this._camera.rotationQuaternion.z *= -1;
  106557. this._camera.rotationQuaternion.w *= -1;
  106558. };
  106559. /**
  106560. * Gets the class name of the current intput.
  106561. * @returns the class name
  106562. */
  106563. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  106564. return "FreeCameraDeviceOrientationInput";
  106565. };
  106566. /**
  106567. * Get the friendly name associated with the input class.
  106568. * @returns the input friendly name
  106569. */
  106570. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  106571. return "deviceOrientation";
  106572. };
  106573. return FreeCameraDeviceOrientationInput;
  106574. }());
  106575. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  106576. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  106577. })(BABYLON || (BABYLON = {}));
  106578. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  106579. var BABYLON;
  106580. (function (BABYLON) {
  106581. /**
  106582. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106583. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106584. */
  106585. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  106586. /**
  106587. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106588. */
  106589. function ArcRotateCameraVRDeviceOrientationInput() {
  106590. /**
  106591. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106592. */
  106593. this.alphaCorrection = 1;
  106594. /**
  106595. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106596. */
  106597. this.gammaCorrection = 1;
  106598. this._alpha = 0;
  106599. this._gamma = 0;
  106600. this._dirty = false;
  106601. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  106602. }
  106603. /**
  106604. * Attach the input controls to a specific dom element to get the input from.
  106605. * @param element Defines the element the controls should be listened from
  106606. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106607. */
  106608. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106609. this.camera.attachControl(element, noPreventDefault);
  106610. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  106611. };
  106612. /** @hidden */
  106613. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  106614. if (evt.alpha !== null) {
  106615. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  106616. }
  106617. if (evt.gamma !== null) {
  106618. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  106619. }
  106620. this._dirty = true;
  106621. };
  106622. /**
  106623. * Update the current camera state depending on the inputs that have been used this frame.
  106624. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106625. */
  106626. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  106627. if (this._dirty) {
  106628. this._dirty = false;
  106629. if (this._gamma < 0) {
  106630. this._gamma = 180 + this._gamma;
  106631. }
  106632. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  106633. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  106634. }
  106635. };
  106636. /**
  106637. * Detach the current controls from the specified dom element.
  106638. * @param element Defines the element to stop listening the inputs from
  106639. */
  106640. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  106641. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  106642. };
  106643. /**
  106644. * Gets the class name of the current intput.
  106645. * @returns the class name
  106646. */
  106647. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  106648. return "ArcRotateCameraVRDeviceOrientationInput";
  106649. };
  106650. /**
  106651. * Get the friendly name associated with the input class.
  106652. * @returns the input friendly name
  106653. */
  106654. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  106655. return "VRDeviceOrientation";
  106656. };
  106657. return ArcRotateCameraVRDeviceOrientationInput;
  106658. }());
  106659. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  106660. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  106661. })(BABYLON || (BABYLON = {}));
  106662. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  106663. var BABYLON;
  106664. (function (BABYLON) {
  106665. /**
  106666. * This represents all the required metrics to create a VR camera.
  106667. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  106668. */
  106669. var VRCameraMetrics = /** @class */ (function () {
  106670. function VRCameraMetrics() {
  106671. /**
  106672. * Define if the current vr camera should compensate the distortion of the lense or not.
  106673. */
  106674. this.compensateDistortion = true;
  106675. }
  106676. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  106677. /**
  106678. * Gets the rendering aspect ratio based on the provided resolutions.
  106679. */
  106680. get: function () {
  106681. return this.hResolution / (2 * this.vResolution);
  106682. },
  106683. enumerable: true,
  106684. configurable: true
  106685. });
  106686. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  106687. /**
  106688. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  106689. */
  106690. get: function () {
  106691. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  106692. },
  106693. enumerable: true,
  106694. configurable: true
  106695. });
  106696. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  106697. /**
  106698. * @hidden
  106699. */
  106700. get: function () {
  106701. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106702. var h = (4 * meters) / this.hScreenSize;
  106703. return BABYLON.Matrix.Translation(h, 0, 0);
  106704. },
  106705. enumerable: true,
  106706. configurable: true
  106707. });
  106708. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  106709. /**
  106710. * @hidden
  106711. */
  106712. get: function () {
  106713. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106714. var h = (4 * meters) / this.hScreenSize;
  106715. return BABYLON.Matrix.Translation(-h, 0, 0);
  106716. },
  106717. enumerable: true,
  106718. configurable: true
  106719. });
  106720. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  106721. /**
  106722. * @hidden
  106723. */
  106724. get: function () {
  106725. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  106726. },
  106727. enumerable: true,
  106728. configurable: true
  106729. });
  106730. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  106731. /**
  106732. * @hidden
  106733. */
  106734. get: function () {
  106735. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  106736. },
  106737. enumerable: true,
  106738. configurable: true
  106739. });
  106740. /**
  106741. * Get the default VRMetrics based on the most generic setup.
  106742. * @returns the default vr metrics
  106743. */
  106744. VRCameraMetrics.GetDefault = function () {
  106745. var result = new VRCameraMetrics();
  106746. result.hResolution = 1280;
  106747. result.vResolution = 800;
  106748. result.hScreenSize = 0.149759993;
  106749. result.vScreenSize = 0.0935999975;
  106750. result.vScreenCenter = 0.0467999987;
  106751. result.eyeToScreenDistance = 0.0410000011;
  106752. result.lensSeparationDistance = 0.0635000020;
  106753. result.interpupillaryDistance = 0.0640000030;
  106754. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  106755. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  106756. result.postProcessScaleFactor = 1.714605507808412;
  106757. result.lensCenterOffset = 0.151976421;
  106758. return result;
  106759. };
  106760. return VRCameraMetrics;
  106761. }());
  106762. BABYLON.VRCameraMetrics = VRCameraMetrics;
  106763. })(BABYLON || (BABYLON = {}));
  106764. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  106765. var BABYLON;
  106766. (function (BABYLON) {
  106767. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  106768. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106769. });
  106770. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  106771. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106772. });
  106773. /**
  106774. * This represents a WebVR camera.
  106775. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  106776. * @example http://doc.babylonjs.com/how_to/webvr_camera
  106777. */
  106778. var WebVRFreeCamera = /** @class */ (function (_super) {
  106779. __extends(WebVRFreeCamera, _super);
  106780. /**
  106781. * Instantiates a WebVRFreeCamera.
  106782. * @param name The name of the WebVRFreeCamera
  106783. * @param position The starting anchor position for the camera
  106784. * @param scene The scene the camera belongs to
  106785. * @param webVROptions a set of customizable options for the webVRCamera
  106786. */
  106787. function WebVRFreeCamera(name, position, scene, webVROptions) {
  106788. if (webVROptions === void 0) { webVROptions = {}; }
  106789. var _this = _super.call(this, name, position, scene) || this;
  106790. _this.webVROptions = webVROptions;
  106791. /**
  106792. * @hidden
  106793. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  106794. */
  106795. _this._vrDevice = null;
  106796. /**
  106797. * The rawPose of the vrDevice.
  106798. */
  106799. _this.rawPose = null;
  106800. _this._specsVersion = "1.1";
  106801. _this._attached = false;
  106802. _this._descendants = [];
  106803. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  106804. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  106805. /** @hidden */
  106806. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  106807. _this._standingMatrix = null;
  106808. /**
  106809. * Represents device position in babylon space.
  106810. */
  106811. _this.devicePosition = BABYLON.Vector3.Zero();
  106812. /**
  106813. * Represents device rotation in babylon space.
  106814. */
  106815. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  106816. /**
  106817. * The scale of the device to be used when translating from device space to babylon space.
  106818. */
  106819. _this.deviceScaleFactor = 1;
  106820. _this._deviceToWorld = BABYLON.Matrix.Identity();
  106821. _this._worldToDevice = BABYLON.Matrix.Identity();
  106822. /**
  106823. * References to the webVR controllers for the vrDevice.
  106824. */
  106825. _this.controllers = [];
  106826. /**
  106827. * Emits an event when a controller is attached.
  106828. */
  106829. _this.onControllersAttachedObservable = new BABYLON.Observable();
  106830. /**
  106831. * Emits an event when a controller's mesh has been loaded;
  106832. */
  106833. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106834. /**
  106835. * Emits an event when the HMD's pose has been updated.
  106836. */
  106837. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  106838. _this._poseSet = false;
  106839. /**
  106840. * If the rig cameras be used as parent instead of this camera.
  106841. */
  106842. _this.rigParenting = true;
  106843. _this._defaultHeight = undefined;
  106844. _this._htmlElementAttached = null;
  106845. _this._detachIfAttached = function () {
  106846. var vrDisplay = _this.getEngine().getVRDevice();
  106847. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  106848. _this.detachControl(_this._htmlElementAttached);
  106849. }
  106850. };
  106851. _this._workingVector = BABYLON.Vector3.Zero();
  106852. _this._oneVector = BABYLON.Vector3.One();
  106853. _this._workingMatrix = BABYLON.Matrix.Identity();
  106854. _this._tmpMatrix = new BABYLON.Matrix();
  106855. _this._cache.position = BABYLON.Vector3.Zero();
  106856. if (webVROptions.defaultHeight) {
  106857. _this._defaultHeight = webVROptions.defaultHeight;
  106858. _this.position.y = _this._defaultHeight;
  106859. }
  106860. _this.minZ = 0.1;
  106861. //legacy support - the compensation boolean was removed.
  106862. if (arguments.length === 5) {
  106863. _this.webVROptions = arguments[4];
  106864. }
  106865. // default webVR options
  106866. if (_this.webVROptions.trackPosition == undefined) {
  106867. _this.webVROptions.trackPosition = true;
  106868. }
  106869. if (_this.webVROptions.controllerMeshes == undefined) {
  106870. _this.webVROptions.controllerMeshes = true;
  106871. }
  106872. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  106873. _this.webVROptions.defaultLightingOnControllers = true;
  106874. }
  106875. _this.rotationQuaternion = new BABYLON.Quaternion();
  106876. if (_this.webVROptions && _this.webVROptions.positionScale) {
  106877. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  106878. }
  106879. //enable VR
  106880. var engine = _this.getEngine();
  106881. _this._onVREnabled = function (success) { if (success) {
  106882. _this.initControllers();
  106883. } };
  106884. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  106885. engine.initWebVR().add(function (event) {
  106886. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  106887. return;
  106888. }
  106889. _this._vrDevice = event.vrDisplay;
  106890. //reset the rig parameters.
  106891. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  106892. if (_this._attached) {
  106893. _this.getEngine().enableVR();
  106894. }
  106895. });
  106896. if (typeof (VRFrameData) !== "undefined") {
  106897. _this._frameData = new VRFrameData();
  106898. }
  106899. /**
  106900. * The idea behind the following lines:
  106901. * objects that have the camera as parent should actually have the rig cameras as a parent.
  106902. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  106903. * the second will not show it correctly.
  106904. *
  106905. * To solve this - each object that has the camera as parent will be added to a protected array.
  106906. * When the rig camera renders, it will take this array and set all of those to be its children.
  106907. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  106908. * Amazing!
  106909. */
  106910. scene.onBeforeCameraRenderObservable.add(function (camera) {
  106911. if (camera.parent === _this && _this.rigParenting) {
  106912. _this._descendants = _this.getDescendants(true, function (n) {
  106913. // don't take the cameras or the controllers!
  106914. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  106915. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  106916. return !isController && !isRigCamera;
  106917. });
  106918. _this._descendants.forEach(function (node) {
  106919. node.parent = camera;
  106920. });
  106921. }
  106922. });
  106923. scene.onAfterCameraRenderObservable.add(function (camera) {
  106924. if (camera.parent === _this && _this.rigParenting) {
  106925. _this._descendants.forEach(function (node) {
  106926. node.parent = _this;
  106927. });
  106928. }
  106929. });
  106930. return _this;
  106931. }
  106932. /**
  106933. * Gets the device distance from the ground in meters.
  106934. * @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.
  106935. */
  106936. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  106937. if (this._standingMatrix) {
  106938. // Add standing matrix offset to get real offset from ground in room
  106939. this._standingMatrix.getTranslationToRef(this._workingVector);
  106940. return this._deviceRoomPosition.y + this._workingVector.y;
  106941. }
  106942. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  106943. return this._defaultHeight || 0;
  106944. };
  106945. /**
  106946. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106947. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  106948. */
  106949. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  106950. var _this = this;
  106951. if (callback === void 0) { callback = function (bool) { }; }
  106952. // Use standing matrix if available
  106953. this.getEngine().initWebVRAsync().then(function (result) {
  106954. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  106955. callback(false);
  106956. }
  106957. else {
  106958. _this._standingMatrix = new BABYLON.Matrix();
  106959. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  106960. if (!_this.getScene().useRightHandedSystem) {
  106961. if (_this._standingMatrix) {
  106962. _this._standingMatrix.toggleModelMatrixHandInPlace();
  106963. }
  106964. }
  106965. callback(true);
  106966. }
  106967. });
  106968. };
  106969. /**
  106970. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106971. * @returns A promise with a boolean set to if the standing matrix is supported.
  106972. */
  106973. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  106974. var _this = this;
  106975. return new Promise(function (res, rej) {
  106976. _this.useStandingMatrix(function (supported) {
  106977. res(supported);
  106978. });
  106979. });
  106980. };
  106981. /**
  106982. * Disposes the camera
  106983. */
  106984. WebVRFreeCamera.prototype.dispose = function () {
  106985. this._detachIfAttached();
  106986. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  106987. if (this._updateCacheWhenTrackingDisabledObserver) {
  106988. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  106989. }
  106990. _super.prototype.dispose.call(this);
  106991. };
  106992. /**
  106993. * Gets a vrController by name.
  106994. * @param name The name of the controller to retreive
  106995. * @returns the controller matching the name specified or null if not found
  106996. */
  106997. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  106998. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  106999. var gp = _a[_i];
  107000. if (gp.hand === name) {
  107001. return gp;
  107002. }
  107003. }
  107004. return null;
  107005. };
  107006. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  107007. /**
  107008. * The controller corrisponding to the users left hand.
  107009. */
  107010. get: function () {
  107011. if (!this._leftController) {
  107012. this._leftController = this.getControllerByName("left");
  107013. }
  107014. return this._leftController;
  107015. },
  107016. enumerable: true,
  107017. configurable: true
  107018. });
  107019. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  107020. /**
  107021. * The controller corrisponding to the users right hand.
  107022. */
  107023. get: function () {
  107024. if (!this._rightController) {
  107025. this._rightController = this.getControllerByName("right");
  107026. }
  107027. return this._rightController;
  107028. },
  107029. enumerable: true,
  107030. configurable: true
  107031. });
  107032. /**
  107033. * Casts a ray forward from the vrCamera's gaze.
  107034. * @param length Length of the ray (default: 100)
  107035. * @returns the ray corrisponding to the gaze
  107036. */
  107037. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  107038. if (length === void 0) { length = 100; }
  107039. if (this.leftCamera) {
  107040. // Use left eye to avoid computation to compute center on every call
  107041. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  107042. }
  107043. else {
  107044. return _super.prototype.getForwardRay.call(this, length);
  107045. }
  107046. };
  107047. /**
  107048. * @hidden
  107049. * Updates the camera based on device's frame data
  107050. */
  107051. WebVRFreeCamera.prototype._checkInputs = function () {
  107052. if (this._vrDevice && this._vrDevice.isPresenting) {
  107053. this._vrDevice.getFrameData(this._frameData);
  107054. this.updateFromDevice(this._frameData.pose);
  107055. }
  107056. _super.prototype._checkInputs.call(this);
  107057. };
  107058. /**
  107059. * Updates the poseControlled values based on the input device pose.
  107060. * @param poseData Pose coming from the device
  107061. */
  107062. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  107063. if (poseData && poseData.orientation) {
  107064. this.rawPose = poseData;
  107065. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  107066. if (this.getScene().useRightHandedSystem) {
  107067. this._deviceRoomRotationQuaternion.z *= -1;
  107068. this._deviceRoomRotationQuaternion.w *= -1;
  107069. }
  107070. if (this.webVROptions.trackPosition && this.rawPose.position) {
  107071. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  107072. if (this.getScene().useRightHandedSystem) {
  107073. this._deviceRoomPosition.z *= -1;
  107074. }
  107075. }
  107076. this._poseSet = true;
  107077. }
  107078. };
  107079. /**
  107080. * WebVR's attach control will start broadcasting frames to the device.
  107081. * Note that in certain browsers (chrome for example) this function must be called
  107082. * within a user-interaction callback. Example:
  107083. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  107084. *
  107085. * @param element html element to attach the vrDevice to
  107086. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  107087. */
  107088. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  107089. _super.prototype.attachControl.call(this, element, noPreventDefault);
  107090. this._attached = true;
  107091. this._htmlElementAttached = element;
  107092. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  107093. if (this._vrDevice) {
  107094. this.getEngine().enableVR();
  107095. }
  107096. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107097. };
  107098. /**
  107099. * Detaches the camera from the html element and disables VR
  107100. *
  107101. * @param element html element to detach from
  107102. */
  107103. WebVRFreeCamera.prototype.detachControl = function (element) {
  107104. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  107105. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  107106. _super.prototype.detachControl.call(this, element);
  107107. this._attached = false;
  107108. this.getEngine().disableVR();
  107109. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107110. };
  107111. /**
  107112. * @returns the name of this class
  107113. */
  107114. WebVRFreeCamera.prototype.getClassName = function () {
  107115. return "WebVRFreeCamera";
  107116. };
  107117. /**
  107118. * Calls resetPose on the vrDisplay
  107119. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  107120. */
  107121. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  107122. //uses the vrDisplay's "resetPose()".
  107123. //pitch and roll won't be affected.
  107124. this._vrDevice.resetPose();
  107125. };
  107126. /**
  107127. * @hidden
  107128. * Updates the rig cameras (left and right eye)
  107129. */
  107130. WebVRFreeCamera.prototype._updateRigCameras = function () {
  107131. var camLeft = this._rigCameras[0];
  107132. var camRight = this._rigCameras[1];
  107133. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107134. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107135. camLeft.position.copyFrom(this._deviceRoomPosition);
  107136. camRight.position.copyFrom(this._deviceRoomPosition);
  107137. };
  107138. // Remove translation from 6dof headset if trackposition is set to false
  107139. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  107140. if (isViewMatrix === void 0) { isViewMatrix = false; }
  107141. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  107142. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  107143. if (!isViewMatrix) {
  107144. this._tmpMatrix.invert();
  107145. }
  107146. this._tmpMatrix.multiplyToRef(matrix, matrix);
  107147. }
  107148. };
  107149. /**
  107150. * @hidden
  107151. * Updates the cached values of the camera
  107152. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  107153. */
  107154. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  107155. var _this = this;
  107156. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  107157. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  107158. if (!this.updateCacheCalled) {
  107159. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  107160. this.updateCacheCalled = true;
  107161. this.update();
  107162. }
  107163. // Set working vector to the device position in room space rotated by the new rotation
  107164. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  107165. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  107166. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  107167. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  107168. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  107169. // Add translation from anchor position
  107170. this._deviceToWorld.getTranslationToRef(this._workingVector);
  107171. this._workingVector.addInPlace(this.position);
  107172. this._workingVector.subtractInPlace(this._cache.position);
  107173. this._deviceToWorld.setTranslation(this._workingVector);
  107174. // Set an inverted matrix to be used when updating the camera
  107175. this._deviceToWorld.invertToRef(this._worldToDevice);
  107176. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  107177. this.controllers.forEach(function (controller) {
  107178. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  107179. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  107180. controller.update();
  107181. });
  107182. }
  107183. if (!ignoreParentClass) {
  107184. _super.prototype._updateCache.call(this);
  107185. }
  107186. this.updateCacheCalled = false;
  107187. };
  107188. /**
  107189. * @hidden
  107190. * Get current device position in babylon world
  107191. */
  107192. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  107193. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  107194. };
  107195. /**
  107196. * Updates the current device position and rotation in the babylon world
  107197. */
  107198. WebVRFreeCamera.prototype.update = function () {
  107199. this._computeDevicePosition();
  107200. // Get current device rotation in babylon world
  107201. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  107202. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  107203. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  107204. if (this._poseSet) {
  107205. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  107206. }
  107207. _super.prototype.update.call(this);
  107208. };
  107209. /**
  107210. * @hidden
  107211. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  107212. * @returns an identity matrix
  107213. */
  107214. WebVRFreeCamera.prototype._getViewMatrix = function () {
  107215. return BABYLON.Matrix.Identity();
  107216. };
  107217. /**
  107218. * This function is called by the two RIG cameras.
  107219. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  107220. */
  107221. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  107222. // Update the parent camera prior to using a child camera to avoid desynchronization
  107223. var parentCamera = this._cameraRigParams["parentCamera"];
  107224. parentCamera._updateCache();
  107225. //WebVR 1.1
  107226. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  107227. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  107228. if (!this.getScene().useRightHandedSystem) {
  107229. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  107230. }
  107231. // update the camera rotation matrix
  107232. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  107233. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  107234. // Computing target and final matrix
  107235. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  107236. // should the view matrix be updated with scale and position offset?
  107237. if (parentCamera.deviceScaleFactor !== 1) {
  107238. this._webvrViewMatrix.invert();
  107239. // scale the position, if set
  107240. if (parentCamera.deviceScaleFactor) {
  107241. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  107242. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  107243. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  107244. }
  107245. this._webvrViewMatrix.invert();
  107246. }
  107247. // Remove translation from 6dof headset if trackposition is set to false
  107248. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  107249. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  107250. // Compute global position
  107251. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  107252. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  107253. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  107254. this._workingMatrix.getTranslationToRef(this._globalPosition);
  107255. this._markSyncedWithParent();
  107256. return this._webvrViewMatrix;
  107257. };
  107258. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  107259. var parentCamera = this.parent;
  107260. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  107261. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  107262. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  107263. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  107264. //babylon compatible matrix
  107265. if (!this.getScene().useRightHandedSystem) {
  107266. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107267. }
  107268. return this._projectionMatrix;
  107269. };
  107270. /**
  107271. * Initializes the controllers and their meshes
  107272. */
  107273. WebVRFreeCamera.prototype.initControllers = function () {
  107274. var _this = this;
  107275. this.controllers = [];
  107276. var manager = this.getScene().gamepadManager;
  107277. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  107278. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107279. var webVrController = gamepad;
  107280. if (webVrController.defaultModel) {
  107281. webVrController.defaultModel.setEnabled(false);
  107282. }
  107283. if (webVrController.hand === "right") {
  107284. _this._rightController = null;
  107285. }
  107286. if (webVrController.hand === "left") {
  107287. _this._leftController = null;
  107288. }
  107289. var controllerIndex = _this.controllers.indexOf(webVrController);
  107290. if (controllerIndex !== -1) {
  107291. _this.controllers.splice(controllerIndex, 1);
  107292. }
  107293. }
  107294. });
  107295. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  107296. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107297. var webVrController_1 = gamepad;
  107298. if (!_this.webVROptions.trackPosition) {
  107299. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  107300. // Cache must be updated before rendering controllers to avoid them being one frame behind
  107301. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  107302. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  107303. _this._updateCache();
  107304. });
  107305. }
  107306. }
  107307. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  107308. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  107309. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  107310. if (_this.webVROptions.controllerMeshes) {
  107311. if (webVrController_1.defaultModel) {
  107312. webVrController_1.defaultModel.setEnabled(true);
  107313. }
  107314. else {
  107315. // Load the meshes
  107316. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  107317. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  107318. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  107319. if (_this.webVROptions.defaultLightingOnControllers) {
  107320. if (!_this._lightOnControllers) {
  107321. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  107322. }
  107323. var activateLightOnSubMeshes_1 = function (mesh, light) {
  107324. var children = mesh.getChildren();
  107325. if (children && children.length !== 0) {
  107326. children.forEach(function (mesh) {
  107327. light.includedOnlyMeshes.push(mesh);
  107328. activateLightOnSubMeshes_1(mesh, light);
  107329. });
  107330. }
  107331. };
  107332. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  107333. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  107334. }
  107335. });
  107336. }
  107337. }
  107338. webVrController_1.attachToPoseControlledCamera(_this);
  107339. // since this is async - sanity check. Is the controller already stored?
  107340. if (_this.controllers.indexOf(webVrController_1) === -1) {
  107341. //add to the controllers array
  107342. _this.controllers.push(webVrController_1);
  107343. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  107344. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  107345. // So we're overriding setting left & right manually to be sure
  107346. var firstViveWandDetected = false;
  107347. for (var i = 0; i < _this.controllers.length; i++) {
  107348. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107349. if (!firstViveWandDetected) {
  107350. firstViveWandDetected = true;
  107351. _this.controllers[i].hand = "left";
  107352. }
  107353. else {
  107354. _this.controllers[i].hand = "right";
  107355. }
  107356. }
  107357. }
  107358. //did we find enough controllers? Great! let the developer know.
  107359. if (_this.controllers.length >= 2) {
  107360. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  107361. }
  107362. }
  107363. }
  107364. });
  107365. };
  107366. return WebVRFreeCamera;
  107367. }(BABYLON.FreeCamera));
  107368. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  107369. })(BABYLON || (BABYLON = {}));
  107370. //# sourceMappingURL=babylon.webVRCamera.js.map
  107371. var BABYLON;
  107372. (function (BABYLON) {
  107373. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  107374. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  107375. });
  107376. // We're mainly based on the logic defined into the FreeCamera code
  107377. /**
  107378. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107379. * being tilted forward or back and left or right.
  107380. */
  107381. var DeviceOrientationCamera = /** @class */ (function (_super) {
  107382. __extends(DeviceOrientationCamera, _super);
  107383. /**
  107384. * Creates a new device orientation camera
  107385. * @param name The name of the camera
  107386. * @param position The start position camera
  107387. * @param scene The scene the camera belongs to
  107388. */
  107389. function DeviceOrientationCamera(name, position, scene) {
  107390. var _this = _super.call(this, name, position, scene) || this;
  107391. _this._quaternionCache = new BABYLON.Quaternion();
  107392. _this.inputs.addDeviceOrientation();
  107393. return _this;
  107394. }
  107395. /**
  107396. * Gets the current instance class name ("DeviceOrientationCamera").
  107397. * This helps avoiding instanceof at run time.
  107398. * @returns the class name
  107399. */
  107400. DeviceOrientationCamera.prototype.getClassName = function () {
  107401. return "DeviceOrientationCamera";
  107402. };
  107403. /**
  107404. * @hidden
  107405. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107406. */
  107407. DeviceOrientationCamera.prototype._checkInputs = function () {
  107408. _super.prototype._checkInputs.call(this);
  107409. this._quaternionCache.copyFrom(this.rotationQuaternion);
  107410. if (this._initialQuaternion) {
  107411. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107412. }
  107413. };
  107414. /**
  107415. * Reset the camera to its default orientation on the specified axis only.
  107416. * @param axis The axis to reset
  107417. */
  107418. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  107419. var _this = this;
  107420. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  107421. //can only work if this camera has a rotation quaternion already.
  107422. if (!this.rotationQuaternion) {
  107423. return;
  107424. }
  107425. if (!this._initialQuaternion) {
  107426. this._initialQuaternion = new BABYLON.Quaternion();
  107427. }
  107428. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  107429. ['x', 'y', 'z'].forEach(function (axisName) {
  107430. if (!axis[axisName]) {
  107431. _this._initialQuaternion[axisName] = 0;
  107432. }
  107433. else {
  107434. _this._initialQuaternion[axisName] *= -1;
  107435. }
  107436. });
  107437. this._initialQuaternion.normalize();
  107438. //force rotation update
  107439. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107440. };
  107441. return DeviceOrientationCamera;
  107442. }(BABYLON.FreeCamera));
  107443. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  107444. })(BABYLON || (BABYLON = {}));
  107445. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  107446. var BABYLON;
  107447. (function (BABYLON) {
  107448. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107449. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107450. });
  107451. /**
  107452. * Camera used to simulate VR rendering (based on FreeCamera)
  107453. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107454. */
  107455. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  107456. __extends(VRDeviceOrientationFreeCamera, _super);
  107457. /**
  107458. * Creates a new VRDeviceOrientationFreeCamera
  107459. * @param name defines camera name
  107460. * @param position defines the start position of the camera
  107461. * @param scene defines the scene the camera belongs to
  107462. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107463. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107464. */
  107465. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107466. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107467. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107468. var _this = _super.call(this, name, position, scene) || this;
  107469. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107470. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107471. return _this;
  107472. }
  107473. /**
  107474. * Gets camera class name
  107475. * @returns VRDeviceOrientationFreeCamera
  107476. */
  107477. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  107478. return "VRDeviceOrientationFreeCamera";
  107479. };
  107480. return VRDeviceOrientationFreeCamera;
  107481. }(BABYLON.DeviceOrientationCamera));
  107482. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  107483. })(BABYLON || (BABYLON = {}));
  107484. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  107485. var BABYLON;
  107486. (function (BABYLON) {
  107487. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107488. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  107489. });
  107490. /**
  107491. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107492. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107493. */
  107494. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  107495. __extends(VRDeviceOrientationArcRotateCamera, _super);
  107496. /**
  107497. * Creates a new VRDeviceOrientationArcRotateCamera
  107498. * @param name defines camera name
  107499. * @param alpha defines the camera rotation along the logitudinal axis
  107500. * @param beta defines the camera rotation along the latitudinal axis
  107501. * @param radius defines the camera distance from its target
  107502. * @param target defines the camera target
  107503. * @param scene defines the scene the camera belongs to
  107504. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107505. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107506. */
  107507. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  107508. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107509. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107510. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  107511. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107512. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107513. _this.inputs.addVRDeviceOrientation();
  107514. return _this;
  107515. }
  107516. /**
  107517. * Gets camera class name
  107518. * @returns VRDeviceOrientationArcRotateCamera
  107519. */
  107520. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  107521. return "VRDeviceOrientationArcRotateCamera";
  107522. };
  107523. return VRDeviceOrientationArcRotateCamera;
  107524. }(BABYLON.ArcRotateCamera));
  107525. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  107526. })(BABYLON || (BABYLON = {}));
  107527. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  107528. var BABYLON;
  107529. (function (BABYLON) {
  107530. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  107531. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  107532. });
  107533. /**
  107534. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107535. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107536. */
  107537. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  107538. __extends(VRDeviceOrientationGamepadCamera, _super);
  107539. /**
  107540. * Creates a new VRDeviceOrientationGamepadCamera
  107541. * @param name defines camera name
  107542. * @param position defines the start position of the camera
  107543. * @param scene defines the scene the camera belongs to
  107544. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107545. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107546. */
  107547. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107548. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107549. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107550. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  107551. _this.inputs.addGamepad();
  107552. return _this;
  107553. }
  107554. /**
  107555. * Gets camera class name
  107556. * @returns VRDeviceOrientationGamepadCamera
  107557. */
  107558. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  107559. return "VRDeviceOrientationGamepadCamera";
  107560. };
  107561. return VRDeviceOrientationGamepadCamera;
  107562. }(BABYLON.VRDeviceOrientationFreeCamera));
  107563. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  107564. })(BABYLON || (BABYLON = {}));
  107565. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  107566. var BABYLON;
  107567. (function (BABYLON) {
  107568. var VRExperienceHelperGazer = /** @class */ (function () {
  107569. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  107570. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  107571. this.scene = scene;
  107572. /** @hidden */
  107573. this._pointerDownOnMeshAsked = false;
  107574. /** @hidden */
  107575. this._isActionableMesh = false;
  107576. /** @hidden */
  107577. this._teleportationRequestInitiated = false;
  107578. /** @hidden */
  107579. this._teleportationBackRequestInitiated = false;
  107580. /** @hidden */
  107581. this._rotationRightAsked = false;
  107582. /** @hidden */
  107583. this._rotationLeftAsked = false;
  107584. /** @hidden */
  107585. this._dpadPressed = true;
  107586. /** @hidden */
  107587. this._activePointer = false;
  107588. this._id = VRExperienceHelperGazer._idCounter++;
  107589. // Gaze tracker
  107590. if (!gazeTrackerToClone) {
  107591. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  107592. this._gazeTracker.bakeCurrentTransformIntoVertices();
  107593. this._gazeTracker.isPickable = false;
  107594. this._gazeTracker.isVisible = false;
  107595. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  107596. targetMat.specularColor = BABYLON.Color3.Black();
  107597. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107598. targetMat.backFaceCulling = false;
  107599. this._gazeTracker.material = targetMat;
  107600. }
  107601. else {
  107602. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  107603. }
  107604. }
  107605. /** @hidden */
  107606. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  107607. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  107608. };
  107609. /** @hidden */
  107610. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  107611. this._pointerDownOnMeshAsked = true;
  107612. if (this._currentHit) {
  107613. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  107614. }
  107615. };
  107616. /** @hidden */
  107617. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  107618. if (this._currentHit) {
  107619. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  107620. }
  107621. this._pointerDownOnMeshAsked = false;
  107622. };
  107623. /** @hidden */
  107624. VRExperienceHelperGazer.prototype._activatePointer = function () {
  107625. this._activePointer = true;
  107626. };
  107627. /** @hidden */
  107628. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  107629. this._activePointer = false;
  107630. };
  107631. /** @hidden */
  107632. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  107633. if (distance === void 0) { distance = 100; }
  107634. };
  107635. VRExperienceHelperGazer.prototype.dispose = function () {
  107636. this._interactionsEnabled = false;
  107637. this._teleportationEnabled = false;
  107638. if (this._gazeTracker) {
  107639. this._gazeTracker.dispose();
  107640. }
  107641. };
  107642. VRExperienceHelperGazer._idCounter = 0;
  107643. return VRExperienceHelperGazer;
  107644. }());
  107645. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  107646. __extends(VRExperienceHelperControllerGazer, _super);
  107647. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  107648. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  107649. _this.webVRController = webVRController;
  107650. // Laser pointer
  107651. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  107652. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  107653. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107654. laserPointerMaterial.alpha = 0.6;
  107655. _this._laserPointer.material = laserPointerMaterial;
  107656. _this._laserPointer.rotation.x = Math.PI / 2;
  107657. _this._laserPointer.position.z = -0.5;
  107658. _this._laserPointer.isVisible = false;
  107659. _this._laserPointer.isPickable = false;
  107660. if (!webVRController.mesh) {
  107661. // Create an empty mesh that is used prior to loading the high quality model
  107662. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  107663. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  107664. preloadPointerPose.rotation.x = -0.7;
  107665. preloadMesh.addChild(preloadPointerPose);
  107666. webVRController.attachToMesh(preloadMesh);
  107667. }
  107668. _this._setLaserPointerParent(webVRController.mesh);
  107669. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  107670. _this._setLaserPointerParent(mesh);
  107671. });
  107672. return _this;
  107673. }
  107674. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  107675. return this.webVRController.getForwardRay(length);
  107676. };
  107677. /** @hidden */
  107678. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  107679. _super.prototype._activatePointer.call(this);
  107680. this._laserPointer.isVisible = true;
  107681. };
  107682. /** @hidden */
  107683. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  107684. _super.prototype._deactivatePointer.call(this);
  107685. this._laserPointer.isVisible = false;
  107686. };
  107687. /** @hidden */
  107688. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  107689. this._laserPointer.material.emissiveColor = color;
  107690. };
  107691. /** @hidden */
  107692. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  107693. var makeNotPick = function (root) {
  107694. root.isPickable = false;
  107695. root.getChildMeshes().forEach(function (c) {
  107696. makeNotPick(c);
  107697. });
  107698. };
  107699. makeNotPick(mesh);
  107700. var meshChildren = mesh.getChildren(undefined, false);
  107701. var laserParent = mesh;
  107702. this.webVRController._pointingPoseNode = null;
  107703. for (var i = 0; i < meshChildren.length; i++) {
  107704. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  107705. laserParent = meshChildren[i];
  107706. this.webVRController._pointingPoseNode = laserParent;
  107707. break;
  107708. }
  107709. }
  107710. this._laserPointer.parent = laserParent;
  107711. };
  107712. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  107713. if (distance === void 0) { distance = 100; }
  107714. this._laserPointer.scaling.y = distance;
  107715. this._laserPointer.position.z = -distance / 2;
  107716. };
  107717. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  107718. _super.prototype.dispose.call(this);
  107719. this._laserPointer.dispose();
  107720. if (this._meshAttachedObserver) {
  107721. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  107722. }
  107723. };
  107724. return VRExperienceHelperControllerGazer;
  107725. }(VRExperienceHelperGazer));
  107726. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  107727. __extends(VRExperienceHelperCameraGazer, _super);
  107728. function VRExperienceHelperCameraGazer(getCamera, scene) {
  107729. var _this = _super.call(this, scene) || this;
  107730. _this.getCamera = getCamera;
  107731. return _this;
  107732. }
  107733. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  107734. var camera = this.getCamera();
  107735. if (camera) {
  107736. return camera.getForwardRay(length);
  107737. }
  107738. else {
  107739. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  107740. }
  107741. };
  107742. return VRExperienceHelperCameraGazer;
  107743. }(VRExperienceHelperGazer));
  107744. /**
  107745. * Helps to quickly add VR support to an existing scene.
  107746. * See http://doc.babylonjs.com/how_to/webvr_helper
  107747. */
  107748. var VRExperienceHelper = /** @class */ (function () {
  107749. /**
  107750. * Instantiates a VRExperienceHelper.
  107751. * Helps to quickly add VR support to an existing scene.
  107752. * @param scene The scene the VRExperienceHelper belongs to.
  107753. * @param webVROptions Options to modify the vr experience helper's behavior.
  107754. */
  107755. function VRExperienceHelper(scene,
  107756. /** Options to modify the vr experience helper's behavior. */
  107757. webVROptions) {
  107758. if (webVROptions === void 0) { webVROptions = {}; }
  107759. var _this = this;
  107760. this.webVROptions = webVROptions;
  107761. // Can the system support WebVR, even if a headset isn't plugged in?
  107762. this._webVRsupported = false;
  107763. // If WebVR is supported, is a headset plugged in and are we ready to present?
  107764. this._webVRready = false;
  107765. // Are we waiting for the requestPresent callback to complete?
  107766. this._webVRrequesting = false;
  107767. // Are we presenting to the headset right now? (this is the vrDevice state)
  107768. this._webVRpresenting = false;
  107769. // Are we presenting in the fullscreen fallback?
  107770. this._fullscreenVRpresenting = false;
  107771. /**
  107772. * Observable raised when entering VR.
  107773. */
  107774. this.onEnteringVRObservable = new BABYLON.Observable();
  107775. /**
  107776. * Observable raised when exiting VR.
  107777. */
  107778. this.onExitingVRObservable = new BABYLON.Observable();
  107779. /**
  107780. * Observable raised when controller mesh is loaded.
  107781. */
  107782. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  107783. this._useCustomVRButton = false;
  107784. this._teleportationRequested = false;
  107785. this._teleportActive = false;
  107786. this._floorMeshesCollection = [];
  107787. this._rotationAllowed = true;
  107788. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  107789. this._isDefaultTeleportationTarget = true;
  107790. this._teleportationFillColor = "#444444";
  107791. this._teleportationBorderColor = "#FFFFFF";
  107792. this._rotationAngle = 0;
  107793. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  107794. this._padSensibilityUp = 0.65;
  107795. this._padSensibilityDown = 0.35;
  107796. this._leftController = null;
  107797. this._rightController = null;
  107798. /**
  107799. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  107800. */
  107801. this.onNewMeshSelected = new BABYLON.Observable();
  107802. /**
  107803. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  107804. */
  107805. this.onNewMeshPicked = new BABYLON.Observable();
  107806. /**
  107807. * Observable raised before camera teleportation
  107808. */
  107809. this.onBeforeCameraTeleport = new BABYLON.Observable();
  107810. /**
  107811. * Observable raised after camera teleportation
  107812. */
  107813. this.onAfterCameraTeleport = new BABYLON.Observable();
  107814. /**
  107815. * Observable raised when current selected mesh gets unselected
  107816. */
  107817. this.onSelectedMeshUnselected = new BABYLON.Observable();
  107818. /**
  107819. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  107820. */
  107821. this.teleportationEnabled = true;
  107822. this._teleportationInitialized = false;
  107823. this._interactionsEnabled = false;
  107824. this._interactionsRequested = false;
  107825. this._displayGaze = true;
  107826. this._displayLaserPointer = true;
  107827. /**
  107828. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  107829. */
  107830. this.updateGazeTrackerScale = true;
  107831. this._onResize = function () {
  107832. _this.moveButtonToBottomRight();
  107833. if (_this._fullscreenVRpresenting && _this._webVRready) {
  107834. _this.exitVR();
  107835. }
  107836. };
  107837. this._onFullscreenChange = function () {
  107838. if (document.fullscreen !== undefined) {
  107839. _this._fullscreenVRpresenting = document.fullscreen;
  107840. }
  107841. else if (document.mozFullScreen !== undefined) {
  107842. _this._fullscreenVRpresenting = document.mozFullScreen;
  107843. }
  107844. else if (document.webkitIsFullScreen !== undefined) {
  107845. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  107846. }
  107847. else if (document.msIsFullScreen !== undefined) {
  107848. _this._fullscreenVRpresenting = document.msIsFullScreen;
  107849. }
  107850. else if (document.msFullscreenElement !== undefined) {
  107851. _this._fullscreenVRpresenting = document.msFullscreenElement;
  107852. }
  107853. if (!_this._fullscreenVRpresenting && _this._canvas) {
  107854. _this.exitVR();
  107855. if (!_this._useCustomVRButton) {
  107856. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  107857. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  107858. }
  107859. }
  107860. };
  107861. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  107862. this.beforeRender = function () {
  107863. if (_this._leftController && _this._leftController._activePointer) {
  107864. _this._castRayAndSelectObject(_this._leftController);
  107865. }
  107866. if (_this._rightController && _this._rightController._activePointer) {
  107867. _this._castRayAndSelectObject(_this._rightController);
  107868. }
  107869. if (_this._noControllerIsActive) {
  107870. _this._castRayAndSelectObject(_this._cameraGazer);
  107871. }
  107872. else {
  107873. _this._cameraGazer._gazeTracker.isVisible = false;
  107874. }
  107875. };
  107876. this._onNewGamepadConnected = function (gamepad) {
  107877. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  107878. if (gamepad.leftStick) {
  107879. gamepad.onleftstickchanged(function (stickValues) {
  107880. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  107881. // Listening to classic/xbox gamepad only if no VR controller is active
  107882. if ((!_this._leftController && !_this._rightController) ||
  107883. ((_this._leftController && !_this._leftController._activePointer) &&
  107884. (_this._rightController && !_this._rightController._activePointer))) {
  107885. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  107886. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  107887. }
  107888. }
  107889. });
  107890. }
  107891. if (gamepad.rightStick) {
  107892. gamepad.onrightstickchanged(function (stickValues) {
  107893. if (_this._teleportationInitialized) {
  107894. _this._checkRotate(stickValues, _this._cameraGazer);
  107895. }
  107896. });
  107897. }
  107898. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  107899. gamepad.onbuttondown(function (buttonPressed) {
  107900. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107901. _this._cameraGazer._selectionPointerDown();
  107902. }
  107903. });
  107904. gamepad.onbuttonup(function (buttonPressed) {
  107905. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107906. _this._cameraGazer._selectionPointerUp();
  107907. }
  107908. });
  107909. }
  107910. }
  107911. else {
  107912. var webVRController = gamepad;
  107913. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  107914. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  107915. _this._rightController = controller;
  107916. }
  107917. else {
  107918. _this._leftController = controller;
  107919. }
  107920. _this._tryEnableInteractionOnController(controller);
  107921. }
  107922. };
  107923. // 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
  107924. this._tryEnableInteractionOnController = function (controller) {
  107925. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  107926. _this._enableInteractionOnController(controller);
  107927. }
  107928. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  107929. _this._enableTeleportationOnController(controller);
  107930. }
  107931. };
  107932. this._onNewGamepadDisconnected = function (gamepad) {
  107933. if (gamepad instanceof BABYLON.WebVRController) {
  107934. if (gamepad.hand === "left" && _this._leftController != null) {
  107935. _this._leftController.dispose();
  107936. _this._leftController = null;
  107937. }
  107938. if (gamepad.hand === "right" && _this._rightController != null) {
  107939. _this._rightController.dispose();
  107940. _this._rightController = null;
  107941. }
  107942. }
  107943. };
  107944. this._workingVector = BABYLON.Vector3.Zero();
  107945. this._workingQuaternion = BABYLON.Quaternion.Identity();
  107946. this._workingMatrix = BABYLON.Matrix.Identity();
  107947. this._scene = scene;
  107948. this._canvas = scene.getEngine().getRenderingCanvas();
  107949. // Parse options
  107950. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  107951. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  107952. }
  107953. if (webVROptions.createDeviceOrientationCamera === undefined) {
  107954. webVROptions.createDeviceOrientationCamera = true;
  107955. }
  107956. if (webVROptions.laserToggle === undefined) {
  107957. webVROptions.laserToggle = true;
  107958. }
  107959. if (webVROptions.defaultHeight === undefined) {
  107960. webVROptions.defaultHeight = 1.7;
  107961. }
  107962. if (webVROptions.useCustomVRButton) {
  107963. this._useCustomVRButton = true;
  107964. if (webVROptions.customVRButton) {
  107965. this._btnVR = webVROptions.customVRButton;
  107966. }
  107967. }
  107968. if (webVROptions.rayLength) {
  107969. this._rayLength = webVROptions.rayLength;
  107970. }
  107971. this._defaultHeight = webVROptions.defaultHeight;
  107972. if (webVROptions.positionScale) {
  107973. this._rayLength *= webVROptions.positionScale;
  107974. this._defaultHeight *= webVROptions.positionScale;
  107975. }
  107976. this._hasEnteredVR = false;
  107977. // Set position
  107978. if (this._scene.activeCamera) {
  107979. this._position = this._scene.activeCamera.position.clone();
  107980. }
  107981. else {
  107982. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  107983. }
  107984. // Set non-vr camera
  107985. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  107986. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  107987. // Copy data from existing camera
  107988. if (this._scene.activeCamera) {
  107989. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107990. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  107991. // Set rotation from previous camera
  107992. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  107993. var targetCamera = this._scene.activeCamera;
  107994. if (targetCamera.rotationQuaternion) {
  107995. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  107996. }
  107997. else {
  107998. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  107999. }
  108000. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  108001. }
  108002. }
  108003. this._scene.activeCamera = this._deviceOrientationCamera;
  108004. if (this._canvas) {
  108005. this._scene.activeCamera.attachControl(this._canvas);
  108006. }
  108007. }
  108008. else {
  108009. this._existingCamera = this._scene.activeCamera;
  108010. }
  108011. // Create VR cameras
  108012. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108013. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  108014. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108015. }
  108016. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  108017. this._webVRCamera.useStandingMatrix();
  108018. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  108019. // Create default button
  108020. if (!this._useCustomVRButton) {
  108021. this._btnVR = document.createElement("BUTTON");
  108022. this._btnVR.className = "babylonVRicon";
  108023. this._btnVR.id = "babylonVRiconbtn";
  108024. this._btnVR.title = "Click to switch to VR";
  108025. 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) }";
  108026. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  108027. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  108028. // css += ".babylonVRicon.vrdisplaysupported { }";
  108029. // css += ".babylonVRicon.vrdisplayready { }";
  108030. // css += ".babylonVRicon.vrdisplayrequesting { }";
  108031. var style = document.createElement('style');
  108032. style.appendChild(document.createTextNode(css));
  108033. document.getElementsByTagName('head')[0].appendChild(style);
  108034. this.moveButtonToBottomRight();
  108035. }
  108036. // VR button click event
  108037. if (this._btnVR) {
  108038. this._btnVR.addEventListener("click", function () {
  108039. if (!_this.isInVRMode) {
  108040. _this.enterVR();
  108041. }
  108042. else {
  108043. _this.exitVR();
  108044. }
  108045. });
  108046. }
  108047. // Window events
  108048. window.addEventListener("resize", this._onResize);
  108049. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  108050. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  108051. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  108052. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  108053. document.onmsfullscreenchange = this._onFullscreenChange;
  108054. // Display vr button when headset is connected
  108055. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108056. this.displayVRButton();
  108057. }
  108058. else {
  108059. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  108060. if (e.vrDisplay) {
  108061. _this.displayVRButton();
  108062. }
  108063. });
  108064. }
  108065. // Exiting VR mode using 'ESC' key on desktop
  108066. this._onKeyDown = function (event) {
  108067. if (event.keyCode === 27 && _this.isInVRMode) {
  108068. _this.exitVR();
  108069. }
  108070. };
  108071. document.addEventListener("keydown", this._onKeyDown);
  108072. // Exiting VR mode double tapping the touch screen
  108073. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  108074. if (_this.isInVRMode) {
  108075. _this.exitVR();
  108076. if (_this._fullscreenVRpresenting) {
  108077. _this._scene.getEngine().switchFullscreen(true);
  108078. }
  108079. }
  108080. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  108081. // Listen for WebVR display changes
  108082. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  108083. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  108084. this._onVRRequestPresentStart = function () {
  108085. _this._webVRrequesting = true;
  108086. _this.updateButtonVisibility();
  108087. };
  108088. this._onVRRequestPresentComplete = function (success) {
  108089. _this._webVRrequesting = false;
  108090. _this.updateButtonVisibility();
  108091. };
  108092. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  108093. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  108094. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  108095. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108096. scene.onDisposeObservable.add(function () {
  108097. _this.dispose();
  108098. });
  108099. // Gamepad connection events
  108100. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  108101. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  108102. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  108103. this.updateButtonVisibility();
  108104. //create easing functions
  108105. this._circleEase = new BABYLON.CircleEase();
  108106. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108107. if (this.webVROptions.floorMeshes) {
  108108. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  108109. }
  108110. }
  108111. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  108112. /** Return this.onEnteringVRObservable
  108113. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108114. */
  108115. get: function () {
  108116. return this.onEnteringVRObservable;
  108117. },
  108118. enumerable: true,
  108119. configurable: true
  108120. });
  108121. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  108122. /** Return this.onExitingVRObservable
  108123. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108124. */
  108125. get: function () {
  108126. return this.onExitingVRObservable;
  108127. },
  108128. enumerable: true,
  108129. configurable: true
  108130. });
  108131. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  108132. /** Return this.onControllerMeshLoadedObservable
  108133. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108134. */
  108135. get: function () {
  108136. return this.onControllerMeshLoadedObservable;
  108137. },
  108138. enumerable: true,
  108139. configurable: true
  108140. });
  108141. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  108142. /**
  108143. * The mesh used to display where the user is going to teleport.
  108144. */
  108145. get: function () {
  108146. return this._teleportationTarget;
  108147. },
  108148. /**
  108149. * Sets the mesh to be used to display where the user is going to teleport.
  108150. */
  108151. set: function (value) {
  108152. if (value) {
  108153. value.name = "teleportationTarget";
  108154. this._isDefaultTeleportationTarget = false;
  108155. this._teleportationTarget = value;
  108156. }
  108157. },
  108158. enumerable: true,
  108159. configurable: true
  108160. });
  108161. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  108162. /**
  108163. * 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
  108164. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108165. * See http://doc.babylonjs.com/resources/baking_transformations
  108166. */
  108167. get: function () {
  108168. return this._cameraGazer._gazeTracker;
  108169. },
  108170. set: function (value) {
  108171. if (value) {
  108172. // Dispose of existing meshes
  108173. if (this._cameraGazer._gazeTracker) {
  108174. this._cameraGazer._gazeTracker.dispose();
  108175. }
  108176. if (this._leftController && this._leftController._gazeTracker) {
  108177. this._leftController._gazeTracker.dispose();
  108178. }
  108179. if (this._rightController && this._rightController._gazeTracker) {
  108180. this._rightController._gazeTracker.dispose();
  108181. }
  108182. // Set and create gaze trackers on head and controllers
  108183. this._cameraGazer._gazeTracker = value;
  108184. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  108185. this._cameraGazer._gazeTracker.isPickable = false;
  108186. this._cameraGazer._gazeTracker.isVisible = false;
  108187. this._cameraGazer._gazeTracker.name = "gazeTracker";
  108188. if (this._leftController) {
  108189. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108190. }
  108191. if (this._rightController) {
  108192. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108193. }
  108194. }
  108195. },
  108196. enumerable: true,
  108197. configurable: true
  108198. });
  108199. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  108200. /**
  108201. * The gaze tracking mesh corresponding to the left controller
  108202. */
  108203. get: function () {
  108204. if (this._leftController) {
  108205. return this._leftController._gazeTracker;
  108206. }
  108207. return null;
  108208. },
  108209. enumerable: true,
  108210. configurable: true
  108211. });
  108212. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  108213. /**
  108214. * The gaze tracking mesh corresponding to the right controller
  108215. */
  108216. get: function () {
  108217. if (this._rightController) {
  108218. return this._rightController._gazeTracker;
  108219. }
  108220. return null;
  108221. },
  108222. enumerable: true,
  108223. configurable: true
  108224. });
  108225. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  108226. /**
  108227. * If the ray of the gaze should be displayed.
  108228. */
  108229. get: function () {
  108230. return this._displayGaze;
  108231. },
  108232. /**
  108233. * Sets if the ray of the gaze should be displayed.
  108234. */
  108235. set: function (value) {
  108236. this._displayGaze = value;
  108237. if (!value) {
  108238. this._cameraGazer._gazeTracker.isVisible = false;
  108239. if (this._leftController) {
  108240. this._leftController._gazeTracker.isVisible = false;
  108241. }
  108242. if (this._rightController) {
  108243. this._rightController._gazeTracker.isVisible = false;
  108244. }
  108245. }
  108246. },
  108247. enumerable: true,
  108248. configurable: true
  108249. });
  108250. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  108251. /**
  108252. * If the ray of the LaserPointer should be displayed.
  108253. */
  108254. get: function () {
  108255. return this._displayLaserPointer;
  108256. },
  108257. /**
  108258. * Sets if the ray of the LaserPointer should be displayed.
  108259. */
  108260. set: function (value) {
  108261. this._displayLaserPointer = value;
  108262. if (!value) {
  108263. if (this._rightController) {
  108264. this._rightController._deactivatePointer();
  108265. this._rightController._gazeTracker.isVisible = false;
  108266. }
  108267. if (this._leftController) {
  108268. this._leftController._deactivatePointer();
  108269. this._leftController._gazeTracker.isVisible = false;
  108270. }
  108271. }
  108272. else {
  108273. if (this._rightController) {
  108274. this._rightController._activatePointer();
  108275. }
  108276. if (this._leftController) {
  108277. this._leftController._activatePointer();
  108278. }
  108279. }
  108280. },
  108281. enumerable: true,
  108282. configurable: true
  108283. });
  108284. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  108285. /**
  108286. * The deviceOrientationCamera used as the camera when not in VR.
  108287. */
  108288. get: function () {
  108289. return this._deviceOrientationCamera;
  108290. },
  108291. enumerable: true,
  108292. configurable: true
  108293. });
  108294. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  108295. /**
  108296. * Based on the current WebVR support, returns the current VR camera used.
  108297. */
  108298. get: function () {
  108299. if (this._webVRready) {
  108300. return this._webVRCamera;
  108301. }
  108302. else {
  108303. return this._scene.activeCamera;
  108304. }
  108305. },
  108306. enumerable: true,
  108307. configurable: true
  108308. });
  108309. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  108310. /**
  108311. * The webVRCamera which is used when in VR.
  108312. */
  108313. get: function () {
  108314. return this._webVRCamera;
  108315. },
  108316. enumerable: true,
  108317. configurable: true
  108318. });
  108319. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  108320. /**
  108321. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108322. */
  108323. get: function () {
  108324. return this._vrDeviceOrientationCamera;
  108325. },
  108326. enumerable: true,
  108327. configurable: true
  108328. });
  108329. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  108330. get: function () {
  108331. var result = this._cameraGazer._teleportationRequestInitiated
  108332. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  108333. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  108334. return result;
  108335. },
  108336. enumerable: true,
  108337. configurable: true
  108338. });
  108339. // Raised when one of the controller has loaded successfully its associated default mesh
  108340. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  108341. if (this._leftController && this._leftController.webVRController == webVRController) {
  108342. if (webVRController.mesh) {
  108343. this._leftController._setLaserPointerParent(webVRController.mesh);
  108344. }
  108345. }
  108346. if (this._rightController && this._rightController.webVRController == webVRController) {
  108347. if (webVRController.mesh) {
  108348. this._rightController._setLaserPointerParent(webVRController.mesh);
  108349. }
  108350. }
  108351. try {
  108352. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  108353. }
  108354. catch (err) {
  108355. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  108356. }
  108357. };
  108358. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  108359. /**
  108360. * Gets a value indicating if we are currently in VR mode.
  108361. */
  108362. get: function () {
  108363. return this._webVRpresenting || this._fullscreenVRpresenting;
  108364. },
  108365. enumerable: true,
  108366. configurable: true
  108367. });
  108368. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  108369. var vrDisplay = this._scene.getEngine().getVRDevice();
  108370. if (vrDisplay) {
  108371. var wasPresenting = this._webVRpresenting;
  108372. this._webVRpresenting = vrDisplay.isPresenting;
  108373. if (wasPresenting && !this._webVRpresenting) {
  108374. this.exitVR();
  108375. }
  108376. }
  108377. else {
  108378. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  108379. }
  108380. this.updateButtonVisibility();
  108381. };
  108382. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  108383. this._webVRsupported = eventArgs.vrSupported;
  108384. this._webVRready = !!eventArgs.vrDisplay;
  108385. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  108386. this.updateButtonVisibility();
  108387. };
  108388. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  108389. if (this._canvas && !this._useCustomVRButton) {
  108390. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  108391. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  108392. }
  108393. };
  108394. VRExperienceHelper.prototype.displayVRButton = function () {
  108395. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  108396. document.body.appendChild(this._btnVR);
  108397. this._btnVRDisplayed = true;
  108398. }
  108399. };
  108400. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  108401. if (!this._btnVR || this._useCustomVRButton) {
  108402. return;
  108403. }
  108404. this._btnVR.className = "babylonVRicon";
  108405. if (this.isInVRMode) {
  108406. this._btnVR.className += " vrdisplaypresenting";
  108407. }
  108408. else {
  108409. if (this._webVRready) {
  108410. this._btnVR.className += " vrdisplayready";
  108411. }
  108412. if (this._webVRsupported) {
  108413. this._btnVR.className += " vrdisplaysupported";
  108414. }
  108415. if (this._webVRrequesting) {
  108416. this._btnVR.className += " vrdisplayrequesting";
  108417. }
  108418. }
  108419. };
  108420. /**
  108421. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108422. * Otherwise, will use the fullscreen API.
  108423. */
  108424. VRExperienceHelper.prototype.enterVR = function () {
  108425. if (this.onEnteringVRObservable) {
  108426. try {
  108427. this.onEnteringVRObservable.notifyObservers(this);
  108428. }
  108429. catch (err) {
  108430. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  108431. }
  108432. }
  108433. if (this._scene.activeCamera) {
  108434. this._position = this._scene.activeCamera.position.clone();
  108435. if (this.vrDeviceOrientationCamera) {
  108436. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  108437. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  108438. }
  108439. if (this.webVRCamera) {
  108440. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  108441. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  108442. var delta = desiredYRotation - currentYRotation;
  108443. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  108444. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  108445. }
  108446. // make sure that we return to the last active camera
  108447. this._existingCamera = this._scene.activeCamera;
  108448. // Remove and cache angular sensability to avoid camera rotation when in VR
  108449. if (this._existingCamera.angularSensibilityX) {
  108450. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  108451. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  108452. }
  108453. if (this._existingCamera.angularSensibilityY) {
  108454. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  108455. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  108456. }
  108457. if (this._existingCamera.angularSensibility) {
  108458. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  108459. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  108460. }
  108461. }
  108462. if (this._webVRrequesting) {
  108463. return;
  108464. }
  108465. // If WebVR is supported and a headset is connected
  108466. if (this._webVRready) {
  108467. if (!this._webVRpresenting) {
  108468. this._webVRCamera.position = this._position;
  108469. this._scene.activeCamera = this._webVRCamera;
  108470. }
  108471. }
  108472. else if (this._vrDeviceOrientationCamera) {
  108473. this._vrDeviceOrientationCamera.position = this._position;
  108474. if (this._scene.activeCamera) {
  108475. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108476. }
  108477. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  108478. this._scene.getEngine().switchFullscreen(true);
  108479. this.updateButtonVisibility();
  108480. }
  108481. if (this._scene.activeCamera && this._canvas) {
  108482. this._scene.activeCamera.attachControl(this._canvas);
  108483. }
  108484. if (this._interactionsEnabled) {
  108485. this._scene.registerBeforeRender(this.beforeRender);
  108486. }
  108487. if (this._displayLaserPointer) {
  108488. [this._leftController, this._rightController].forEach(function (controller) {
  108489. if (controller) {
  108490. controller._activatePointer();
  108491. }
  108492. });
  108493. }
  108494. this._hasEnteredVR = true;
  108495. };
  108496. /**
  108497. * Attempt to exit VR, or fullscreen.
  108498. */
  108499. VRExperienceHelper.prototype.exitVR = function () {
  108500. if (this._hasEnteredVR) {
  108501. if (this.onExitingVRObservable) {
  108502. try {
  108503. this.onExitingVRObservable.notifyObservers(this);
  108504. }
  108505. catch (err) {
  108506. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  108507. }
  108508. }
  108509. if (this._webVRpresenting) {
  108510. this._scene.getEngine().disableVR();
  108511. }
  108512. if (this._scene.activeCamera) {
  108513. this._position = this._scene.activeCamera.position.clone();
  108514. }
  108515. if (this.vrDeviceOrientationCamera) {
  108516. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108517. }
  108518. if (this._deviceOrientationCamera) {
  108519. this._deviceOrientationCamera.position = this._position;
  108520. this._scene.activeCamera = this._deviceOrientationCamera;
  108521. if (this._canvas) {
  108522. this._scene.activeCamera.attachControl(this._canvas);
  108523. }
  108524. // Restore angular sensibility
  108525. if (this._cachedAngularSensibility.angularSensibilityX) {
  108526. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108527. this._cachedAngularSensibility.angularSensibilityX = null;
  108528. }
  108529. if (this._cachedAngularSensibility.angularSensibilityY) {
  108530. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108531. this._cachedAngularSensibility.angularSensibilityY = null;
  108532. }
  108533. if (this._cachedAngularSensibility.angularSensibility) {
  108534. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108535. this._cachedAngularSensibility.angularSensibility = null;
  108536. }
  108537. }
  108538. else if (this._existingCamera) {
  108539. this._existingCamera.position = this._position;
  108540. this._scene.activeCamera = this._existingCamera;
  108541. // Restore angular sensibility
  108542. if (this._cachedAngularSensibility.angularSensibilityX) {
  108543. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108544. this._cachedAngularSensibility.angularSensibilityX = null;
  108545. }
  108546. if (this._cachedAngularSensibility.angularSensibilityY) {
  108547. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108548. this._cachedAngularSensibility.angularSensibilityY = null;
  108549. }
  108550. if (this._cachedAngularSensibility.angularSensibility) {
  108551. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108552. this._cachedAngularSensibility.angularSensibility = null;
  108553. }
  108554. }
  108555. this.updateButtonVisibility();
  108556. if (this._interactionsEnabled) {
  108557. this._scene.unregisterBeforeRender(this.beforeRender);
  108558. this._cameraGazer._gazeTracker.isVisible = false;
  108559. if (this._leftController) {
  108560. this._leftController._gazeTracker.isVisible = false;
  108561. }
  108562. if (this._rightController) {
  108563. this._rightController._gazeTracker.isVisible = false;
  108564. }
  108565. }
  108566. // resize to update width and height when exiting vr exits fullscreen
  108567. this._scene.getEngine().resize();
  108568. [this._leftController, this._rightController].forEach(function (controller) {
  108569. if (controller) {
  108570. controller._deactivatePointer();
  108571. }
  108572. });
  108573. this._hasEnteredVR = false;
  108574. }
  108575. };
  108576. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  108577. /**
  108578. * The position of the vr experience helper.
  108579. */
  108580. get: function () {
  108581. return this._position;
  108582. },
  108583. /**
  108584. * Sets the position of the vr experience helper.
  108585. */
  108586. set: function (value) {
  108587. this._position = value;
  108588. if (this._scene.activeCamera) {
  108589. this._scene.activeCamera.position = value;
  108590. }
  108591. },
  108592. enumerable: true,
  108593. configurable: true
  108594. });
  108595. /**
  108596. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108597. */
  108598. VRExperienceHelper.prototype.enableInteractions = function () {
  108599. var _this = this;
  108600. if (!this._interactionsEnabled) {
  108601. this._interactionsRequested = true;
  108602. if (this._leftController) {
  108603. this._enableInteractionOnController(this._leftController);
  108604. }
  108605. if (this._rightController) {
  108606. this._enableInteractionOnController(this._rightController);
  108607. }
  108608. this.raySelectionPredicate = function (mesh) {
  108609. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  108610. };
  108611. this.meshSelectionPredicate = function (mesh) {
  108612. return true;
  108613. };
  108614. this._raySelectionPredicate = function (mesh) {
  108615. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  108616. && mesh.name.indexOf("teleportationTarget") === -1
  108617. && mesh.name.indexOf("torusTeleportation") === -1)) {
  108618. return _this.raySelectionPredicate(mesh);
  108619. }
  108620. return false;
  108621. };
  108622. this._interactionsEnabled = true;
  108623. }
  108624. };
  108625. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  108626. get: function () {
  108627. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  108628. },
  108629. enumerable: true,
  108630. configurable: true
  108631. });
  108632. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  108633. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  108634. if (this._floorMeshesCollection[i].id === mesh.id) {
  108635. return true;
  108636. }
  108637. }
  108638. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  108639. return true;
  108640. }
  108641. return false;
  108642. };
  108643. /**
  108644. * Adds a floor mesh to be used for teleportation.
  108645. * @param floorMesh the mesh to be used for teleportation.
  108646. */
  108647. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  108648. if (!this._floorMeshesCollection) {
  108649. return;
  108650. }
  108651. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  108652. return;
  108653. }
  108654. this._floorMeshesCollection.push(floorMesh);
  108655. };
  108656. /**
  108657. * Removes a floor mesh from being used for teleportation.
  108658. * @param floorMesh the mesh to be removed.
  108659. */
  108660. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  108661. if (!this._floorMeshesCollection) {
  108662. return;
  108663. }
  108664. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  108665. if (meshIndex !== -1) {
  108666. this._floorMeshesCollection.splice(meshIndex, 1);
  108667. }
  108668. };
  108669. /**
  108670. * Enables interactions and teleportation using the VR controllers and gaze.
  108671. * @param vrTeleportationOptions options to modify teleportation behavior.
  108672. */
  108673. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  108674. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  108675. if (!this._teleportationInitialized) {
  108676. this._teleportationRequested = true;
  108677. this.enableInteractions();
  108678. if (vrTeleportationOptions.floorMeshName) {
  108679. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  108680. }
  108681. if (vrTeleportationOptions.floorMeshes) {
  108682. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  108683. }
  108684. if (this._leftController != null) {
  108685. this._enableTeleportationOnController(this._leftController);
  108686. }
  108687. if (this._rightController != null) {
  108688. this._enableTeleportationOnController(this._rightController);
  108689. }
  108690. // Creates an image processing post process for the vignette not relying
  108691. // on the main scene configuration for image processing to reduce setup and spaces
  108692. // (gamma/linear) conflicts.
  108693. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  108694. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  108695. imageProcessingConfiguration.vignetteEnabled = true;
  108696. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  108697. this._webVRCamera.detachPostProcess(this._postProcessMove);
  108698. this._teleportationInitialized = true;
  108699. if (this._isDefaultTeleportationTarget) {
  108700. this._createTeleportationCircles();
  108701. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  108702. }
  108703. }
  108704. };
  108705. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  108706. var _this = this;
  108707. var controllerMesh = controller.webVRController.mesh;
  108708. if (controllerMesh) {
  108709. controller._interactionsEnabled = true;
  108710. if (this.isInVRMode && this._displayLaserPointer) {
  108711. controller._activatePointer();
  108712. }
  108713. if (this.webVROptions.laserToggle) {
  108714. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  108715. // Enabling / disabling laserPointer
  108716. if (_this._displayLaserPointer && stateObject.value === 1) {
  108717. if (controller._activePointer) {
  108718. controller._deactivatePointer();
  108719. }
  108720. else {
  108721. controller._activatePointer();
  108722. }
  108723. if (_this.displayGaze) {
  108724. controller._gazeTracker.isVisible = controller._activePointer;
  108725. }
  108726. }
  108727. });
  108728. }
  108729. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  108730. var gazer = controller;
  108731. if (_this._noControllerIsActive) {
  108732. gazer = _this._cameraGazer;
  108733. }
  108734. if (!gazer._pointerDownOnMeshAsked) {
  108735. if (stateObject.value > _this._padSensibilityUp) {
  108736. gazer._selectionPointerDown();
  108737. }
  108738. }
  108739. else if (stateObject.value < _this._padSensibilityDown) {
  108740. gazer._selectionPointerUp();
  108741. }
  108742. });
  108743. }
  108744. };
  108745. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  108746. // Dont teleport if another gaze already requested teleportation
  108747. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  108748. return;
  108749. }
  108750. if (!gazer._teleportationRequestInitiated) {
  108751. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  108752. gazer._activatePointer();
  108753. gazer._teleportationRequestInitiated = true;
  108754. }
  108755. }
  108756. else {
  108757. // Listening to the proper controller values changes to confirm teleportation
  108758. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  108759. if (this._teleportActive) {
  108760. this.teleportCamera(this._haloCenter);
  108761. }
  108762. gazer._teleportationRequestInitiated = false;
  108763. }
  108764. }
  108765. };
  108766. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  108767. // Only rotate when user is not currently selecting a teleportation location
  108768. if (gazer._teleportationRequestInitiated) {
  108769. return;
  108770. }
  108771. if (!gazer._rotationLeftAsked) {
  108772. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  108773. gazer._rotationLeftAsked = true;
  108774. if (this._rotationAllowed) {
  108775. this._rotateCamera(false);
  108776. }
  108777. }
  108778. }
  108779. else {
  108780. if (stateObject.x > -this._padSensibilityDown) {
  108781. gazer._rotationLeftAsked = false;
  108782. }
  108783. }
  108784. if (!gazer._rotationRightAsked) {
  108785. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  108786. gazer._rotationRightAsked = true;
  108787. if (this._rotationAllowed) {
  108788. this._rotateCamera(true);
  108789. }
  108790. }
  108791. }
  108792. else {
  108793. if (stateObject.x < this._padSensibilityDown) {
  108794. gazer._rotationRightAsked = false;
  108795. }
  108796. }
  108797. };
  108798. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  108799. // Only teleport backwards when user is not currently selecting a teleportation location
  108800. if (gazer._teleportationRequestInitiated) {
  108801. return;
  108802. }
  108803. // Teleport backwards
  108804. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  108805. if (!gazer._teleportationBackRequestInitiated) {
  108806. if (!this.currentVRCamera) {
  108807. return;
  108808. }
  108809. // Get rotation and position of the current camera
  108810. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  108811. var position = this.currentVRCamera.position;
  108812. // If the camera has device position, use that instead
  108813. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  108814. rotation = this.currentVRCamera.deviceRotationQuaternion;
  108815. position = this.currentVRCamera.devicePosition;
  108816. }
  108817. // Get matrix with only the y rotation of the device rotation
  108818. rotation.toEulerAnglesToRef(this._workingVector);
  108819. this._workingVector.z = 0;
  108820. this._workingVector.x = 0;
  108821. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  108822. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  108823. // Rotate backwards ray by device rotation to cast at the ground behind the user
  108824. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  108825. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  108826. var ray = new BABYLON.Ray(position, this._workingVector);
  108827. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108828. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  108829. this.teleportCamera(hit.pickedPoint);
  108830. }
  108831. gazer._teleportationBackRequestInitiated = true;
  108832. }
  108833. }
  108834. else {
  108835. gazer._teleportationBackRequestInitiated = false;
  108836. }
  108837. };
  108838. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  108839. var _this = this;
  108840. var controllerMesh = controller.webVRController.mesh;
  108841. if (controllerMesh) {
  108842. if (!controller._interactionsEnabled) {
  108843. this._enableInteractionOnController(controller);
  108844. }
  108845. controller._interactionsEnabled = true;
  108846. controller._teleportationEnabled = true;
  108847. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  108848. controller._dpadPressed = false;
  108849. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  108850. controller._dpadPressed = stateObject.pressed;
  108851. if (!controller._dpadPressed) {
  108852. controller._rotationLeftAsked = false;
  108853. controller._rotationRightAsked = false;
  108854. controller._teleportationBackRequestInitiated = false;
  108855. }
  108856. });
  108857. }
  108858. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  108859. if (_this.teleportationEnabled) {
  108860. _this._checkTeleportBackwards(stateObject, controller);
  108861. _this._checkTeleportWithRay(stateObject, controller);
  108862. }
  108863. _this._checkRotate(stateObject, controller);
  108864. });
  108865. }
  108866. };
  108867. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  108868. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  108869. this._teleportationTarget.isPickable = false;
  108870. var length = 512;
  108871. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  108872. dynamicTexture.hasAlpha = true;
  108873. var context = dynamicTexture.getContext();
  108874. var centerX = length / 2;
  108875. var centerY = length / 2;
  108876. var radius = 200;
  108877. context.beginPath();
  108878. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  108879. context.fillStyle = this._teleportationFillColor;
  108880. context.fill();
  108881. context.lineWidth = 10;
  108882. context.strokeStyle = this._teleportationBorderColor;
  108883. context.stroke();
  108884. context.closePath();
  108885. dynamicTexture.update();
  108886. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  108887. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  108888. this._teleportationTarget.material = teleportationCircleMaterial;
  108889. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  108890. torus.isPickable = false;
  108891. torus.parent = this._teleportationTarget;
  108892. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  108893. var keys = [];
  108894. keys.push({
  108895. frame: 0,
  108896. value: 0
  108897. });
  108898. keys.push({
  108899. frame: 30,
  108900. value: 0.4
  108901. });
  108902. keys.push({
  108903. frame: 60,
  108904. value: 0
  108905. });
  108906. animationInnerCircle.setKeys(keys);
  108907. var easingFunction = new BABYLON.SineEase();
  108908. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108909. animationInnerCircle.setEasingFunction(easingFunction);
  108910. torus.animations = [];
  108911. torus.animations.push(animationInnerCircle);
  108912. this._scene.beginAnimation(torus, 0, 60, true);
  108913. this._hideTeleportationTarget();
  108914. };
  108915. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  108916. this._teleportActive = true;
  108917. if (this._teleportationInitialized) {
  108918. this._teleportationTarget.isVisible = true;
  108919. if (this._isDefaultTeleportationTarget) {
  108920. this._teleportationTarget.getChildren()[0].isVisible = true;
  108921. }
  108922. }
  108923. };
  108924. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  108925. this._teleportActive = false;
  108926. if (this._teleportationInitialized) {
  108927. this._teleportationTarget.isVisible = false;
  108928. if (this._isDefaultTeleportationTarget) {
  108929. this._teleportationTarget.getChildren()[0].isVisible = false;
  108930. }
  108931. }
  108932. };
  108933. VRExperienceHelper.prototype._rotateCamera = function (right) {
  108934. var _this = this;
  108935. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108936. return;
  108937. }
  108938. if (right) {
  108939. this._rotationAngle++;
  108940. }
  108941. else {
  108942. this._rotationAngle--;
  108943. }
  108944. this.currentVRCamera.animations = [];
  108945. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  108946. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108947. var animationRotationKeys = [];
  108948. animationRotationKeys.push({
  108949. frame: 0,
  108950. value: this.currentVRCamera.rotationQuaternion
  108951. });
  108952. animationRotationKeys.push({
  108953. frame: 6,
  108954. value: target
  108955. });
  108956. animationRotation.setKeys(animationRotationKeys);
  108957. animationRotation.setEasingFunction(this._circleEase);
  108958. this.currentVRCamera.animations.push(animationRotation);
  108959. this._postProcessMove.animations = [];
  108960. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108961. var vignetteWeightKeys = [];
  108962. vignetteWeightKeys.push({
  108963. frame: 0,
  108964. value: 0
  108965. });
  108966. vignetteWeightKeys.push({
  108967. frame: 3,
  108968. value: 4
  108969. });
  108970. vignetteWeightKeys.push({
  108971. frame: 6,
  108972. value: 0
  108973. });
  108974. animationPP.setKeys(vignetteWeightKeys);
  108975. animationPP.setEasingFunction(this._circleEase);
  108976. this._postProcessMove.animations.push(animationPP);
  108977. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108978. var vignetteStretchKeys = [];
  108979. vignetteStretchKeys.push({
  108980. frame: 0,
  108981. value: 0
  108982. });
  108983. vignetteStretchKeys.push({
  108984. frame: 3,
  108985. value: 10
  108986. });
  108987. vignetteStretchKeys.push({
  108988. frame: 6,
  108989. value: 0
  108990. });
  108991. animationPP2.setKeys(vignetteStretchKeys);
  108992. animationPP2.setEasingFunction(this._circleEase);
  108993. this._postProcessMove.animations.push(animationPP2);
  108994. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108995. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108996. this._postProcessMove.samples = 4;
  108997. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108998. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  108999. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109000. });
  109001. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  109002. };
  109003. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  109004. if (hit.pickedPoint) {
  109005. if (gazer._teleportationRequestInitiated) {
  109006. this._displayTeleportationTarget();
  109007. this._haloCenter.copyFrom(hit.pickedPoint);
  109008. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  109009. }
  109010. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  109011. if (pickNormal) {
  109012. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109013. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109014. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  109015. }
  109016. this._teleportationTarget.position.y += 0.1;
  109017. }
  109018. };
  109019. /**
  109020. * Teleports the users feet to the desired location
  109021. * @param location The location where the user's feet should be placed
  109022. */
  109023. VRExperienceHelper.prototype.teleportCamera = function (location) {
  109024. var _this = this;
  109025. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109026. return;
  109027. }
  109028. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  109029. // offset of the headset from the anchor.
  109030. if (this.webVRCamera.leftCamera) {
  109031. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  109032. this._workingVector.subtractInPlace(this.webVRCamera.position);
  109033. location.subtractToRef(this._workingVector, this._workingVector);
  109034. }
  109035. else {
  109036. this._workingVector.copyFrom(location);
  109037. }
  109038. // Add height to account for user's height offset
  109039. if (this.isInVRMode) {
  109040. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  109041. }
  109042. else {
  109043. this._workingVector.y += this._defaultHeight;
  109044. }
  109045. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  109046. // Create animation from the camera's position to the new location
  109047. this.currentVRCamera.animations = [];
  109048. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109049. var animationCameraTeleportationKeys = [{
  109050. frame: 0,
  109051. value: this.currentVRCamera.position
  109052. },
  109053. {
  109054. frame: 11,
  109055. value: this._workingVector
  109056. }
  109057. ];
  109058. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  109059. animationCameraTeleportation.setEasingFunction(this._circleEase);
  109060. this.currentVRCamera.animations.push(animationCameraTeleportation);
  109061. this._postProcessMove.animations = [];
  109062. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109063. var vignetteWeightKeys = [];
  109064. vignetteWeightKeys.push({
  109065. frame: 0,
  109066. value: 0
  109067. });
  109068. vignetteWeightKeys.push({
  109069. frame: 5,
  109070. value: 8
  109071. });
  109072. vignetteWeightKeys.push({
  109073. frame: 11,
  109074. value: 0
  109075. });
  109076. animationPP.setKeys(vignetteWeightKeys);
  109077. this._postProcessMove.animations.push(animationPP);
  109078. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109079. var vignetteStretchKeys = [];
  109080. vignetteStretchKeys.push({
  109081. frame: 0,
  109082. value: 0
  109083. });
  109084. vignetteStretchKeys.push({
  109085. frame: 5,
  109086. value: 10
  109087. });
  109088. vignetteStretchKeys.push({
  109089. frame: 11,
  109090. value: 0
  109091. });
  109092. animationPP2.setKeys(vignetteStretchKeys);
  109093. this._postProcessMove.animations.push(animationPP2);
  109094. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109095. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109096. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109097. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  109098. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109099. });
  109100. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  109101. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  109102. });
  109103. this._hideTeleportationTarget();
  109104. };
  109105. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  109106. if (normal) {
  109107. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  109108. if (angle < Math.PI / 2) {
  109109. normal.scaleInPlace(-1);
  109110. }
  109111. }
  109112. return normal;
  109113. };
  109114. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  109115. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109116. return;
  109117. }
  109118. var ray = gazer._getForwardRay(this._rayLength);
  109119. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  109120. if (hit) {
  109121. // Populate the contrllers mesh that can be used for drag/drop
  109122. if (gazer._laserPointer) {
  109123. hit.originMesh = gazer._laserPointer.parent;
  109124. }
  109125. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  109126. }
  109127. gazer._currentHit = hit;
  109128. // Moving the gazeTracker on the mesh face targetted
  109129. if (hit && hit.pickedPoint) {
  109130. if (this._displayGaze) {
  109131. var multiplier = 1;
  109132. gazer._gazeTracker.isVisible = true;
  109133. if (gazer._isActionableMesh) {
  109134. multiplier = 3;
  109135. }
  109136. if (this.updateGazeTrackerScale) {
  109137. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  109138. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  109139. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  109140. }
  109141. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  109142. // To avoid z-fighting
  109143. var deltaFighting = 0.002;
  109144. if (pickNormal) {
  109145. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109146. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109147. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  109148. }
  109149. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  109150. if (gazer._gazeTracker.position.x < 0) {
  109151. gazer._gazeTracker.position.x += deltaFighting;
  109152. }
  109153. else {
  109154. gazer._gazeTracker.position.x -= deltaFighting;
  109155. }
  109156. if (gazer._gazeTracker.position.y < 0) {
  109157. gazer._gazeTracker.position.y += deltaFighting;
  109158. }
  109159. else {
  109160. gazer._gazeTracker.position.y -= deltaFighting;
  109161. }
  109162. if (gazer._gazeTracker.position.z < 0) {
  109163. gazer._gazeTracker.position.z += deltaFighting;
  109164. }
  109165. else {
  109166. gazer._gazeTracker.position.z -= deltaFighting;
  109167. }
  109168. }
  109169. // Changing the size of the laser pointer based on the distance from the targetted point
  109170. gazer._updatePointerDistance(hit.distance);
  109171. }
  109172. else {
  109173. gazer._updatePointerDistance();
  109174. gazer._gazeTracker.isVisible = false;
  109175. }
  109176. if (hit && hit.pickedMesh) {
  109177. // The object selected is the floor, we're in a teleportation scenario
  109178. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  109179. // Moving the teleportation area to this targetted point
  109180. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  109181. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  109182. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109183. }
  109184. gazer._currentMeshSelected = null;
  109185. if (gazer._teleportationRequestInitiated) {
  109186. this._moveTeleportationSelectorTo(hit, gazer, ray);
  109187. }
  109188. return;
  109189. }
  109190. // If not, we're in a selection scenario
  109191. //this._teleportationAllowed = false;
  109192. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  109193. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  109194. this.onNewMeshPicked.notifyObservers(hit);
  109195. gazer._currentMeshSelected = hit.pickedMesh;
  109196. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  109197. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  109198. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  109199. gazer._isActionableMesh = true;
  109200. }
  109201. else {
  109202. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109203. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109204. gazer._isActionableMesh = false;
  109205. }
  109206. try {
  109207. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  109208. }
  109209. catch (err) {
  109210. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  109211. }
  109212. }
  109213. else {
  109214. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109215. gazer._currentMeshSelected = null;
  109216. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109217. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109218. }
  109219. }
  109220. }
  109221. else {
  109222. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109223. gazer._currentMeshSelected = null;
  109224. //this._teleportationAllowed = false;
  109225. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109226. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109227. }
  109228. };
  109229. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  109230. if (mesh) {
  109231. this.onSelectedMeshUnselected.notifyObservers(mesh);
  109232. }
  109233. };
  109234. /**
  109235. * Sets the color of the laser ray from the vr controllers.
  109236. * @param color new color for the ray.
  109237. */
  109238. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  109239. if (this._leftController) {
  109240. this._leftController._setLaserPointerColor(color);
  109241. }
  109242. if (this._rightController) {
  109243. this._rightController._setLaserPointerColor(color);
  109244. }
  109245. };
  109246. /**
  109247. * Sets the color of the ray from the vr headsets gaze.
  109248. * @param color new color for the ray.
  109249. */
  109250. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  109251. if (!this._cameraGazer._gazeTracker.material) {
  109252. return;
  109253. }
  109254. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  109255. if (this._leftController) {
  109256. this._leftController._gazeTracker.material.emissiveColor = color;
  109257. }
  109258. if (this._rightController) {
  109259. this._rightController._gazeTracker.material.emissiveColor = color;
  109260. }
  109261. };
  109262. /**
  109263. * Exits VR and disposes of the vr experience helper
  109264. */
  109265. VRExperienceHelper.prototype.dispose = function () {
  109266. if (this.isInVRMode) {
  109267. this.exitVR();
  109268. }
  109269. if (this._postProcessMove) {
  109270. this._postProcessMove.dispose();
  109271. }
  109272. if (this._webVRCamera) {
  109273. this._webVRCamera.dispose();
  109274. }
  109275. if (this._vrDeviceOrientationCamera) {
  109276. this._vrDeviceOrientationCamera.dispose();
  109277. }
  109278. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  109279. document.body.removeChild(this._btnVR);
  109280. }
  109281. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  109282. this._deviceOrientationCamera.dispose();
  109283. }
  109284. if (this._cameraGazer) {
  109285. this._cameraGazer.dispose();
  109286. }
  109287. if (this._leftController) {
  109288. this._leftController.dispose();
  109289. }
  109290. if (this._rightController) {
  109291. this._rightController.dispose();
  109292. }
  109293. if (this._teleportationTarget) {
  109294. this._teleportationTarget.dispose();
  109295. }
  109296. this._floorMeshesCollection = [];
  109297. document.removeEventListener("keydown", this._onKeyDown);
  109298. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109299. window.removeEventListener("resize", this._onResize);
  109300. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  109301. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  109302. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  109303. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  109304. document.onmsfullscreenchange = null;
  109305. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  109306. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  109307. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  109308. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109309. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  109310. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  109311. this._scene.unregisterBeforeRender(this.beforeRender);
  109312. };
  109313. /**
  109314. * Gets the name of the VRExperienceHelper class
  109315. * @returns "VRExperienceHelper"
  109316. */
  109317. VRExperienceHelper.prototype.getClassName = function () {
  109318. return "VRExperienceHelper";
  109319. };
  109320. return VRExperienceHelper;
  109321. }());
  109322. BABYLON.VRExperienceHelper = VRExperienceHelper;
  109323. })(BABYLON || (BABYLON = {}));
  109324. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  109325. var BABYLON;
  109326. (function (BABYLON) {
  109327. /**
  109328. * WebXR Camera which holds the views for the xrSession
  109329. * @see https://doc.babylonjs.com/how_to/webxr
  109330. */
  109331. var WebXRCamera = /** @class */ (function (_super) {
  109332. __extends(WebXRCamera, _super);
  109333. /**
  109334. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109335. * @param name the name of the camera
  109336. * @param scene the scene to add the camera to
  109337. */
  109338. function WebXRCamera(name, scene) {
  109339. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  109340. // Initial camera configuration
  109341. _this.minZ = 0;
  109342. _this.rotationQuaternion = new BABYLON.Quaternion();
  109343. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  109344. _this.updateUpVectorFromRotation = true;
  109345. _this._updateNumberOfRigCameras(1);
  109346. return _this;
  109347. }
  109348. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  109349. if (viewCount === void 0) { viewCount = 1; }
  109350. while (this.rigCameras.length < viewCount) {
  109351. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  109352. newCamera.minZ = 0;
  109353. newCamera.parent = this;
  109354. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  109355. newCamera.updateUpVectorFromRotation = true;
  109356. this.rigCameras.push(newCamera);
  109357. }
  109358. while (this.rigCameras.length > viewCount) {
  109359. var removedCamera = this.rigCameras.pop();
  109360. if (removedCamera) {
  109361. removedCamera.dispose();
  109362. }
  109363. }
  109364. };
  109365. /** @hidden */
  109366. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  109367. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  109368. // Create initial camera rigs
  109369. this._updateNumberOfRigCameras(2);
  109370. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  109371. this.rigCameras[0].position.x = -pupilDistance / 2;
  109372. this.rigCameras[0].outputRenderTarget = null;
  109373. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  109374. this.rigCameras[1].position.x = pupilDistance / 2;
  109375. this.rigCameras[1].outputRenderTarget = null;
  109376. };
  109377. /**
  109378. * Updates the cameras position from the current pose information of the XR session
  109379. * @param xrSessionManager the session containing pose information
  109380. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109381. */
  109382. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  109383. var _this = this;
  109384. // Ensure all frame data is available
  109385. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  109386. return false;
  109387. }
  109388. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  109389. if (!pose || !pose.poseModelMatrix) {
  109390. return false;
  109391. }
  109392. // Update the parent cameras matrix
  109393. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  109394. if (!this._scene.useRightHandedSystem) {
  109395. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  109396. }
  109397. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  109398. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  109399. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  109400. this.computeWorldMatrix();
  109401. // Update camera rigs
  109402. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  109403. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  109404. // Update view/projection matrix
  109405. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  109406. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  109407. if (!_this._scene.useRightHandedSystem) {
  109408. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  109409. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  109410. }
  109411. // Update viewport
  109412. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  109413. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  109414. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  109415. _this.rigCameras[i].viewport.width = viewport.width / width;
  109416. _this.rigCameras[i].viewport.height = viewport.height / height;
  109417. _this.rigCameras[i].viewport.x = viewport.x / width;
  109418. _this.rigCameras[i].viewport.y = viewport.y / height;
  109419. // Set cameras to render to the session's render target
  109420. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  109421. });
  109422. return true;
  109423. };
  109424. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  109425. return WebXRCamera;
  109426. }(BABYLON.FreeCamera));
  109427. BABYLON.WebXRCamera = WebXRCamera;
  109428. })(BABYLON || (BABYLON = {}));
  109429. //# sourceMappingURL=babylon.webXRCamera.js.map
  109430. var BABYLON;
  109431. (function (BABYLON) {
  109432. /**
  109433. * Manages an XRSession
  109434. * @see https://doc.babylonjs.com/how_to/webxr
  109435. */
  109436. var WebXRSessionManager = /** @class */ (function () {
  109437. /**
  109438. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109439. * @param scene The scene which the session should be created for
  109440. */
  109441. function WebXRSessionManager(scene) {
  109442. this.scene = scene;
  109443. /**
  109444. * Fires every time a new xrFrame arrives which can be used to update the camera
  109445. */
  109446. this.onXRFrameObservable = new BABYLON.Observable();
  109447. /**
  109448. * Fires when the xr session is ended either by the device or manually done
  109449. */
  109450. this.onXRSessionEnded = new BABYLON.Observable();
  109451. /** @hidden */
  109452. this._sessionRenderTargetTexture = null;
  109453. this._tmpMatrix = new BABYLON.Matrix();
  109454. }
  109455. /**
  109456. * Initializes the manager
  109457. * After initialization enterXR can be called to start an XR session
  109458. * @returns Promise which resolves after it is initialized
  109459. */
  109460. WebXRSessionManager.prototype.initializeAsync = function () {
  109461. var _this = this;
  109462. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  109463. // Check if the browser supports webXR
  109464. this._xrNavigator = navigator;
  109465. if (!this._xrNavigator.xr) {
  109466. return Promise.reject("webXR not supported by this browser");
  109467. }
  109468. // Request the webXR device
  109469. return this._xrNavigator.xr.requestDevice().then(function (device) {
  109470. _this._xrDevice = device;
  109471. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  109472. });
  109473. };
  109474. /**
  109475. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  109476. * @param sessionCreationOptions xr options to create the session with
  109477. * @param frameOfReferenceType option to configure how the xr pose is expressed
  109478. * @returns Promise which resolves after it enters XR
  109479. */
  109480. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  109481. var _this = this;
  109482. // initialize session
  109483. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  109484. _this._xrSession = session;
  109485. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  109486. _this._xrSession.addEventListener("end", function () {
  109487. // Remove render target texture and notify frame obervers
  109488. _this._sessionRenderTargetTexture = null;
  109489. // Restore frame buffer to avoid clear on xr framebuffer after session end
  109490. _this.scene.getEngine().restoreDefaultFramebuffer();
  109491. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  109492. _this.scene.getEngine().customAnimationFrameRequester = null;
  109493. _this.onXRSessionEnded.notifyObservers(null);
  109494. _this.scene.getEngine()._renderLoop();
  109495. }, { once: true });
  109496. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  109497. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  109498. }).then(function (frameOfRef) {
  109499. _this._frameOfReference = frameOfRef;
  109500. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  109501. _this.scene.getEngine().customAnimationFrameRequester = {
  109502. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  109503. renderFunction: function (timestamp, xrFrame) {
  109504. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  109505. _this._currentXRFrame = xrFrame;
  109506. _this.onXRFrameObservable.notifyObservers(null);
  109507. _this.scene.getEngine()._renderLoop();
  109508. }
  109509. };
  109510. // Create render target texture from xr's webgl render target
  109511. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  109512. // Stop window's animation frame and trigger sessions animation frame
  109513. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  109514. _this.scene.getEngine()._renderLoop();
  109515. });
  109516. };
  109517. /**
  109518. * Stops the xrSession and restores the renderloop
  109519. * @returns Promise which resolves after it exits XR
  109520. */
  109521. WebXRSessionManager.prototype.exitXRAsync = function () {
  109522. return this._xrSession.end();
  109523. };
  109524. /**
  109525. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109526. * @param ray ray to cast into the environment
  109527. * @returns Promise which resolves with a collision point in the environment if it exists
  109528. */
  109529. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  109530. var _this = this;
  109531. return new Promise(function (res, rej) {
  109532. // Compute left handed inputs to request hit test
  109533. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  109534. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  109535. if (!_this.scene.useRightHandedSystem) {
  109536. origin[2] *= -1;
  109537. direction[2] *= -1;
  109538. }
  109539. // Fire hittest
  109540. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  109541. .then(function (hits) {
  109542. if (hits.length > 0) {
  109543. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  109544. var hitPoint = _this._tmpMatrix.getTranslation();
  109545. if (!_this.scene.useRightHandedSystem) {
  109546. hitPoint.z *= -1;
  109547. }
  109548. res(hitPoint);
  109549. }
  109550. else {
  109551. res(null);
  109552. }
  109553. }).catch(function (e) {
  109554. res(null);
  109555. });
  109556. });
  109557. };
  109558. /**
  109559. * Checks if a session would be supported for the creation options specified
  109560. * @param options creation options to check if they are supported
  109561. * @returns true if supported
  109562. */
  109563. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  109564. return this._xrDevice.supportsSession(options).then(function () {
  109565. return true;
  109566. }).catch(function (e) {
  109567. return false;
  109568. });
  109569. };
  109570. /**
  109571. * @hidden
  109572. * Converts the render layer of xrSession to a render target
  109573. * @param session session to create render target for
  109574. * @param scene scene the new render target should be created for
  109575. */
  109576. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  109577. // Create internal texture
  109578. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  109579. internalTexture.width = session.baseLayer.framebufferWidth;
  109580. internalTexture.height = session.baseLayer.framebufferHeight;
  109581. internalTexture._framebuffer = session.baseLayer.framebuffer;
  109582. // Create render target texture from the internal texture
  109583. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  109584. renderTargetTexture._texture = internalTexture;
  109585. return renderTargetTexture;
  109586. };
  109587. /**
  109588. * Disposes of the session manager
  109589. */
  109590. WebXRSessionManager.prototype.dispose = function () {
  109591. this.onXRFrameObservable.clear();
  109592. this.onXRSessionEnded.clear();
  109593. };
  109594. return WebXRSessionManager;
  109595. }());
  109596. BABYLON.WebXRSessionManager = WebXRSessionManager;
  109597. })(BABYLON || (BABYLON = {}));
  109598. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  109599. var BABYLON;
  109600. (function (BABYLON) {
  109601. /**
  109602. * States of the webXR experience
  109603. */
  109604. var WebXRState;
  109605. (function (WebXRState) {
  109606. /**
  109607. * Transitioning to being in XR mode
  109608. */
  109609. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  109610. /**
  109611. * Transitioning to non XR mode
  109612. */
  109613. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  109614. /**
  109615. * In XR mode and presenting
  109616. */
  109617. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  109618. /**
  109619. * Not entered XR mode
  109620. */
  109621. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  109622. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  109623. /**
  109624. * Helper class used to enable XR
  109625. * @see https://doc.babylonjs.com/how_to/webxr
  109626. */
  109627. var WebXRExperienceHelper = /** @class */ (function () {
  109628. /**
  109629. * Creates a WebXRExperienceHelper
  109630. * @param scene The scene the helper should be created in
  109631. */
  109632. function WebXRExperienceHelper(scene) {
  109633. this.scene = scene;
  109634. /**
  109635. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109636. */
  109637. this.state = WebXRState.NOT_IN_XR;
  109638. /**
  109639. * Fires when the state of the experience helper has changed
  109640. */
  109641. this.onStateChangedObservable = new BABYLON.Observable();
  109642. this._nonVRCamera = null;
  109643. this._originalSceneAutoClear = true;
  109644. this._supported = false;
  109645. this.camera = new BABYLON.WebXRCamera("", scene);
  109646. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  109647. this.container = new BABYLON.AbstractMesh("", scene);
  109648. this.camera.parent = this.container;
  109649. }
  109650. WebXRExperienceHelper.prototype._setState = function (val) {
  109651. this.state = val;
  109652. this.onStateChangedObservable.notifyObservers(this.state);
  109653. };
  109654. /**
  109655. * Creates the experience helper
  109656. * @param scene the scene to attach the experience helper to
  109657. * @returns a promise for the experience helper
  109658. */
  109659. WebXRExperienceHelper.CreateAsync = function (scene) {
  109660. var helper = new WebXRExperienceHelper(scene);
  109661. return helper._sessionManager.initializeAsync().then(function () {
  109662. helper._supported = true;
  109663. return helper;
  109664. }).catch(function () {
  109665. return helper;
  109666. });
  109667. };
  109668. /**
  109669. * Exits XR mode and returns the scene to its original state
  109670. * @returns promise that resolves after xr mode has exited
  109671. */
  109672. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  109673. this._setState(WebXRState.EXITING_XR);
  109674. return this._sessionManager.exitXRAsync();
  109675. };
  109676. /**
  109677. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109678. * @param sessionCreationOptions options for the XR session
  109679. * @param frameOfReference frame of reference of the XR session
  109680. * @returns promise that resolves after xr mode has entered
  109681. */
  109682. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  109683. var _this = this;
  109684. if (!this._supported) {
  109685. throw "XR session not supported by this browser";
  109686. }
  109687. this._setState(WebXRState.ENTERING_XR);
  109688. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  109689. // Cache pre xr scene settings
  109690. _this._originalSceneAutoClear = _this.scene.autoClear;
  109691. _this._nonVRCamera = _this.scene.activeCamera;
  109692. // Overwrite current scene settings
  109693. _this.scene.autoClear = false;
  109694. _this.scene.activeCamera = _this.camera;
  109695. _this._sessionManager.onXRFrameObservable.add(function () {
  109696. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  109697. });
  109698. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  109699. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  109700. _this.camera.rigCameras.forEach(function (c) {
  109701. c.outputRenderTarget = null;
  109702. });
  109703. // Restore scene settings
  109704. _this.scene.autoClear = _this._originalSceneAutoClear;
  109705. _this.scene.activeCamera = _this._nonVRCamera;
  109706. _this._sessionManager.onXRFrameObservable.clear();
  109707. _this._setState(WebXRState.NOT_IN_XR);
  109708. });
  109709. _this._setState(WebXRState.IN_XR);
  109710. });
  109711. };
  109712. /**
  109713. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109714. * @param ray ray to cast into the environment
  109715. * @returns Promise which resolves with a collision point in the environment if it exists
  109716. */
  109717. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  109718. return this._sessionManager.environmentPointHitTestAsync(ray);
  109719. };
  109720. /**
  109721. * Updates the global position of the camera by moving the camera's container
  109722. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109723. * @param position The desired global position of the camera
  109724. */
  109725. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  109726. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  109727. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  109728. };
  109729. /**
  109730. * Rotates the xr camera by rotating the camera's container around the camera's position
  109731. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109732. * @param rotation the desired quaternion rotation to apply to the camera
  109733. */
  109734. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  109735. if (!this.container.rotationQuaternion) {
  109736. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  109737. }
  109738. this.container.rotationQuaternion.multiplyInPlace(rotation);
  109739. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  109740. };
  109741. /**
  109742. * Checks if the creation options are supported by the xr session
  109743. * @param options creation options
  109744. * @returns true if supported
  109745. */
  109746. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  109747. if (!this._supported) {
  109748. return Promise.resolve(false);
  109749. }
  109750. return this._sessionManager.supportsSessionAsync(options);
  109751. };
  109752. /**
  109753. * Disposes of the experience helper
  109754. */
  109755. WebXRExperienceHelper.prototype.dispose = function () {
  109756. this.camera.dispose();
  109757. this.container.dispose();
  109758. this.onStateChangedObservable.clear();
  109759. this._sessionManager.dispose();
  109760. };
  109761. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  109762. return WebXRExperienceHelper;
  109763. }());
  109764. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  109765. })(BABYLON || (BABYLON = {}));
  109766. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  109767. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  109768. return new (P || (P = Promise))(function (resolve, reject) {
  109769. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  109770. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  109771. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  109772. step((generator = generator.apply(thisArg, _arguments || [])).next());
  109773. });
  109774. };
  109775. var __generator = (this && this.__generator) || function (thisArg, body) {
  109776. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  109777. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  109778. function verb(n) { return function (v) { return step([n, v]); }; }
  109779. function step(op) {
  109780. if (f) throw new TypeError("Generator is already executing.");
  109781. while (_) try {
  109782. 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;
  109783. if (y = 0, t) op = [op[0] & 2, t.value];
  109784. switch (op[0]) {
  109785. case 0: case 1: t = op; break;
  109786. case 4: _.label++; return { value: op[1], done: false };
  109787. case 5: _.label++; y = op[1]; op = [0]; continue;
  109788. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  109789. default:
  109790. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  109791. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  109792. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  109793. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  109794. if (t[2]) _.ops.pop();
  109795. _.trys.pop(); continue;
  109796. }
  109797. op = body.call(thisArg, _);
  109798. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  109799. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  109800. }
  109801. };
  109802. var BABYLON;
  109803. (function (BABYLON) {
  109804. /**
  109805. * Button which can be used to enter a different mode of XR
  109806. */
  109807. var WebXREnterExitUIButton = /** @class */ (function () {
  109808. /**
  109809. * Creates a WebXREnterExitUIButton
  109810. * @param element button element
  109811. * @param initializationOptions XR initialization options for the button
  109812. */
  109813. function WebXREnterExitUIButton(
  109814. /** button element */
  109815. element,
  109816. /** XR initialization options for the button */
  109817. initializationOptions) {
  109818. this.element = element;
  109819. this.initializationOptions = initializationOptions;
  109820. }
  109821. /**
  109822. * Overwritable function which can be used to update the button's visuals when the state changes
  109823. * @param activeButton the current active button in the UI
  109824. */
  109825. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  109826. };
  109827. return WebXREnterExitUIButton;
  109828. }());
  109829. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  109830. /**
  109831. * Options to create the webXR UI
  109832. */
  109833. var WebXREnterExitUIOptions = /** @class */ (function () {
  109834. function WebXREnterExitUIOptions() {
  109835. }
  109836. return WebXREnterExitUIOptions;
  109837. }());
  109838. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  109839. /**
  109840. * UI to allow the user to enter/exit XR mode
  109841. */
  109842. var WebXREnterExitUI = /** @class */ (function () {
  109843. function WebXREnterExitUI(scene, options) {
  109844. var _this = this;
  109845. this.scene = scene;
  109846. this._buttons = [];
  109847. this._activeButton = null;
  109848. /**
  109849. * Fired every time the active button is changed.
  109850. *
  109851. * When xr is entered via a button that launches xr that button will be the callback parameter
  109852. *
  109853. * When exiting xr the callback parameter will be null)
  109854. */
  109855. this.activeButtonChangedObservable = new BABYLON.Observable();
  109856. this._overlay = document.createElement("div");
  109857. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  109858. if (options.customButtons) {
  109859. this._buttons = options.customButtons;
  109860. }
  109861. else {
  109862. var hmdBtn = document.createElement("button");
  109863. 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;";
  109864. hmdBtn.innerText = "HMD";
  109865. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  109866. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109867. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109868. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  109869. };
  109870. var windowBtn = document.createElement("button");
  109871. windowBtn.style.cssText = hmdBtn.style.cssText;
  109872. windowBtn.innerText = "Window";
  109873. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  109874. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109875. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109876. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  109877. };
  109878. this._updateButtons(null);
  109879. }
  109880. var renderCanvas = scene.getEngine().getRenderingCanvas();
  109881. if (renderCanvas && renderCanvas.parentNode) {
  109882. renderCanvas.parentNode.appendChild(this._overlay);
  109883. scene.onDisposeObservable.addOnce(function () {
  109884. _this.dispose();
  109885. });
  109886. }
  109887. }
  109888. /**
  109889. * Creates UI to allow the user to enter/exit XR mode
  109890. * @param scene the scene to add the ui to
  109891. * @param helper the xr experience helper to enter/exit xr with
  109892. * @param options options to configure the UI
  109893. * @returns the created ui
  109894. */
  109895. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  109896. var _this = this;
  109897. var ui = new WebXREnterExitUI(scene, options);
  109898. var supportedPromises = ui._buttons.map(function (btn) {
  109899. return helper.supportsSessionAsync(btn.initializationOptions);
  109900. });
  109901. helper.onStateChangedObservable.add(function (state) {
  109902. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  109903. ui._updateButtons(null);
  109904. }
  109905. });
  109906. return Promise.all(supportedPromises).then(function (results) {
  109907. results.forEach(function (supported, i) {
  109908. if (supported) {
  109909. ui._overlay.appendChild(ui._buttons[i].element);
  109910. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  109911. return __generator(this, function (_a) {
  109912. switch (_a.label) {
  109913. case 0:
  109914. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  109915. ui._updateButtons(null);
  109916. return [4 /*yield*/, helper.exitXRAsync()];
  109917. case 1:
  109918. _a.sent();
  109919. return [2 /*return*/];
  109920. case 2:
  109921. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  109922. ui._updateButtons(ui._buttons[i]);
  109923. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  109924. case 3:
  109925. _a.sent();
  109926. _a.label = 4;
  109927. case 4: return [2 /*return*/];
  109928. }
  109929. });
  109930. }); };
  109931. }
  109932. });
  109933. return ui;
  109934. });
  109935. };
  109936. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  109937. var _this = this;
  109938. this._activeButton = activeButton;
  109939. this._buttons.forEach(function (b) {
  109940. b.update(_this._activeButton);
  109941. });
  109942. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  109943. };
  109944. /**
  109945. * Disposes of the object
  109946. */
  109947. WebXREnterExitUI.prototype.dispose = function () {
  109948. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  109949. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  109950. renderCanvas.parentNode.removeChild(this._overlay);
  109951. }
  109952. this.activeButtonChangedObservable.clear();
  109953. };
  109954. return WebXREnterExitUI;
  109955. }());
  109956. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  109957. })(BABYLON || (BABYLON = {}));
  109958. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  109959. var BABYLON;
  109960. (function (BABYLON) {
  109961. /**
  109962. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109963. */
  109964. var WebXRManagedOutputCanvas = /** @class */ (function () {
  109965. /**
  109966. * Initializes the canvas to be added/removed upon entering/exiting xr
  109967. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  109968. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109969. */
  109970. function WebXRManagedOutputCanvas(helper, canvas) {
  109971. var _this = this;
  109972. this._canvas = null;
  109973. /**
  109974. * xrpresent context of the canvas which can be used to display/mirror xr content
  109975. */
  109976. this.canvasContext = null;
  109977. if (!canvas) {
  109978. canvas = document.createElement('canvas');
  109979. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  109980. }
  109981. this._setManagedOutputCanvas(canvas);
  109982. helper.onStateChangedObservable.add(function (stateInfo) {
  109983. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  109984. // 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
  109985. _this._addCanvas();
  109986. }
  109987. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  109988. _this._removeCanvas();
  109989. }
  109990. });
  109991. }
  109992. /**
  109993. * Disposes of the object
  109994. */
  109995. WebXRManagedOutputCanvas.prototype.dispose = function () {
  109996. this._removeCanvas();
  109997. this._setManagedOutputCanvas(null);
  109998. };
  109999. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  110000. this._removeCanvas();
  110001. if (!canvas) {
  110002. this._canvas = null;
  110003. this.canvasContext = null;
  110004. }
  110005. else {
  110006. this._canvas = canvas;
  110007. this.canvasContext = this._canvas.getContext('xrpresent');
  110008. }
  110009. };
  110010. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  110011. if (this._canvas) {
  110012. document.body.appendChild(this._canvas);
  110013. }
  110014. };
  110015. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  110016. if (this._canvas && document.body.contains(this._canvas)) {
  110017. document.body.removeChild(this._canvas);
  110018. }
  110019. };
  110020. return WebXRManagedOutputCanvas;
  110021. }());
  110022. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  110023. })(BABYLON || (BABYLON = {}));
  110024. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  110025. var BABYLON;
  110026. (function (BABYLON) {
  110027. /**
  110028. * Represents an XR input
  110029. */
  110030. var WebXRController = /** @class */ (function () {
  110031. /**
  110032. * Creates the controller
  110033. * @see https://doc.babylonjs.com/how_to/webxr
  110034. * @param scene the scene which the controller should be associated to
  110035. */
  110036. function WebXRController(scene) {
  110037. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  110038. }
  110039. /**
  110040. * Disposes of the object
  110041. */
  110042. WebXRController.prototype.dispose = function () {
  110043. if (this.grip) {
  110044. this.grip.dispose();
  110045. }
  110046. this.pointer.dispose();
  110047. };
  110048. return WebXRController;
  110049. }());
  110050. BABYLON.WebXRController = WebXRController;
  110051. /**
  110052. * XR input used to track XR inputs such as controllers/rays
  110053. */
  110054. var WebXRInput = /** @class */ (function () {
  110055. /**
  110056. * Initializes the WebXRInput
  110057. * @param helper experience helper which the input should be created for
  110058. */
  110059. function WebXRInput(helper) {
  110060. var _this = this;
  110061. this.helper = helper;
  110062. /**
  110063. * XR controllers being tracked
  110064. */
  110065. this.controllers = [];
  110066. this._tmpMatrix = new BABYLON.Matrix();
  110067. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  110068. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  110069. return;
  110070. }
  110071. var xrFrame = helper._sessionManager._currentXRFrame;
  110072. var inputSources = helper._sessionManager._xrSession.getInputSources();
  110073. inputSources.forEach(function (input, i) {
  110074. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  110075. if (inputPose) {
  110076. if (_this.controllers.length <= i) {
  110077. _this.controllers.push(new WebXRController(helper.container.getScene()));
  110078. }
  110079. var controller = _this.controllers[i];
  110080. // Manage the grip if it exists
  110081. if (inputPose.gripMatrix) {
  110082. if (!controller.grip) {
  110083. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  110084. }
  110085. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  110086. if (!controller.grip.getScene().useRightHandedSystem) {
  110087. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110088. }
  110089. if (!controller.grip.rotationQuaternion) {
  110090. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  110091. }
  110092. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  110093. }
  110094. // Manager pointer of controller
  110095. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  110096. if (!controller.pointer.getScene().useRightHandedSystem) {
  110097. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110098. }
  110099. if (!controller.pointer.rotationQuaternion) {
  110100. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  110101. }
  110102. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  110103. }
  110104. });
  110105. });
  110106. }
  110107. /**
  110108. * Disposes of the object
  110109. */
  110110. WebXRInput.prototype.dispose = function () {
  110111. this.controllers.forEach(function (c) {
  110112. c.dispose();
  110113. });
  110114. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  110115. };
  110116. return WebXRInput;
  110117. }());
  110118. BABYLON.WebXRInput = WebXRInput;
  110119. })(BABYLON || (BABYLON = {}));
  110120. //# sourceMappingURL=babylon.webXRInput.js.map
  110121. // Mainly based on these 2 articles :
  110122. // 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
  110123. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  110124. var BABYLON;
  110125. (function (BABYLON) {
  110126. /**
  110127. * Defines the potential axis of a Joystick
  110128. */
  110129. var JoystickAxis;
  110130. (function (JoystickAxis) {
  110131. /** X axis */
  110132. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  110133. /** Y axis */
  110134. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  110135. /** Z axis */
  110136. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  110137. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  110138. /**
  110139. * Class used to define virtual joystick (used in touch mode)
  110140. */
  110141. var VirtualJoystick = /** @class */ (function () {
  110142. /**
  110143. * Creates a new virtual joystick
  110144. * @param leftJoystick defines that the joystick is for left hand (false by default)
  110145. */
  110146. function VirtualJoystick(leftJoystick) {
  110147. var _this = this;
  110148. if (leftJoystick) {
  110149. this._leftJoystick = true;
  110150. }
  110151. else {
  110152. this._leftJoystick = false;
  110153. }
  110154. VirtualJoystick._globalJoystickIndex++;
  110155. // By default left & right arrow keys are moving the X
  110156. // and up & down keys are moving the Y
  110157. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110158. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110159. this.reverseLeftRight = false;
  110160. this.reverseUpDown = false;
  110161. // collections of pointers
  110162. this._touches = new BABYLON.StringDictionary();
  110163. this.deltaPosition = BABYLON.Vector3.Zero();
  110164. this._joystickSensibility = 25;
  110165. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110166. this._onResize = function (evt) {
  110167. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110168. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110169. if (VirtualJoystick.Canvas) {
  110170. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  110171. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  110172. }
  110173. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  110174. };
  110175. // injecting a canvas element on top of the canvas 3D game
  110176. if (!VirtualJoystick.Canvas) {
  110177. window.addEventListener("resize", this._onResize, false);
  110178. VirtualJoystick.Canvas = document.createElement("canvas");
  110179. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110180. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110181. VirtualJoystick.Canvas.width = window.innerWidth;
  110182. VirtualJoystick.Canvas.height = window.innerHeight;
  110183. VirtualJoystick.Canvas.style.width = "100%";
  110184. VirtualJoystick.Canvas.style.height = "100%";
  110185. VirtualJoystick.Canvas.style.position = "absolute";
  110186. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  110187. VirtualJoystick.Canvas.style.top = "0px";
  110188. VirtualJoystick.Canvas.style.left = "0px";
  110189. VirtualJoystick.Canvas.style.zIndex = "5";
  110190. VirtualJoystick.Canvas.style.msTouchAction = "none";
  110191. // Support for jQuery PEP polyfill
  110192. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  110193. var context = VirtualJoystick.Canvas.getContext('2d');
  110194. if (!context) {
  110195. throw new Error("Unable to create canvas for virtual joystick");
  110196. }
  110197. VirtualJoystick.vjCanvasContext = context;
  110198. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  110199. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110200. document.body.appendChild(VirtualJoystick.Canvas);
  110201. }
  110202. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  110203. this.pressed = false;
  110204. // default joystick color
  110205. this._joystickColor = "cyan";
  110206. this._joystickPointerID = -1;
  110207. // current joystick position
  110208. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  110209. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  110210. // origin joystick position
  110211. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  110212. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  110213. this._onPointerDownHandlerRef = function (evt) {
  110214. _this._onPointerDown(evt);
  110215. };
  110216. this._onPointerMoveHandlerRef = function (evt) {
  110217. _this._onPointerMove(evt);
  110218. };
  110219. this._onPointerUpHandlerRef = function (evt) {
  110220. _this._onPointerUp(evt);
  110221. };
  110222. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  110223. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  110224. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  110225. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  110226. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  110227. evt.preventDefault(); // Disables system menu
  110228. }, false);
  110229. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110230. }
  110231. /**
  110232. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  110233. * @param newJoystickSensibility defines the new sensibility
  110234. */
  110235. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  110236. this._joystickSensibility = newJoystickSensibility;
  110237. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110238. };
  110239. VirtualJoystick.prototype._onPointerDown = function (e) {
  110240. var positionOnScreenCondition;
  110241. e.preventDefault();
  110242. if (this._leftJoystick === true) {
  110243. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  110244. }
  110245. else {
  110246. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  110247. }
  110248. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  110249. // First contact will be dedicated to the virtual joystick
  110250. this._joystickPointerID = e.pointerId;
  110251. this._joystickPointerStartPos.x = e.clientX;
  110252. this._joystickPointerStartPos.y = e.clientY;
  110253. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  110254. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  110255. this._deltaJoystickVector.x = 0;
  110256. this._deltaJoystickVector.y = 0;
  110257. this.pressed = true;
  110258. this._touches.add(e.pointerId.toString(), e);
  110259. }
  110260. else {
  110261. // You can only trigger the action buttons with a joystick declared
  110262. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  110263. this._action();
  110264. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  110265. }
  110266. }
  110267. };
  110268. VirtualJoystick.prototype._onPointerMove = function (e) {
  110269. // If the current pointer is the one associated to the joystick (first touch contact)
  110270. if (this._joystickPointerID == e.pointerId) {
  110271. this._joystickPointerPos.x = e.clientX;
  110272. this._joystickPointerPos.y = e.clientY;
  110273. this._deltaJoystickVector = this._joystickPointerPos.clone();
  110274. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  110275. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  110276. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  110277. switch (this._axisTargetedByLeftAndRight) {
  110278. case JoystickAxis.X:
  110279. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  110280. break;
  110281. case JoystickAxis.Y:
  110282. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  110283. break;
  110284. case JoystickAxis.Z:
  110285. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  110286. break;
  110287. }
  110288. var directionUpDown = this.reverseUpDown ? 1 : -1;
  110289. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  110290. switch (this._axisTargetedByUpAndDown) {
  110291. case JoystickAxis.X:
  110292. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  110293. break;
  110294. case JoystickAxis.Y:
  110295. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  110296. break;
  110297. case JoystickAxis.Z:
  110298. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  110299. break;
  110300. }
  110301. }
  110302. else {
  110303. var data = this._touches.get(e.pointerId.toString());
  110304. if (data) {
  110305. data.x = e.clientX;
  110306. data.y = e.clientY;
  110307. }
  110308. }
  110309. };
  110310. VirtualJoystick.prototype._onPointerUp = function (e) {
  110311. if (this._joystickPointerID == e.pointerId) {
  110312. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  110313. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  110314. this._joystickPointerID = -1;
  110315. this.pressed = false;
  110316. }
  110317. else {
  110318. var touch = this._touches.get(e.pointerId.toString());
  110319. if (touch) {
  110320. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110321. }
  110322. }
  110323. this._deltaJoystickVector.x = 0;
  110324. this._deltaJoystickVector.y = 0;
  110325. this._touches.remove(e.pointerId.toString());
  110326. };
  110327. /**
  110328. * Change the color of the virtual joystick
  110329. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  110330. */
  110331. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  110332. this._joystickColor = newColor;
  110333. };
  110334. /**
  110335. * Defines a callback to call when the joystick is touched
  110336. * @param action defines the callback
  110337. */
  110338. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  110339. this._action = action;
  110340. };
  110341. /**
  110342. * Defines which axis you'd like to control for left & right
  110343. * @param axis defines the axis to use
  110344. */
  110345. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  110346. switch (axis) {
  110347. case JoystickAxis.X:
  110348. case JoystickAxis.Y:
  110349. case JoystickAxis.Z:
  110350. this._axisTargetedByLeftAndRight = axis;
  110351. break;
  110352. default:
  110353. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110354. break;
  110355. }
  110356. };
  110357. /**
  110358. * Defines which axis you'd like to control for up & down
  110359. * @param axis defines the axis to use
  110360. */
  110361. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  110362. switch (axis) {
  110363. case JoystickAxis.X:
  110364. case JoystickAxis.Y:
  110365. case JoystickAxis.Z:
  110366. this._axisTargetedByUpAndDown = axis;
  110367. break;
  110368. default:
  110369. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110370. break;
  110371. }
  110372. };
  110373. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  110374. var _this = this;
  110375. if (this.pressed) {
  110376. this._touches.forEach(function (key, touch) {
  110377. if (touch.pointerId === _this._joystickPointerID) {
  110378. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  110379. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  110380. VirtualJoystick.vjCanvasContext.beginPath();
  110381. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110382. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110383. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  110384. VirtualJoystick.vjCanvasContext.stroke();
  110385. VirtualJoystick.vjCanvasContext.closePath();
  110386. VirtualJoystick.vjCanvasContext.beginPath();
  110387. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110388. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110389. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  110390. VirtualJoystick.vjCanvasContext.stroke();
  110391. VirtualJoystick.vjCanvasContext.closePath();
  110392. VirtualJoystick.vjCanvasContext.beginPath();
  110393. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110394. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  110395. VirtualJoystick.vjCanvasContext.stroke();
  110396. VirtualJoystick.vjCanvasContext.closePath();
  110397. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  110398. }
  110399. else {
  110400. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110401. VirtualJoystick.vjCanvasContext.beginPath();
  110402. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  110403. VirtualJoystick.vjCanvasContext.beginPath();
  110404. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  110405. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110406. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  110407. VirtualJoystick.vjCanvasContext.stroke();
  110408. VirtualJoystick.vjCanvasContext.closePath();
  110409. touch.prevX = touch.x;
  110410. touch.prevY = touch.y;
  110411. }
  110412. });
  110413. }
  110414. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110415. };
  110416. /**
  110417. * Release internal HTML canvas
  110418. */
  110419. VirtualJoystick.prototype.releaseCanvas = function () {
  110420. if (VirtualJoystick.Canvas) {
  110421. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  110422. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  110423. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  110424. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  110425. window.removeEventListener("resize", this._onResize);
  110426. document.body.removeChild(VirtualJoystick.Canvas);
  110427. VirtualJoystick.Canvas = null;
  110428. }
  110429. };
  110430. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  110431. VirtualJoystick._globalJoystickIndex = 0;
  110432. return VirtualJoystick;
  110433. }());
  110434. BABYLON.VirtualJoystick = VirtualJoystick;
  110435. })(BABYLON || (BABYLON = {}));
  110436. //# sourceMappingURL=babylon.virtualJoystick.js.map
  110437. var BABYLON;
  110438. (function (BABYLON) {
  110439. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  110440. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  110441. });
  110442. /**
  110443. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  110444. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110445. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110446. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110447. */
  110448. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  110449. __extends(VirtualJoysticksCamera, _super);
  110450. /**
  110451. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  110452. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110453. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110454. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110455. * @param name Define the name of the camera in the scene
  110456. * @param position Define the start position of the camera in the scene
  110457. * @param scene Define the scene the camera belongs to
  110458. */
  110459. function VirtualJoysticksCamera(name, position, scene) {
  110460. var _this = _super.call(this, name, position, scene) || this;
  110461. _this.inputs.addVirtualJoystick();
  110462. return _this;
  110463. }
  110464. /**
  110465. * Gets the current object class name.
  110466. * @return the class name
  110467. */
  110468. VirtualJoysticksCamera.prototype.getClassName = function () {
  110469. return "VirtualJoysticksCamera";
  110470. };
  110471. return VirtualJoysticksCamera;
  110472. }(BABYLON.FreeCamera));
  110473. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  110474. })(BABYLON || (BABYLON = {}));
  110475. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  110476. var BABYLON;
  110477. (function (BABYLON) {
  110478. /**
  110479. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  110480. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110481. */
  110482. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  110483. function FreeCameraVirtualJoystickInput() {
  110484. }
  110485. /**
  110486. * Gets the left stick of the virtual joystick.
  110487. * @returns The virtual Joystick
  110488. */
  110489. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  110490. return this._leftjoystick;
  110491. };
  110492. /**
  110493. * Gets the right stick of the virtual joystick.
  110494. * @returns The virtual Joystick
  110495. */
  110496. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  110497. return this._rightjoystick;
  110498. };
  110499. /**
  110500. * Update the current camera state depending on the inputs that have been used this frame.
  110501. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110502. */
  110503. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  110504. if (this._leftjoystick) {
  110505. var camera = this.camera;
  110506. var speed = camera._computeLocalCameraSpeed() * 50;
  110507. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  110508. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  110509. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  110510. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  110511. if (!this._leftjoystick.pressed) {
  110512. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  110513. }
  110514. if (!this._rightjoystick.pressed) {
  110515. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  110516. }
  110517. }
  110518. };
  110519. /**
  110520. * Attach the input controls to a specific dom element to get the input from.
  110521. * @param element Defines the element the controls should be listened from
  110522. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110523. */
  110524. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  110525. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  110526. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  110527. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  110528. this._leftjoystick.setJoystickSensibility(0.15);
  110529. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  110530. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  110531. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  110532. this._rightjoystick.reverseUpDown = true;
  110533. this._rightjoystick.setJoystickSensibility(0.05);
  110534. this._rightjoystick.setJoystickColor("yellow");
  110535. };
  110536. /**
  110537. * Detach the current controls from the specified dom element.
  110538. * @param element Defines the element to stop listening the inputs from
  110539. */
  110540. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  110541. this._leftjoystick.releaseCanvas();
  110542. this._rightjoystick.releaseCanvas();
  110543. };
  110544. /**
  110545. * Gets the class name of the current intput.
  110546. * @returns the class name
  110547. */
  110548. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  110549. return "FreeCameraVirtualJoystickInput";
  110550. };
  110551. /**
  110552. * Get the friendly name associated with the input class.
  110553. * @returns the input friendly name
  110554. */
  110555. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  110556. return "virtualJoystick";
  110557. };
  110558. return FreeCameraVirtualJoystickInput;
  110559. }());
  110560. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  110561. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  110562. })(BABYLON || (BABYLON = {}));
  110563. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  110564. var BABYLON;
  110565. (function (BABYLON) {
  110566. /**
  110567. * Class used to specify simplification options
  110568. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110569. */
  110570. var SimplificationSettings = /** @class */ (function () {
  110571. /**
  110572. * Creates a SimplificationSettings
  110573. * @param quality expected quality
  110574. * @param distance distance when this optimized version should be used
  110575. * @param optimizeMesh already optimized mesh
  110576. */
  110577. function SimplificationSettings(
  110578. /** expected quality */
  110579. quality,
  110580. /** distance when this optimized version should be used */
  110581. distance,
  110582. /** already optimized mesh */
  110583. optimizeMesh) {
  110584. this.quality = quality;
  110585. this.distance = distance;
  110586. this.optimizeMesh = optimizeMesh;
  110587. }
  110588. return SimplificationSettings;
  110589. }());
  110590. BABYLON.SimplificationSettings = SimplificationSettings;
  110591. /**
  110592. * Queue used to order the simplification tasks
  110593. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110594. */
  110595. var SimplificationQueue = /** @class */ (function () {
  110596. /**
  110597. * Creates a new queue
  110598. */
  110599. function SimplificationQueue() {
  110600. this.running = false;
  110601. this._simplificationArray = [];
  110602. }
  110603. /**
  110604. * Adds a new simplification task
  110605. * @param task defines a task to add
  110606. */
  110607. SimplificationQueue.prototype.addTask = function (task) {
  110608. this._simplificationArray.push(task);
  110609. };
  110610. /**
  110611. * Execute next task
  110612. */
  110613. SimplificationQueue.prototype.executeNext = function () {
  110614. var task = this._simplificationArray.pop();
  110615. if (task) {
  110616. this.running = true;
  110617. this.runSimplification(task);
  110618. }
  110619. else {
  110620. this.running = false;
  110621. }
  110622. };
  110623. /**
  110624. * Execute a simplification task
  110625. * @param task defines the task to run
  110626. */
  110627. SimplificationQueue.prototype.runSimplification = function (task) {
  110628. var _this = this;
  110629. if (task.parallelProcessing) {
  110630. //parallel simplifier
  110631. task.settings.forEach(function (setting) {
  110632. var simplifier = _this.getSimplifier(task);
  110633. simplifier.simplify(setting, function (newMesh) {
  110634. task.mesh.addLODLevel(setting.distance, newMesh);
  110635. newMesh.isVisible = true;
  110636. //check if it is the last
  110637. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  110638. //all done, run the success callback.
  110639. task.successCallback();
  110640. }
  110641. _this.executeNext();
  110642. });
  110643. });
  110644. }
  110645. else {
  110646. //single simplifier.
  110647. var simplifier = this.getSimplifier(task);
  110648. var runDecimation = function (setting, callback) {
  110649. simplifier.simplify(setting, function (newMesh) {
  110650. task.mesh.addLODLevel(setting.distance, newMesh);
  110651. newMesh.isVisible = true;
  110652. //run the next quality level
  110653. callback();
  110654. });
  110655. };
  110656. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  110657. runDecimation(task.settings[loop.index], function () {
  110658. loop.executeNext();
  110659. });
  110660. }, function () {
  110661. //execution ended, run the success callback.
  110662. if (task.successCallback) {
  110663. task.successCallback();
  110664. }
  110665. _this.executeNext();
  110666. });
  110667. }
  110668. };
  110669. SimplificationQueue.prototype.getSimplifier = function (task) {
  110670. switch (task.simplificationType) {
  110671. case SimplificationType.QUADRATIC:
  110672. default:
  110673. return new QuadraticErrorSimplification(task.mesh);
  110674. }
  110675. };
  110676. return SimplificationQueue;
  110677. }());
  110678. BABYLON.SimplificationQueue = SimplificationQueue;
  110679. /**
  110680. * The implemented types of simplification
  110681. * At the moment only Quadratic Error Decimation is implemented
  110682. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110683. */
  110684. var SimplificationType;
  110685. (function (SimplificationType) {
  110686. /** Quadratic error decimation */
  110687. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  110688. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  110689. var DecimationTriangle = /** @class */ (function () {
  110690. function DecimationTriangle(vertices) {
  110691. this.vertices = vertices;
  110692. this.error = new Array(4);
  110693. this.deleted = false;
  110694. this.isDirty = false;
  110695. this.deletePending = false;
  110696. this.borderFactor = 0;
  110697. }
  110698. return DecimationTriangle;
  110699. }());
  110700. var DecimationVertex = /** @class */ (function () {
  110701. function DecimationVertex(position, id) {
  110702. this.position = position;
  110703. this.id = id;
  110704. this.isBorder = true;
  110705. this.q = new QuadraticMatrix();
  110706. this.triangleCount = 0;
  110707. this.triangleStart = 0;
  110708. this.originalOffsets = [];
  110709. }
  110710. DecimationVertex.prototype.updatePosition = function (newPosition) {
  110711. this.position.copyFrom(newPosition);
  110712. };
  110713. return DecimationVertex;
  110714. }());
  110715. var QuadraticMatrix = /** @class */ (function () {
  110716. function QuadraticMatrix(data) {
  110717. this.data = new Array(10);
  110718. for (var i = 0; i < 10; ++i) {
  110719. if (data && data[i]) {
  110720. this.data[i] = data[i];
  110721. }
  110722. else {
  110723. this.data[i] = 0;
  110724. }
  110725. }
  110726. }
  110727. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  110728. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  110729. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  110730. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  110731. return det;
  110732. };
  110733. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  110734. for (var i = 0; i < 10; ++i) {
  110735. this.data[i] += matrix.data[i];
  110736. }
  110737. };
  110738. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  110739. for (var i = 0; i < 10; ++i) {
  110740. this.data[i] += data[i];
  110741. }
  110742. };
  110743. QuadraticMatrix.prototype.add = function (matrix) {
  110744. var m = new QuadraticMatrix();
  110745. for (var i = 0; i < 10; ++i) {
  110746. m.data[i] = this.data[i] + matrix.data[i];
  110747. }
  110748. return m;
  110749. };
  110750. QuadraticMatrix.FromData = function (a, b, c, d) {
  110751. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  110752. };
  110753. //returning an array to avoid garbage collection
  110754. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  110755. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  110756. };
  110757. return QuadraticMatrix;
  110758. }());
  110759. var Reference = /** @class */ (function () {
  110760. function Reference(vertexId, triangleId) {
  110761. this.vertexId = vertexId;
  110762. this.triangleId = triangleId;
  110763. }
  110764. return Reference;
  110765. }());
  110766. /**
  110767. * An implementation of the Quadratic Error simplification algorithm.
  110768. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  110769. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  110770. * @author RaananW
  110771. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110772. */
  110773. var QuadraticErrorSimplification = /** @class */ (function () {
  110774. function QuadraticErrorSimplification(_mesh) {
  110775. this._mesh = _mesh;
  110776. this.syncIterations = 5000;
  110777. this.aggressiveness = 7;
  110778. this.decimationIterations = 100;
  110779. this.boundingBoxEpsilon = BABYLON.Epsilon;
  110780. }
  110781. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  110782. var _this = this;
  110783. this.initDecimatedMesh();
  110784. //iterating through the submeshes array, one after the other.
  110785. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  110786. _this.initWithMesh(loop.index, function () {
  110787. _this.runDecimation(settings, loop.index, function () {
  110788. loop.executeNext();
  110789. });
  110790. }, settings.optimizeMesh);
  110791. }, function () {
  110792. setTimeout(function () {
  110793. successCallback(_this._reconstructedMesh);
  110794. }, 0);
  110795. });
  110796. };
  110797. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  110798. var _this = this;
  110799. var targetCount = ~~(this.triangles.length * settings.quality);
  110800. var deletedTriangles = 0;
  110801. var triangleCount = this.triangles.length;
  110802. var iterationFunction = function (iteration, callback) {
  110803. setTimeout(function () {
  110804. if (iteration % 5 === 0) {
  110805. _this.updateMesh(iteration === 0);
  110806. }
  110807. for (var i = 0; i < _this.triangles.length; ++i) {
  110808. _this.triangles[i].isDirty = false;
  110809. }
  110810. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  110811. var trianglesIterator = function (i) {
  110812. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  110813. var t = _this.triangles[tIdx];
  110814. if (!t) {
  110815. return;
  110816. }
  110817. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  110818. return;
  110819. }
  110820. for (var j = 0; j < 3; ++j) {
  110821. if (t.error[j] < threshold) {
  110822. var deleted0 = [];
  110823. var deleted1 = [];
  110824. var v0 = t.vertices[j];
  110825. var v1 = t.vertices[(j + 1) % 3];
  110826. if (v0.isBorder || v1.isBorder) {
  110827. continue;
  110828. }
  110829. var p = BABYLON.Vector3.Zero();
  110830. var n = BABYLON.Vector3.Zero();
  110831. var uv = BABYLON.Vector2.Zero();
  110832. var color = new BABYLON.Color4(0, 0, 0, 1);
  110833. _this.calculateError(v0, v1, p, n, uv, color);
  110834. var delTr = new Array();
  110835. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  110836. continue;
  110837. }
  110838. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  110839. continue;
  110840. }
  110841. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  110842. continue;
  110843. }
  110844. var uniqueArray = new Array();
  110845. delTr.forEach(function (deletedT) {
  110846. if (uniqueArray.indexOf(deletedT) === -1) {
  110847. deletedT.deletePending = true;
  110848. uniqueArray.push(deletedT);
  110849. }
  110850. });
  110851. if (uniqueArray.length % 2 !== 0) {
  110852. continue;
  110853. }
  110854. v0.q = v1.q.add(v0.q);
  110855. v0.updatePosition(p);
  110856. var tStart = _this.references.length;
  110857. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  110858. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  110859. var tCount = _this.references.length - tStart;
  110860. if (tCount <= v0.triangleCount) {
  110861. if (tCount) {
  110862. for (var c = 0; c < tCount; c++) {
  110863. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  110864. }
  110865. }
  110866. }
  110867. else {
  110868. v0.triangleStart = tStart;
  110869. }
  110870. v0.triangleCount = tCount;
  110871. break;
  110872. }
  110873. }
  110874. };
  110875. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  110876. }, 0);
  110877. };
  110878. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  110879. if (triangleCount - deletedTriangles <= targetCount) {
  110880. loop.breakLoop();
  110881. }
  110882. else {
  110883. iterationFunction(loop.index, function () {
  110884. loop.executeNext();
  110885. });
  110886. }
  110887. }, function () {
  110888. setTimeout(function () {
  110889. //reconstruct this part of the mesh
  110890. _this.reconstructMesh(submeshIndex);
  110891. successCallback();
  110892. }, 0);
  110893. });
  110894. };
  110895. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  110896. var _this = this;
  110897. this.vertices = [];
  110898. this.triangles = [];
  110899. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110900. var indices = this._mesh.getIndices();
  110901. var submesh = this._mesh.subMeshes[submeshIndex];
  110902. var findInVertices = function (positionToSearch) {
  110903. if (optimizeMesh) {
  110904. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  110905. if (_this.vertices[ii].position.equals(positionToSearch)) {
  110906. return _this.vertices[ii];
  110907. }
  110908. }
  110909. }
  110910. return null;
  110911. };
  110912. var vertexReferences = [];
  110913. var vertexInit = function (i) {
  110914. if (!positionData) {
  110915. return;
  110916. }
  110917. var offset = i + submesh.verticesStart;
  110918. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  110919. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  110920. vertex.originalOffsets.push(offset);
  110921. if (vertex.id === _this.vertices.length) {
  110922. _this.vertices.push(vertex);
  110923. }
  110924. vertexReferences.push(vertex.id);
  110925. };
  110926. //var totalVertices = mesh.getTotalVertices();
  110927. var totalVertices = submesh.verticesCount;
  110928. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  110929. var indicesInit = function (i) {
  110930. if (!indices) {
  110931. return;
  110932. }
  110933. var offset = (submesh.indexStart / 3) + i;
  110934. var pos = (offset * 3);
  110935. var i0 = indices[pos + 0];
  110936. var i1 = indices[pos + 1];
  110937. var i2 = indices[pos + 2];
  110938. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  110939. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  110940. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  110941. var triangle = new DecimationTriangle([v0, v1, v2]);
  110942. triangle.originalOffset = pos;
  110943. _this.triangles.push(triangle);
  110944. };
  110945. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  110946. _this.init(callback);
  110947. });
  110948. });
  110949. };
  110950. QuadraticErrorSimplification.prototype.init = function (callback) {
  110951. var _this = this;
  110952. var triangleInit1 = function (i) {
  110953. var t = _this.triangles[i];
  110954. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  110955. for (var j = 0; j < 3; j++) {
  110956. 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))));
  110957. }
  110958. };
  110959. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  110960. var triangleInit2 = function (i) {
  110961. var t = _this.triangles[i];
  110962. for (var j = 0; j < 3; ++j) {
  110963. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  110964. }
  110965. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110966. };
  110967. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  110968. callback();
  110969. });
  110970. });
  110971. };
  110972. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  110973. var newTriangles = [];
  110974. var i;
  110975. for (i = 0; i < this.vertices.length; ++i) {
  110976. this.vertices[i].triangleCount = 0;
  110977. }
  110978. var t;
  110979. var j;
  110980. for (i = 0; i < this.triangles.length; ++i) {
  110981. if (!this.triangles[i].deleted) {
  110982. t = this.triangles[i];
  110983. for (j = 0; j < 3; ++j) {
  110984. t.vertices[j].triangleCount = 1;
  110985. }
  110986. newTriangles.push(t);
  110987. }
  110988. }
  110989. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  110990. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  110991. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  110992. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  110993. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  110994. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  110995. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  110996. var vertexCount = 0;
  110997. for (i = 0; i < this.vertices.length; ++i) {
  110998. var vertex = this.vertices[i];
  110999. vertex.id = vertexCount;
  111000. if (vertex.triangleCount) {
  111001. vertex.originalOffsets.forEach(function (originalOffset) {
  111002. if (!normalData) {
  111003. return;
  111004. }
  111005. newPositionData.push(vertex.position.x);
  111006. newPositionData.push(vertex.position.y);
  111007. newPositionData.push(vertex.position.z);
  111008. newNormalData.push(normalData[originalOffset * 3]);
  111009. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  111010. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  111011. if (uvs && uvs.length) {
  111012. newUVsData.push(uvs[(originalOffset * 2)]);
  111013. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  111014. }
  111015. else if (colorsData && colorsData.length) {
  111016. newColorsData.push(colorsData[(originalOffset * 4)]);
  111017. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  111018. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  111019. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  111020. }
  111021. ++vertexCount;
  111022. });
  111023. }
  111024. }
  111025. var startingIndex = this._reconstructedMesh.getTotalIndices();
  111026. var startingVertex = this._reconstructedMesh.getTotalVertices();
  111027. var submeshesArray = this._reconstructedMesh.subMeshes;
  111028. this._reconstructedMesh.subMeshes = [];
  111029. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  111030. var originalIndices = this._mesh.getIndices();
  111031. for (i = 0; i < newTriangles.length; ++i) {
  111032. t = newTriangles[i]; //now get the new referencing point for each vertex
  111033. [0, 1, 2].forEach(function (idx) {
  111034. var id = originalIndices[t.originalOffset + idx];
  111035. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  111036. if (offset < 0) {
  111037. offset = 0;
  111038. }
  111039. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  111040. });
  111041. }
  111042. //overwriting the old vertex buffers and indices.
  111043. this._reconstructedMesh.setIndices(newIndicesArray);
  111044. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  111045. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  111046. if (newUVsData.length > 0) {
  111047. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  111048. }
  111049. if (newColorsData.length > 0) {
  111050. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  111051. }
  111052. //create submesh
  111053. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  111054. if (submeshIndex > 0) {
  111055. this._reconstructedMesh.subMeshes = [];
  111056. submeshesArray.forEach(function (submesh) {
  111057. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  111058. });
  111059. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  111060. }
  111061. };
  111062. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  111063. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  111064. this._reconstructedMesh.material = this._mesh.material;
  111065. this._reconstructedMesh.parent = this._mesh.parent;
  111066. this._reconstructedMesh.isVisible = false;
  111067. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  111068. };
  111069. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  111070. for (var i = 0; i < vertex1.triangleCount; ++i) {
  111071. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  111072. if (t.deleted) {
  111073. continue;
  111074. }
  111075. var s = this.references[vertex1.triangleStart + i].vertexId;
  111076. var v1 = t.vertices[(s + 1) % 3];
  111077. var v2 = t.vertices[(s + 2) % 3];
  111078. if ((v1 === vertex2 || v2 === vertex2)) {
  111079. deletedArray[i] = true;
  111080. delTr.push(t);
  111081. continue;
  111082. }
  111083. var d1 = v1.position.subtract(point);
  111084. d1 = d1.normalize();
  111085. var d2 = v2.position.subtract(point);
  111086. d2 = d2.normalize();
  111087. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  111088. return true;
  111089. }
  111090. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  111091. deletedArray[i] = false;
  111092. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  111093. return true;
  111094. }
  111095. }
  111096. return false;
  111097. };
  111098. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  111099. var newDeleted = deletedTriangles;
  111100. for (var i = 0; i < vertex.triangleCount; ++i) {
  111101. var ref = this.references[vertex.triangleStart + i];
  111102. var t = this.triangles[ref.triangleId];
  111103. if (t.deleted) {
  111104. continue;
  111105. }
  111106. if (deletedArray[i] && t.deletePending) {
  111107. t.deleted = true;
  111108. newDeleted++;
  111109. continue;
  111110. }
  111111. t.vertices[ref.vertexId] = origVertex;
  111112. t.isDirty = true;
  111113. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  111114. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  111115. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  111116. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111117. this.references.push(ref);
  111118. }
  111119. return newDeleted;
  111120. };
  111121. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  111122. for (var i = 0; i < this.vertices.length; ++i) {
  111123. var vCount = [];
  111124. var vId = [];
  111125. var v = this.vertices[i];
  111126. var j;
  111127. for (j = 0; j < v.triangleCount; ++j) {
  111128. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  111129. for (var ii = 0; ii < 3; ii++) {
  111130. var ofs = 0;
  111131. var vv = triangle.vertices[ii];
  111132. while (ofs < vCount.length) {
  111133. if (vId[ofs] === vv.id) {
  111134. break;
  111135. }
  111136. ++ofs;
  111137. }
  111138. if (ofs === vCount.length) {
  111139. vCount.push(1);
  111140. vId.push(vv.id);
  111141. }
  111142. else {
  111143. vCount[ofs]++;
  111144. }
  111145. }
  111146. }
  111147. for (j = 0; j < vCount.length; ++j) {
  111148. if (vCount[j] === 1) {
  111149. this.vertices[vId[j]].isBorder = true;
  111150. }
  111151. else {
  111152. this.vertices[vId[j]].isBorder = false;
  111153. }
  111154. }
  111155. }
  111156. };
  111157. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  111158. if (identifyBorders === void 0) { identifyBorders = false; }
  111159. var i;
  111160. if (!identifyBorders) {
  111161. var newTrianglesVector = [];
  111162. for (i = 0; i < this.triangles.length; ++i) {
  111163. if (!this.triangles[i].deleted) {
  111164. newTrianglesVector.push(this.triangles[i]);
  111165. }
  111166. }
  111167. this.triangles = newTrianglesVector;
  111168. }
  111169. for (i = 0; i < this.vertices.length; ++i) {
  111170. this.vertices[i].triangleCount = 0;
  111171. this.vertices[i].triangleStart = 0;
  111172. }
  111173. var t;
  111174. var j;
  111175. var v;
  111176. for (i = 0; i < this.triangles.length; ++i) {
  111177. t = this.triangles[i];
  111178. for (j = 0; j < 3; ++j) {
  111179. v = t.vertices[j];
  111180. v.triangleCount++;
  111181. }
  111182. }
  111183. var tStart = 0;
  111184. for (i = 0; i < this.vertices.length; ++i) {
  111185. this.vertices[i].triangleStart = tStart;
  111186. tStart += this.vertices[i].triangleCount;
  111187. this.vertices[i].triangleCount = 0;
  111188. }
  111189. var newReferences = new Array(this.triangles.length * 3);
  111190. for (i = 0; i < this.triangles.length; ++i) {
  111191. t = this.triangles[i];
  111192. for (j = 0; j < 3; ++j) {
  111193. v = t.vertices[j];
  111194. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  111195. v.triangleCount++;
  111196. }
  111197. }
  111198. this.references = newReferences;
  111199. if (identifyBorders) {
  111200. this.identifyBorder();
  111201. }
  111202. };
  111203. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  111204. var x = point.x;
  111205. var y = point.y;
  111206. var z = point.z;
  111207. 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
  111208. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  111209. };
  111210. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  111211. var q = vertex1.q.add(vertex2.q);
  111212. var border = vertex1.isBorder && vertex2.isBorder;
  111213. var error = 0;
  111214. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  111215. if (qDet !== 0 && !border) {
  111216. if (!pointResult) {
  111217. pointResult = BABYLON.Vector3.Zero();
  111218. }
  111219. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  111220. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  111221. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  111222. error = this.vertexError(q, pointResult);
  111223. }
  111224. else {
  111225. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  111226. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  111227. var error1 = this.vertexError(q, vertex1.position);
  111228. var error2 = this.vertexError(q, vertex2.position);
  111229. var error3 = this.vertexError(q, p3);
  111230. error = Math.min(error1, error2, error3);
  111231. if (error === error1) {
  111232. if (pointResult) {
  111233. pointResult.copyFrom(vertex1.position);
  111234. }
  111235. }
  111236. else if (error === error2) {
  111237. if (pointResult) {
  111238. pointResult.copyFrom(vertex2.position);
  111239. }
  111240. }
  111241. else {
  111242. if (pointResult) {
  111243. pointResult.copyFrom(p3);
  111244. }
  111245. }
  111246. }
  111247. return error;
  111248. };
  111249. return QuadraticErrorSimplification;
  111250. }());
  111251. })(BABYLON || (BABYLON = {}));
  111252. //# sourceMappingURL=babylon.meshSimplification.js.map
  111253. var BABYLON;
  111254. (function (BABYLON) {
  111255. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  111256. get: function () {
  111257. if (!this._simplificationQueue) {
  111258. this._simplificationQueue = new BABYLON.SimplificationQueue();
  111259. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  111260. if (!component) {
  111261. component = new SimplicationQueueSceneComponent(this);
  111262. this._addComponent(component);
  111263. }
  111264. }
  111265. return this._simplificationQueue;
  111266. },
  111267. set: function (value) {
  111268. this._simplificationQueue = value;
  111269. },
  111270. enumerable: true,
  111271. configurable: true
  111272. });
  111273. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  111274. if (parallelProcessing === void 0) { parallelProcessing = true; }
  111275. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  111276. this.getScene().simplificationQueue.addTask({
  111277. settings: settings,
  111278. parallelProcessing: parallelProcessing,
  111279. mesh: this,
  111280. simplificationType: simplificationType,
  111281. successCallback: successCallback
  111282. });
  111283. return this;
  111284. };
  111285. /**
  111286. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  111287. * created in a scene
  111288. */
  111289. var SimplicationQueueSceneComponent = /** @class */ (function () {
  111290. /**
  111291. * Creates a new instance of the component for the given scene
  111292. * @param scene Defines the scene to register the component in
  111293. */
  111294. function SimplicationQueueSceneComponent(scene) {
  111295. /**
  111296. * The component name helpfull to identify the component in the list of scene components.
  111297. */
  111298. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  111299. this.scene = scene;
  111300. }
  111301. /**
  111302. * Registers the component in a given scene
  111303. */
  111304. SimplicationQueueSceneComponent.prototype.register = function () {
  111305. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  111306. };
  111307. /**
  111308. * Rebuilds the elements related to this component in case of
  111309. * context lost for instance.
  111310. */
  111311. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  111312. // Nothing to do for this component
  111313. };
  111314. /**
  111315. * Disposes the component and the associated ressources
  111316. */
  111317. SimplicationQueueSceneComponent.prototype.dispose = function () {
  111318. // Nothing to do for this component
  111319. };
  111320. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  111321. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  111322. this.scene._simplificationQueue.executeNext();
  111323. }
  111324. };
  111325. return SimplicationQueueSceneComponent;
  111326. }());
  111327. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  111328. })(BABYLON || (BABYLON = {}));
  111329. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  111330. var BABYLON;
  111331. (function (BABYLON) {
  111332. /**
  111333. * Class used to represent a specific level of detail of a mesh
  111334. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  111335. */
  111336. var MeshLODLevel = /** @class */ (function () {
  111337. /**
  111338. * Creates a new LOD level
  111339. * @param distance defines the distance where this level should star being displayed
  111340. * @param mesh defines the mesh to use to render this level
  111341. */
  111342. function MeshLODLevel(
  111343. /** Defines the distance where this level should star being displayed */
  111344. distance,
  111345. /** Defines the mesh to use to render this level */
  111346. mesh) {
  111347. this.distance = distance;
  111348. this.mesh = mesh;
  111349. }
  111350. return MeshLODLevel;
  111351. }());
  111352. BABYLON.MeshLODLevel = MeshLODLevel;
  111353. })(BABYLON || (BABYLON = {}));
  111354. //# sourceMappingURL=babylon.meshLODLevel.js.map
  111355. var BABYLON;
  111356. (function (BABYLON) {
  111357. /**
  111358. * Defines the root class used to create scene optimization to use with SceneOptimizer
  111359. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111360. */
  111361. var SceneOptimization = /** @class */ (function () {
  111362. /**
  111363. * Creates the SceneOptimization object
  111364. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111365. * @param desc defines the description associated with the optimization
  111366. */
  111367. function SceneOptimization(
  111368. /**
  111369. * Defines the priority of this optimization (0 by default which means first in the list)
  111370. */
  111371. priority) {
  111372. if (priority === void 0) { priority = 0; }
  111373. this.priority = priority;
  111374. }
  111375. /**
  111376. * Gets a string describing the action executed by the current optimization
  111377. * @returns description string
  111378. */
  111379. SceneOptimization.prototype.getDescription = function () {
  111380. return "";
  111381. };
  111382. /**
  111383. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111384. * @param scene defines the current scene where to apply this optimization
  111385. * @param optimizer defines the current optimizer
  111386. * @returns true if everything that can be done was applied
  111387. */
  111388. SceneOptimization.prototype.apply = function (scene, optimizer) {
  111389. return true;
  111390. };
  111391. return SceneOptimization;
  111392. }());
  111393. BABYLON.SceneOptimization = SceneOptimization;
  111394. /**
  111395. * Defines an optimization used to reduce the size of render target textures
  111396. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111397. */
  111398. var TextureOptimization = /** @class */ (function (_super) {
  111399. __extends(TextureOptimization, _super);
  111400. /**
  111401. * Creates the TextureOptimization object
  111402. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111403. * @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
  111404. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111405. */
  111406. function TextureOptimization(
  111407. /**
  111408. * Defines the priority of this optimization (0 by default which means first in the list)
  111409. */
  111410. priority,
  111411. /**
  111412. * 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
  111413. */
  111414. maximumSize,
  111415. /**
  111416. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111417. */
  111418. step) {
  111419. if (priority === void 0) { priority = 0; }
  111420. if (maximumSize === void 0) { maximumSize = 1024; }
  111421. if (step === void 0) { step = 0.5; }
  111422. var _this = _super.call(this, priority) || this;
  111423. _this.priority = priority;
  111424. _this.maximumSize = maximumSize;
  111425. _this.step = step;
  111426. return _this;
  111427. }
  111428. /**
  111429. * Gets a string describing the action executed by the current optimization
  111430. * @returns description string
  111431. */
  111432. TextureOptimization.prototype.getDescription = function () {
  111433. return "Reducing render target texture size to " + this.maximumSize;
  111434. };
  111435. /**
  111436. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111437. * @param scene defines the current scene where to apply this optimization
  111438. * @param optimizer defines the current optimizer
  111439. * @returns true if everything that can be done was applied
  111440. */
  111441. TextureOptimization.prototype.apply = function (scene, optimizer) {
  111442. var allDone = true;
  111443. for (var index = 0; index < scene.textures.length; index++) {
  111444. var texture = scene.textures[index];
  111445. if (!texture.canRescale || texture.getContext) {
  111446. continue;
  111447. }
  111448. var currentSize = texture.getSize();
  111449. var maxDimension = Math.max(currentSize.width, currentSize.height);
  111450. if (maxDimension > this.maximumSize) {
  111451. texture.scale(this.step);
  111452. allDone = false;
  111453. }
  111454. }
  111455. return allDone;
  111456. };
  111457. return TextureOptimization;
  111458. }(SceneOptimization));
  111459. BABYLON.TextureOptimization = TextureOptimization;
  111460. /**
  111461. * Defines an optimization used to increase or decrease the rendering resolution
  111462. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111463. */
  111464. var HardwareScalingOptimization = /** @class */ (function (_super) {
  111465. __extends(HardwareScalingOptimization, _super);
  111466. /**
  111467. * Creates the HardwareScalingOptimization object
  111468. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111469. * @param maximumScale defines the maximum scale to use (2 by default)
  111470. * @param step defines the step to use between two passes (0.5 by default)
  111471. */
  111472. function HardwareScalingOptimization(
  111473. /**
  111474. * Defines the priority of this optimization (0 by default which means first in the list)
  111475. */
  111476. priority,
  111477. /**
  111478. * Defines the maximum scale to use (2 by default)
  111479. */
  111480. maximumScale,
  111481. /**
  111482. * Defines the step to use between two passes (0.5 by default)
  111483. */
  111484. step) {
  111485. if (priority === void 0) { priority = 0; }
  111486. if (maximumScale === void 0) { maximumScale = 2; }
  111487. if (step === void 0) { step = 0.25; }
  111488. var _this = _super.call(this, priority) || this;
  111489. _this.priority = priority;
  111490. _this.maximumScale = maximumScale;
  111491. _this.step = step;
  111492. _this._currentScale = -1;
  111493. _this._directionOffset = 1;
  111494. return _this;
  111495. }
  111496. /**
  111497. * Gets a string describing the action executed by the current optimization
  111498. * @return description string
  111499. */
  111500. HardwareScalingOptimization.prototype.getDescription = function () {
  111501. return "Setting hardware scaling level to " + this._currentScale;
  111502. };
  111503. /**
  111504. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111505. * @param scene defines the current scene where to apply this optimization
  111506. * @param optimizer defines the current optimizer
  111507. * @returns true if everything that can be done was applied
  111508. */
  111509. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  111510. if (this._currentScale === -1) {
  111511. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  111512. if (this._currentScale > this.maximumScale) {
  111513. this._directionOffset = -1;
  111514. }
  111515. }
  111516. this._currentScale += this._directionOffset * this.step;
  111517. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  111518. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  111519. };
  111520. return HardwareScalingOptimization;
  111521. }(SceneOptimization));
  111522. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  111523. /**
  111524. * Defines an optimization used to remove shadows
  111525. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111526. */
  111527. var ShadowsOptimization = /** @class */ (function (_super) {
  111528. __extends(ShadowsOptimization, _super);
  111529. function ShadowsOptimization() {
  111530. return _super !== null && _super.apply(this, arguments) || this;
  111531. }
  111532. /**
  111533. * Gets a string describing the action executed by the current optimization
  111534. * @return description string
  111535. */
  111536. ShadowsOptimization.prototype.getDescription = function () {
  111537. return "Turning shadows on/off";
  111538. };
  111539. /**
  111540. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111541. * @param scene defines the current scene where to apply this optimization
  111542. * @param optimizer defines the current optimizer
  111543. * @returns true if everything that can be done was applied
  111544. */
  111545. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  111546. scene.shadowsEnabled = optimizer.isInImprovementMode;
  111547. return true;
  111548. };
  111549. return ShadowsOptimization;
  111550. }(SceneOptimization));
  111551. BABYLON.ShadowsOptimization = ShadowsOptimization;
  111552. /**
  111553. * Defines an optimization used to turn post-processes off
  111554. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111555. */
  111556. var PostProcessesOptimization = /** @class */ (function (_super) {
  111557. __extends(PostProcessesOptimization, _super);
  111558. function PostProcessesOptimization() {
  111559. return _super !== null && _super.apply(this, arguments) || this;
  111560. }
  111561. /**
  111562. * Gets a string describing the action executed by the current optimization
  111563. * @return description string
  111564. */
  111565. PostProcessesOptimization.prototype.getDescription = function () {
  111566. return "Turning post-processes on/off";
  111567. };
  111568. /**
  111569. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111570. * @param scene defines the current scene where to apply this optimization
  111571. * @param optimizer defines the current optimizer
  111572. * @returns true if everything that can be done was applied
  111573. */
  111574. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  111575. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  111576. return true;
  111577. };
  111578. return PostProcessesOptimization;
  111579. }(SceneOptimization));
  111580. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  111581. /**
  111582. * Defines an optimization used to turn lens flares off
  111583. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111584. */
  111585. var LensFlaresOptimization = /** @class */ (function (_super) {
  111586. __extends(LensFlaresOptimization, _super);
  111587. function LensFlaresOptimization() {
  111588. return _super !== null && _super.apply(this, arguments) || this;
  111589. }
  111590. /**
  111591. * Gets a string describing the action executed by the current optimization
  111592. * @return description string
  111593. */
  111594. LensFlaresOptimization.prototype.getDescription = function () {
  111595. return "Turning lens flares on/off";
  111596. };
  111597. /**
  111598. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111599. * @param scene defines the current scene where to apply this optimization
  111600. * @param optimizer defines the current optimizer
  111601. * @returns true if everything that can be done was applied
  111602. */
  111603. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  111604. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  111605. return true;
  111606. };
  111607. return LensFlaresOptimization;
  111608. }(SceneOptimization));
  111609. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  111610. /**
  111611. * Defines an optimization based on user defined callback.
  111612. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111613. */
  111614. var CustomOptimization = /** @class */ (function (_super) {
  111615. __extends(CustomOptimization, _super);
  111616. function CustomOptimization() {
  111617. return _super !== null && _super.apply(this, arguments) || this;
  111618. }
  111619. /**
  111620. * Gets a string describing the action executed by the current optimization
  111621. * @returns description string
  111622. */
  111623. CustomOptimization.prototype.getDescription = function () {
  111624. if (this.onGetDescription) {
  111625. return this.onGetDescription();
  111626. }
  111627. return "Running user defined callback";
  111628. };
  111629. /**
  111630. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111631. * @param scene defines the current scene where to apply this optimization
  111632. * @param optimizer defines the current optimizer
  111633. * @returns true if everything that can be done was applied
  111634. */
  111635. CustomOptimization.prototype.apply = function (scene, optimizer) {
  111636. if (this.onApply) {
  111637. return this.onApply(scene, optimizer);
  111638. }
  111639. return true;
  111640. };
  111641. return CustomOptimization;
  111642. }(SceneOptimization));
  111643. BABYLON.CustomOptimization = CustomOptimization;
  111644. /**
  111645. * Defines an optimization used to turn particles off
  111646. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111647. */
  111648. var ParticlesOptimization = /** @class */ (function (_super) {
  111649. __extends(ParticlesOptimization, _super);
  111650. function ParticlesOptimization() {
  111651. return _super !== null && _super.apply(this, arguments) || this;
  111652. }
  111653. /**
  111654. * Gets a string describing the action executed by the current optimization
  111655. * @return description string
  111656. */
  111657. ParticlesOptimization.prototype.getDescription = function () {
  111658. return "Turning particles on/off";
  111659. };
  111660. /**
  111661. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111662. * @param scene defines the current scene where to apply this optimization
  111663. * @param optimizer defines the current optimizer
  111664. * @returns true if everything that can be done was applied
  111665. */
  111666. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  111667. scene.particlesEnabled = optimizer.isInImprovementMode;
  111668. return true;
  111669. };
  111670. return ParticlesOptimization;
  111671. }(SceneOptimization));
  111672. BABYLON.ParticlesOptimization = ParticlesOptimization;
  111673. /**
  111674. * Defines an optimization used to turn render targets off
  111675. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111676. */
  111677. var RenderTargetsOptimization = /** @class */ (function (_super) {
  111678. __extends(RenderTargetsOptimization, _super);
  111679. function RenderTargetsOptimization() {
  111680. return _super !== null && _super.apply(this, arguments) || this;
  111681. }
  111682. /**
  111683. * Gets a string describing the action executed by the current optimization
  111684. * @return description string
  111685. */
  111686. RenderTargetsOptimization.prototype.getDescription = function () {
  111687. return "Turning render targets off";
  111688. };
  111689. /**
  111690. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111691. * @param scene defines the current scene where to apply this optimization
  111692. * @param optimizer defines the current optimizer
  111693. * @returns true if everything that can be done was applied
  111694. */
  111695. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  111696. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  111697. return true;
  111698. };
  111699. return RenderTargetsOptimization;
  111700. }(SceneOptimization));
  111701. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  111702. /**
  111703. * Defines an optimization used to merge meshes with compatible materials
  111704. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111705. */
  111706. var MergeMeshesOptimization = /** @class */ (function (_super) {
  111707. __extends(MergeMeshesOptimization, _super);
  111708. function MergeMeshesOptimization() {
  111709. var _this = _super !== null && _super.apply(this, arguments) || this;
  111710. _this._canBeMerged = function (abstractMesh) {
  111711. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  111712. return false;
  111713. }
  111714. var mesh = abstractMesh;
  111715. if (mesh.isDisposed()) {
  111716. return false;
  111717. }
  111718. if (!mesh.isVisible || !mesh.isEnabled()) {
  111719. return false;
  111720. }
  111721. if (mesh.instances.length > 0) {
  111722. return false;
  111723. }
  111724. if (mesh.skeleton || mesh.hasLODLevels) {
  111725. return false;
  111726. }
  111727. return true;
  111728. };
  111729. return _this;
  111730. }
  111731. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  111732. /**
  111733. * Gets or sets a boolean which defines if optimization octree has to be updated
  111734. */
  111735. get: function () {
  111736. return MergeMeshesOptimization._UpdateSelectionTree;
  111737. },
  111738. /**
  111739. * Gets or sets a boolean which defines if optimization octree has to be updated
  111740. */
  111741. set: function (value) {
  111742. MergeMeshesOptimization._UpdateSelectionTree = value;
  111743. },
  111744. enumerable: true,
  111745. configurable: true
  111746. });
  111747. /**
  111748. * Gets a string describing the action executed by the current optimization
  111749. * @return description string
  111750. */
  111751. MergeMeshesOptimization.prototype.getDescription = function () {
  111752. return "Merging similar meshes together";
  111753. };
  111754. /**
  111755. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111756. * @param scene defines the current scene where to apply this optimization
  111757. * @param optimizer defines the current optimizer
  111758. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  111759. * @returns true if everything that can be done was applied
  111760. */
  111761. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  111762. var globalPool = scene.meshes.slice(0);
  111763. var globalLength = globalPool.length;
  111764. for (var index = 0; index < globalLength; index++) {
  111765. var currentPool = new Array();
  111766. var current = globalPool[index];
  111767. // Checks
  111768. if (!this._canBeMerged(current)) {
  111769. continue;
  111770. }
  111771. currentPool.push(current);
  111772. // Find compatible meshes
  111773. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  111774. var otherMesh = globalPool[subIndex];
  111775. if (!this._canBeMerged(otherMesh)) {
  111776. continue;
  111777. }
  111778. if (otherMesh.material !== current.material) {
  111779. continue;
  111780. }
  111781. if (otherMesh.checkCollisions !== current.checkCollisions) {
  111782. continue;
  111783. }
  111784. currentPool.push(otherMesh);
  111785. globalLength--;
  111786. globalPool.splice(subIndex, 1);
  111787. subIndex--;
  111788. }
  111789. if (currentPool.length < 2) {
  111790. continue;
  111791. }
  111792. // Merge meshes
  111793. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  111794. }
  111795. // Call the octree system optimization if it is defined.
  111796. var sceneAsAny = scene;
  111797. if (sceneAsAny.createOrUpdateSelectionOctree) {
  111798. if (updateSelectionTree != undefined) {
  111799. if (updateSelectionTree) {
  111800. sceneAsAny.createOrUpdateSelectionOctree();
  111801. }
  111802. }
  111803. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  111804. sceneAsAny.createOrUpdateSelectionOctree();
  111805. }
  111806. }
  111807. return true;
  111808. };
  111809. MergeMeshesOptimization._UpdateSelectionTree = false;
  111810. return MergeMeshesOptimization;
  111811. }(SceneOptimization));
  111812. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  111813. /**
  111814. * Defines a list of options used by SceneOptimizer
  111815. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111816. */
  111817. var SceneOptimizerOptions = /** @class */ (function () {
  111818. /**
  111819. * Creates a new list of options used by SceneOptimizer
  111820. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  111821. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  111822. */
  111823. function SceneOptimizerOptions(
  111824. /**
  111825. * Defines the target frame rate to reach (60 by default)
  111826. */
  111827. targetFrameRate,
  111828. /**
  111829. * Defines the interval between two checkes (2000ms by default)
  111830. */
  111831. trackerDuration) {
  111832. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  111833. if (trackerDuration === void 0) { trackerDuration = 2000; }
  111834. this.targetFrameRate = targetFrameRate;
  111835. this.trackerDuration = trackerDuration;
  111836. /**
  111837. * Gets the list of optimizations to apply
  111838. */
  111839. this.optimizations = new Array();
  111840. }
  111841. /**
  111842. * Add a new optimization
  111843. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  111844. * @returns the current SceneOptimizerOptions
  111845. */
  111846. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  111847. this.optimizations.push(optimization);
  111848. return this;
  111849. };
  111850. /**
  111851. * Add a new custom optimization
  111852. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  111853. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  111854. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111855. * @returns the current SceneOptimizerOptions
  111856. */
  111857. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  111858. if (priority === void 0) { priority = 0; }
  111859. var optimization = new CustomOptimization(priority);
  111860. optimization.onApply = onApply;
  111861. optimization.onGetDescription = onGetDescription;
  111862. this.optimizations.push(optimization);
  111863. return this;
  111864. };
  111865. /**
  111866. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  111867. * @param targetFrameRate defines the target frame rate (60 by default)
  111868. * @returns a SceneOptimizerOptions object
  111869. */
  111870. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  111871. var result = new SceneOptimizerOptions(targetFrameRate);
  111872. var priority = 0;
  111873. result.addOptimization(new MergeMeshesOptimization(priority));
  111874. result.addOptimization(new ShadowsOptimization(priority));
  111875. result.addOptimization(new LensFlaresOptimization(priority));
  111876. // Next priority
  111877. priority++;
  111878. result.addOptimization(new PostProcessesOptimization(priority));
  111879. result.addOptimization(new ParticlesOptimization(priority));
  111880. // Next priority
  111881. priority++;
  111882. result.addOptimization(new TextureOptimization(priority, 1024));
  111883. return result;
  111884. };
  111885. /**
  111886. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  111887. * @param targetFrameRate defines the target frame rate (60 by default)
  111888. * @returns a SceneOptimizerOptions object
  111889. */
  111890. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  111891. var result = new SceneOptimizerOptions(targetFrameRate);
  111892. var priority = 0;
  111893. result.addOptimization(new MergeMeshesOptimization(priority));
  111894. result.addOptimization(new ShadowsOptimization(priority));
  111895. result.addOptimization(new LensFlaresOptimization(priority));
  111896. // Next priority
  111897. priority++;
  111898. result.addOptimization(new PostProcessesOptimization(priority));
  111899. result.addOptimization(new ParticlesOptimization(priority));
  111900. // Next priority
  111901. priority++;
  111902. result.addOptimization(new TextureOptimization(priority, 512));
  111903. // Next priority
  111904. priority++;
  111905. result.addOptimization(new RenderTargetsOptimization(priority));
  111906. // Next priority
  111907. priority++;
  111908. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  111909. return result;
  111910. };
  111911. /**
  111912. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  111913. * @param targetFrameRate defines the target frame rate (60 by default)
  111914. * @returns a SceneOptimizerOptions object
  111915. */
  111916. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  111917. var result = new SceneOptimizerOptions(targetFrameRate);
  111918. var priority = 0;
  111919. result.addOptimization(new MergeMeshesOptimization(priority));
  111920. result.addOptimization(new ShadowsOptimization(priority));
  111921. result.addOptimization(new LensFlaresOptimization(priority));
  111922. // Next priority
  111923. priority++;
  111924. result.addOptimization(new PostProcessesOptimization(priority));
  111925. result.addOptimization(new ParticlesOptimization(priority));
  111926. // Next priority
  111927. priority++;
  111928. result.addOptimization(new TextureOptimization(priority, 256));
  111929. // Next priority
  111930. priority++;
  111931. result.addOptimization(new RenderTargetsOptimization(priority));
  111932. // Next priority
  111933. priority++;
  111934. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  111935. return result;
  111936. };
  111937. return SceneOptimizerOptions;
  111938. }());
  111939. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  111940. /**
  111941. * Class used to run optimizations in order to reach a target frame rate
  111942. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111943. */
  111944. var SceneOptimizer = /** @class */ (function () {
  111945. /**
  111946. * Creates a new SceneOptimizer
  111947. * @param scene defines the scene to work on
  111948. * @param options defines the options to use with the SceneOptimizer
  111949. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  111950. * @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)
  111951. */
  111952. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  111953. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  111954. if (improvementMode === void 0) { improvementMode = false; }
  111955. var _this = this;
  111956. this._isRunning = false;
  111957. this._currentPriorityLevel = 0;
  111958. this._targetFrameRate = 60;
  111959. this._trackerDuration = 2000;
  111960. this._currentFrameRate = 0;
  111961. this._improvementMode = false;
  111962. /**
  111963. * Defines an observable called when the optimizer reaches the target frame rate
  111964. */
  111965. this.onSuccessObservable = new BABYLON.Observable();
  111966. /**
  111967. * Defines an observable called when the optimizer enables an optimization
  111968. */
  111969. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  111970. /**
  111971. * Defines an observable called when the optimizer is not able to reach the target frame rate
  111972. */
  111973. this.onFailureObservable = new BABYLON.Observable();
  111974. if (!options) {
  111975. this._options = new SceneOptimizerOptions();
  111976. }
  111977. else {
  111978. this._options = options;
  111979. }
  111980. if (this._options.targetFrameRate) {
  111981. this._targetFrameRate = this._options.targetFrameRate;
  111982. }
  111983. if (this._options.trackerDuration) {
  111984. this._trackerDuration = this._options.trackerDuration;
  111985. }
  111986. if (autoGeneratePriorities) {
  111987. var priority = 0;
  111988. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  111989. var optim = _a[_i];
  111990. optim.priority = priority++;
  111991. }
  111992. }
  111993. this._improvementMode = improvementMode;
  111994. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111995. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  111996. _this._sceneDisposeObserver = null;
  111997. _this.dispose();
  111998. });
  111999. }
  112000. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  112001. /**
  112002. * Gets a boolean indicating if the optimizer is in improvement mode
  112003. */
  112004. get: function () {
  112005. return this._improvementMode;
  112006. },
  112007. enumerable: true,
  112008. configurable: true
  112009. });
  112010. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  112011. /**
  112012. * Gets the current priority level (0 at start)
  112013. */
  112014. get: function () {
  112015. return this._currentPriorityLevel;
  112016. },
  112017. enumerable: true,
  112018. configurable: true
  112019. });
  112020. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  112021. /**
  112022. * Gets the current frame rate checked by the SceneOptimizer
  112023. */
  112024. get: function () {
  112025. return this._currentFrameRate;
  112026. },
  112027. enumerable: true,
  112028. configurable: true
  112029. });
  112030. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  112031. /**
  112032. * Gets or sets the current target frame rate (60 by default)
  112033. */
  112034. get: function () {
  112035. return this._targetFrameRate;
  112036. },
  112037. /**
  112038. * Gets or sets the current target frame rate (60 by default)
  112039. */
  112040. set: function (value) {
  112041. this._targetFrameRate = value;
  112042. },
  112043. enumerable: true,
  112044. configurable: true
  112045. });
  112046. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  112047. /**
  112048. * Gets or sets the current interval between two checks (every 2000ms by default)
  112049. */
  112050. get: function () {
  112051. return this._trackerDuration;
  112052. },
  112053. /**
  112054. * Gets or sets the current interval between two checks (every 2000ms by default)
  112055. */
  112056. set: function (value) {
  112057. this._trackerDuration = value;
  112058. },
  112059. enumerable: true,
  112060. configurable: true
  112061. });
  112062. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  112063. /**
  112064. * Gets the list of active optimizations
  112065. */
  112066. get: function () {
  112067. return this._options.optimizations;
  112068. },
  112069. enumerable: true,
  112070. configurable: true
  112071. });
  112072. /**
  112073. * Stops the current optimizer
  112074. */
  112075. SceneOptimizer.prototype.stop = function () {
  112076. this._isRunning = false;
  112077. };
  112078. /**
  112079. * Reset the optimizer to initial step (current priority level = 0)
  112080. */
  112081. SceneOptimizer.prototype.reset = function () {
  112082. this._currentPriorityLevel = 0;
  112083. };
  112084. /**
  112085. * Start the optimizer. By default it will try to reach a specific framerate
  112086. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  112087. */
  112088. SceneOptimizer.prototype.start = function () {
  112089. var _this = this;
  112090. if (this._isRunning) {
  112091. return;
  112092. }
  112093. this._isRunning = true;
  112094. // Let's wait for the scene to be ready before running our check
  112095. this._scene.executeWhenReady(function () {
  112096. setTimeout(function () {
  112097. _this._checkCurrentState();
  112098. }, _this._trackerDuration);
  112099. });
  112100. };
  112101. SceneOptimizer.prototype._checkCurrentState = function () {
  112102. var _this = this;
  112103. if (!this._isRunning) {
  112104. return;
  112105. }
  112106. var scene = this._scene;
  112107. var options = this._options;
  112108. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  112109. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  112110. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  112111. this._isRunning = false;
  112112. this.onSuccessObservable.notifyObservers(this);
  112113. return;
  112114. }
  112115. // Apply current level of optimizations
  112116. var allDone = true;
  112117. var noOptimizationApplied = true;
  112118. for (var index = 0; index < options.optimizations.length; index++) {
  112119. var optimization = options.optimizations[index];
  112120. if (optimization.priority === this._currentPriorityLevel) {
  112121. noOptimizationApplied = false;
  112122. allDone = allDone && optimization.apply(scene, this);
  112123. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  112124. }
  112125. }
  112126. // If no optimization was applied, this is a failure :(
  112127. if (noOptimizationApplied) {
  112128. this._isRunning = false;
  112129. this.onFailureObservable.notifyObservers(this);
  112130. return;
  112131. }
  112132. // If all optimizations were done, move to next level
  112133. if (allDone) {
  112134. this._currentPriorityLevel++;
  112135. }
  112136. // Let's the system running for a specific amount of time before checking FPS
  112137. scene.executeWhenReady(function () {
  112138. setTimeout(function () {
  112139. _this._checkCurrentState();
  112140. }, _this._trackerDuration);
  112141. });
  112142. };
  112143. /**
  112144. * Release all resources
  112145. */
  112146. SceneOptimizer.prototype.dispose = function () {
  112147. this.stop();
  112148. this.onSuccessObservable.clear();
  112149. this.onFailureObservable.clear();
  112150. this.onNewOptimizationAppliedObservable.clear();
  112151. if (this._sceneDisposeObserver) {
  112152. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  112153. }
  112154. };
  112155. /**
  112156. * Helper function to create a SceneOptimizer with one single line of code
  112157. * @param scene defines the scene to work on
  112158. * @param options defines the options to use with the SceneOptimizer
  112159. * @param onSuccess defines a callback to call on success
  112160. * @param onFailure defines a callback to call on failure
  112161. * @returns the new SceneOptimizer object
  112162. */
  112163. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  112164. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  112165. if (onSuccess) {
  112166. optimizer.onSuccessObservable.add(function () {
  112167. onSuccess();
  112168. });
  112169. }
  112170. if (onFailure) {
  112171. optimizer.onFailureObservable.add(function () {
  112172. onFailure();
  112173. });
  112174. }
  112175. optimizer.start();
  112176. return optimizer;
  112177. };
  112178. return SceneOptimizer;
  112179. }());
  112180. BABYLON.SceneOptimizer = SceneOptimizer;
  112181. })(BABYLON || (BABYLON = {}));
  112182. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  112183. var BABYLON;
  112184. (function (BABYLON) {
  112185. /**
  112186. * Gets the outline renderer associated with the scene
  112187. * @returns a OutlineRenderer
  112188. */
  112189. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  112190. if (!this._outlineRenderer) {
  112191. this._outlineRenderer = new OutlineRenderer(this);
  112192. }
  112193. return this._outlineRenderer;
  112194. };
  112195. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  112196. get: function () {
  112197. return this._renderOutline;
  112198. },
  112199. set: function (value) {
  112200. if (value) {
  112201. // Lazy Load the component.
  112202. this.getScene().getOutlineRenderer();
  112203. }
  112204. this._renderOutline = value;
  112205. },
  112206. enumerable: true,
  112207. configurable: true
  112208. });
  112209. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  112210. get: function () {
  112211. return this._renderOverlay;
  112212. },
  112213. set: function (value) {
  112214. if (value) {
  112215. // Lazy Load the component.
  112216. this.getScene().getOutlineRenderer();
  112217. }
  112218. this._renderOverlay = value;
  112219. },
  112220. enumerable: true,
  112221. configurable: true
  112222. });
  112223. /**
  112224. * This class is responsible to draw bothe outline/overlay of meshes.
  112225. * It should not be used directly but through the available method on mesh.
  112226. */
  112227. var OutlineRenderer = /** @class */ (function () {
  112228. /**
  112229. * Instantiates a new outline renderer. (There could be only one per scene).
  112230. * @param scene Defines the scene it belongs to
  112231. */
  112232. function OutlineRenderer(scene) {
  112233. /**
  112234. * The name of the component. Each component must have a unique name.
  112235. */
  112236. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  112237. /**
  112238. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  112239. */
  112240. this.zOffset = 1;
  112241. this.scene = scene;
  112242. this._engine = scene.getEngine();
  112243. this.scene._addComponent(this);
  112244. }
  112245. /**
  112246. * Register the component to one instance of a scene.
  112247. */
  112248. OutlineRenderer.prototype.register = function () {
  112249. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  112250. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  112251. };
  112252. /**
  112253. * Rebuilds the elements related to this component in case of
  112254. * context lost for instance.
  112255. */
  112256. OutlineRenderer.prototype.rebuild = function () {
  112257. // Nothing to do here.
  112258. };
  112259. /**
  112260. * Disposes the component and the associated ressources.
  112261. */
  112262. OutlineRenderer.prototype.dispose = function () {
  112263. // Nothing to do here.
  112264. };
  112265. /**
  112266. * Renders the outline in the canvas.
  112267. * @param subMesh Defines the sumesh to render
  112268. * @param batch Defines the batch of meshes in case of instances
  112269. * @param useOverlay Defines if the rendering is for the overlay or the outline
  112270. */
  112271. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  112272. var _this = this;
  112273. if (useOverlay === void 0) { useOverlay = false; }
  112274. var scene = this.scene;
  112275. var engine = scene.getEngine();
  112276. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112277. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  112278. return;
  112279. }
  112280. var mesh = subMesh.getRenderingMesh();
  112281. var material = subMesh.getMaterial();
  112282. if (!material || !scene.activeCamera) {
  112283. return;
  112284. }
  112285. engine.enableEffect(this._effect);
  112286. // Logarithmic depth
  112287. if (material.useLogarithmicDepth) {
  112288. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  112289. }
  112290. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  112291. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  112292. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  112293. // Bones
  112294. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112295. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112296. }
  112297. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  112298. // Alpha test
  112299. if (material && material.needAlphaTesting()) {
  112300. var alphaTexture = material.getAlphaTestTexture();
  112301. if (alphaTexture) {
  112302. this._effect.setTexture("diffuseSampler", alphaTexture);
  112303. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  112304. }
  112305. }
  112306. engine.setZOffset(-this.zOffset);
  112307. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  112308. engine.setZOffset(0);
  112309. };
  112310. /**
  112311. * Returns whether or not the outline renderer is ready for a given submesh.
  112312. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  112313. * @param subMesh Defines the submesh to check readyness for
  112314. * @param useInstances Defines wheter wee are trying to render instances or not
  112315. * @returns true if ready otherwise false
  112316. */
  112317. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  112318. var defines = [];
  112319. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  112320. var mesh = subMesh.getMesh();
  112321. var material = subMesh.getMaterial();
  112322. if (material) {
  112323. // Alpha test
  112324. if (material.needAlphaTesting()) {
  112325. defines.push("#define ALPHATEST");
  112326. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112327. attribs.push(BABYLON.VertexBuffer.UVKind);
  112328. defines.push("#define UV1");
  112329. }
  112330. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  112331. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112332. defines.push("#define UV2");
  112333. }
  112334. }
  112335. //Logarithmic depth
  112336. if (material.useLogarithmicDepth) {
  112337. defines.push("#define LOGARITHMICDEPTH");
  112338. }
  112339. }
  112340. // Bones
  112341. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112342. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112343. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112344. if (mesh.numBoneInfluencers > 4) {
  112345. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112346. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112347. }
  112348. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112349. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  112350. }
  112351. else {
  112352. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112353. }
  112354. // Instances
  112355. if (useInstances) {
  112356. defines.push("#define INSTANCES");
  112357. attribs.push("world0");
  112358. attribs.push("world1");
  112359. attribs.push("world2");
  112360. attribs.push("world3");
  112361. }
  112362. // Get correct effect
  112363. var join = defines.join("\n");
  112364. if (this._cachedDefines !== join) {
  112365. this._cachedDefines = join;
  112366. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  112367. }
  112368. return this._effect.isReady();
  112369. };
  112370. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  112371. // Outline - step 1
  112372. this._savedDepthWrite = this._engine.getDepthWrite();
  112373. if (mesh.renderOutline) {
  112374. this._engine.setDepthWrite(false);
  112375. this.render(subMesh, batch);
  112376. this._engine.setDepthWrite(this._savedDepthWrite);
  112377. }
  112378. };
  112379. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  112380. // Outline - step 2
  112381. if (mesh.renderOutline && this._savedDepthWrite) {
  112382. this._engine.setDepthWrite(true);
  112383. this._engine.setColorWrite(false);
  112384. this.render(subMesh, batch);
  112385. this._engine.setColorWrite(true);
  112386. }
  112387. // Overlay
  112388. if (mesh.renderOverlay) {
  112389. var currentMode = this._engine.getAlphaMode();
  112390. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112391. this.render(subMesh, batch, true);
  112392. this._engine.setAlphaMode(currentMode);
  112393. }
  112394. };
  112395. return OutlineRenderer;
  112396. }());
  112397. BABYLON.OutlineRenderer = OutlineRenderer;
  112398. })(BABYLON || (BABYLON = {}));
  112399. //# sourceMappingURL=babylon.outlineRenderer.js.map
  112400. var BABYLON;
  112401. (function (BABYLON) {
  112402. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  112403. if (this._edgesRenderer) {
  112404. this._edgesRenderer.dispose();
  112405. this._edgesRenderer = null;
  112406. }
  112407. return this;
  112408. };
  112409. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112410. if (epsilon === void 0) { epsilon = 0.95; }
  112411. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112412. this.disableEdgesRendering();
  112413. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112414. return this;
  112415. };
  112416. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  112417. get: function () {
  112418. return this._edgesRenderer;
  112419. },
  112420. enumerable: true,
  112421. configurable: true
  112422. });
  112423. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112424. if (epsilon === void 0) { epsilon = 0.95; }
  112425. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112426. this.disableEdgesRendering();
  112427. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112428. return this;
  112429. };
  112430. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112431. if (epsilon === void 0) { epsilon = 0.95; }
  112432. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112433. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  112434. return this;
  112435. };
  112436. /**
  112437. * FaceAdjacencies Helper class to generate edges
  112438. */
  112439. var FaceAdjacencies = /** @class */ (function () {
  112440. function FaceAdjacencies() {
  112441. this.edges = new Array();
  112442. this.edgesConnectedCount = 0;
  112443. }
  112444. return FaceAdjacencies;
  112445. }());
  112446. /**
  112447. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  112448. */
  112449. var EdgesRenderer = /** @class */ (function () {
  112450. /**
  112451. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  112452. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  112453. * @param source Mesh used to create edges
  112454. * @param epsilon sum of angles in adjacency to check for edge
  112455. * @param checkVerticesInsteadOfIndices
  112456. * @param generateEdgesLines - should generate Lines or only prepare resources.
  112457. */
  112458. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  112459. if (epsilon === void 0) { epsilon = 0.95; }
  112460. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112461. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  112462. var _this = this;
  112463. /**
  112464. * Define the size of the edges with an orthographic camera
  112465. */
  112466. this.edgesWidthScalerForOrthographic = 1000.0;
  112467. /**
  112468. * Define the size of the edges with a perspective camera
  112469. */
  112470. this.edgesWidthScalerForPerspective = 50.0;
  112471. this._linesPositions = new Array();
  112472. this._linesNormals = new Array();
  112473. this._linesIndices = new Array();
  112474. this._buffers = {};
  112475. this._checkVerticesInsteadOfIndices = false;
  112476. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  112477. this.isEnabled = true;
  112478. this._source = source;
  112479. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  112480. this._epsilon = epsilon;
  112481. this._prepareRessources();
  112482. if (generateEdgesLines) {
  112483. this._generateEdgesLines();
  112484. }
  112485. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  112486. _this._rebuild();
  112487. });
  112488. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  112489. _this.dispose();
  112490. });
  112491. }
  112492. EdgesRenderer.prototype._prepareRessources = function () {
  112493. if (this._lineShader) {
  112494. return;
  112495. }
  112496. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  112497. attributes: ["position", "normal"],
  112498. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  112499. });
  112500. this._lineShader.disableDepthWrite = true;
  112501. this._lineShader.backFaceCulling = false;
  112502. };
  112503. /** @hidden */
  112504. EdgesRenderer.prototype._rebuild = function () {
  112505. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112506. if (buffer) {
  112507. buffer._rebuild();
  112508. }
  112509. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112510. if (buffer) {
  112511. buffer._rebuild();
  112512. }
  112513. var scene = this._source.getScene();
  112514. var engine = scene.getEngine();
  112515. this._ib = engine.createIndexBuffer(this._linesIndices);
  112516. };
  112517. /**
  112518. * Releases the required resources for the edges renderer
  112519. */
  112520. EdgesRenderer.prototype.dispose = function () {
  112521. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  112522. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  112523. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112524. if (buffer) {
  112525. buffer.dispose();
  112526. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  112527. }
  112528. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112529. if (buffer) {
  112530. buffer.dispose();
  112531. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  112532. }
  112533. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  112534. this._lineShader.dispose();
  112535. };
  112536. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  112537. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  112538. return 0;
  112539. }
  112540. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  112541. return 1;
  112542. }
  112543. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  112544. return 2;
  112545. }
  112546. return -1;
  112547. };
  112548. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  112549. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  112550. return 0;
  112551. }
  112552. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  112553. return 1;
  112554. }
  112555. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  112556. return 2;
  112557. }
  112558. return -1;
  112559. };
  112560. /**
  112561. * Checks if the pair of p0 and p1 is en edge
  112562. * @param faceIndex
  112563. * @param edge
  112564. * @param faceNormals
  112565. * @param p0
  112566. * @param p1
  112567. * @private
  112568. */
  112569. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  112570. var needToCreateLine;
  112571. if (edge === undefined) {
  112572. needToCreateLine = true;
  112573. }
  112574. else {
  112575. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  112576. needToCreateLine = dotProduct < this._epsilon;
  112577. }
  112578. if (needToCreateLine) {
  112579. this.createLine(p0, p1, this._linesPositions.length / 3);
  112580. }
  112581. };
  112582. /**
  112583. * push line into the position, normal and index buffer
  112584. * @protected
  112585. */
  112586. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  112587. // Positions
  112588. 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);
  112589. // Normals
  112590. 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);
  112591. // Indices
  112592. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  112593. };
  112594. /**
  112595. * Generates lines edges from adjacencjes
  112596. * @private
  112597. */
  112598. EdgesRenderer.prototype._generateEdgesLines = function () {
  112599. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112600. var indices = this._source.getIndices();
  112601. if (!indices || !positions) {
  112602. return;
  112603. }
  112604. // First let's find adjacencies
  112605. var adjacencies = new Array();
  112606. var faceNormals = new Array();
  112607. var index;
  112608. var faceAdjacencies;
  112609. // Prepare faces
  112610. for (index = 0; index < indices.length; index += 3) {
  112611. faceAdjacencies = new FaceAdjacencies();
  112612. var p0Index = indices[index];
  112613. var p1Index = indices[index + 1];
  112614. var p2Index = indices[index + 2];
  112615. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  112616. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  112617. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  112618. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  112619. faceNormal.normalize();
  112620. faceNormals.push(faceNormal);
  112621. adjacencies.push(faceAdjacencies);
  112622. }
  112623. // Scan
  112624. for (index = 0; index < adjacencies.length; index++) {
  112625. faceAdjacencies = adjacencies[index];
  112626. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  112627. var otherFaceAdjacencies = adjacencies[otherIndex];
  112628. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  112629. break;
  112630. }
  112631. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  112632. continue;
  112633. }
  112634. var otherP0 = indices[otherIndex * 3];
  112635. var otherP1 = indices[otherIndex * 3 + 1];
  112636. var otherP2 = indices[otherIndex * 3 + 2];
  112637. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  112638. var otherEdgeIndex = 0;
  112639. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  112640. continue;
  112641. }
  112642. switch (edgeIndex) {
  112643. case 0:
  112644. if (this._checkVerticesInsteadOfIndices) {
  112645. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112646. }
  112647. else {
  112648. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  112649. }
  112650. break;
  112651. case 1:
  112652. if (this._checkVerticesInsteadOfIndices) {
  112653. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112654. }
  112655. else {
  112656. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  112657. }
  112658. break;
  112659. case 2:
  112660. if (this._checkVerticesInsteadOfIndices) {
  112661. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112662. }
  112663. else {
  112664. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  112665. }
  112666. break;
  112667. }
  112668. if (otherEdgeIndex === -1) {
  112669. continue;
  112670. }
  112671. faceAdjacencies.edges[edgeIndex] = otherIndex;
  112672. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  112673. faceAdjacencies.edgesConnectedCount++;
  112674. otherFaceAdjacencies.edgesConnectedCount++;
  112675. if (faceAdjacencies.edgesConnectedCount === 3) {
  112676. break;
  112677. }
  112678. }
  112679. }
  112680. }
  112681. // Create lines
  112682. for (index = 0; index < adjacencies.length; index++) {
  112683. // 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
  112684. var current = adjacencies[index];
  112685. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  112686. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  112687. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  112688. }
  112689. // Merge into a single mesh
  112690. var engine = this._source.getScene().getEngine();
  112691. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112692. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112693. this._ib = engine.createIndexBuffer(this._linesIndices);
  112694. this._indicesCount = this._linesIndices.length;
  112695. };
  112696. /**
  112697. * Checks wether or not the edges renderer is ready to render.
  112698. * @return true if ready, otherwise false.
  112699. */
  112700. EdgesRenderer.prototype.isReady = function () {
  112701. return this._lineShader.isReady();
  112702. };
  112703. /**
  112704. * Renders the edges of the attached mesh,
  112705. */
  112706. EdgesRenderer.prototype.render = function () {
  112707. var scene = this._source.getScene();
  112708. if (!this.isReady() || !scene.activeCamera) {
  112709. return;
  112710. }
  112711. var engine = scene.getEngine();
  112712. this._lineShader._preBind();
  112713. if (this._source.edgesColor.a !== 1) {
  112714. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112715. }
  112716. else {
  112717. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  112718. }
  112719. // VBOs
  112720. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  112721. scene.resetCachedMaterial();
  112722. this._lineShader.setColor4("color", this._source.edgesColor);
  112723. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  112724. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  112725. }
  112726. else {
  112727. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  112728. }
  112729. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  112730. this._lineShader.bind(this._source.getWorldMatrix());
  112731. // Draw order
  112732. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  112733. this._lineShader.unbind();
  112734. };
  112735. return EdgesRenderer;
  112736. }());
  112737. BABYLON.EdgesRenderer = EdgesRenderer;
  112738. })(BABYLON || (BABYLON = {}));
  112739. //# sourceMappingURL=babylon.edgesRenderer.js.map
  112740. var BABYLON;
  112741. (function (BABYLON) {
  112742. /**
  112743. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  112744. */
  112745. var LineEdgesRenderer = /** @class */ (function (_super) {
  112746. __extends(LineEdgesRenderer, _super);
  112747. /**
  112748. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  112749. * @param source LineMesh used to generate edges
  112750. * @param epsilon not important (specified angle for edge detection)
  112751. * @param checkVerticesInsteadOfIndices not important for LineMesh
  112752. */
  112753. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  112754. if (epsilon === void 0) { epsilon = 0.95; }
  112755. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112756. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  112757. _this._generateEdgesLines();
  112758. return _this;
  112759. }
  112760. /**
  112761. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  112762. */
  112763. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  112764. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112765. var indices = this._source.getIndices();
  112766. if (!indices || !positions) {
  112767. return;
  112768. }
  112769. var p0 = BABYLON.Tmp.Vector3[0];
  112770. var p1 = BABYLON.Tmp.Vector3[1];
  112771. var len = indices.length - 1;
  112772. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  112773. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  112774. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  112775. this.createLine(p0, p1, offset);
  112776. }
  112777. // Merge into a single mesh
  112778. var engine = this._source.getScene().getEngine();
  112779. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112780. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112781. this._ib = engine.createIndexBuffer(this._linesIndices);
  112782. this._indicesCount = this._linesIndices.length;
  112783. };
  112784. return LineEdgesRenderer;
  112785. }(BABYLON.EdgesRenderer));
  112786. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  112787. })(BABYLON || (BABYLON = {}));
  112788. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  112789. var BABYLON;
  112790. (function (BABYLON) {
  112791. // Adds the parser to the scene parsers.
  112792. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  112793. if (parsedData.effectLayers) {
  112794. if (!container.effectLayers) {
  112795. container.effectLayers = new Array();
  112796. }
  112797. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  112798. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  112799. container.effectLayers.push(effectLayer);
  112800. }
  112801. }
  112802. });
  112803. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  112804. var index = this.effectLayers.indexOf(toRemove);
  112805. if (index !== -1) {
  112806. this.effectLayers.splice(index, 1);
  112807. }
  112808. return index;
  112809. };
  112810. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  112811. this.effectLayers.push(newEffectLayer);
  112812. };
  112813. /**
  112814. * Defines the layer scene component responsible to manage any effect layers
  112815. * in a given scene.
  112816. */
  112817. var EffectLayerSceneComponent = /** @class */ (function () {
  112818. /**
  112819. * Creates a new instance of the component for the given scene
  112820. * @param scene Defines the scene to register the component in
  112821. */
  112822. function EffectLayerSceneComponent(scene) {
  112823. /**
  112824. * The component name helpfull to identify the component in the list of scene components.
  112825. */
  112826. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  112827. this._renderEffects = false;
  112828. this._needStencil = false;
  112829. this._previousStencilState = false;
  112830. this.scene = scene;
  112831. this._engine = scene.getEngine();
  112832. scene.effectLayers = new Array();
  112833. }
  112834. /**
  112835. * Registers the component in a given scene
  112836. */
  112837. EffectLayerSceneComponent.prototype.register = function () {
  112838. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  112839. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  112840. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  112841. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  112842. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  112843. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  112844. };
  112845. /**
  112846. * Rebuilds the elements related to this component in case of
  112847. * context lost for instance.
  112848. */
  112849. EffectLayerSceneComponent.prototype.rebuild = function () {
  112850. var layers = this.scene.effectLayers;
  112851. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  112852. var effectLayer = layers_1[_i];
  112853. effectLayer._rebuild();
  112854. }
  112855. };
  112856. /**
  112857. * Serializes the component data to the specified json object
  112858. * @param serializationObject The object to serialize to
  112859. */
  112860. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  112861. // Effect layers
  112862. serializationObject.effectLayers = [];
  112863. var layers = this.scene.effectLayers;
  112864. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  112865. var effectLayer = layers_2[_i];
  112866. if (effectLayer.serialize) {
  112867. serializationObject.effectLayers.push(effectLayer.serialize());
  112868. }
  112869. }
  112870. };
  112871. /**
  112872. * Adds all the element from the container to the scene
  112873. * @param container the container holding the elements
  112874. */
  112875. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  112876. var _this = this;
  112877. if (!container.effectLayers) {
  112878. return;
  112879. }
  112880. container.effectLayers.forEach(function (o) {
  112881. _this.scene.addEffectLayer(o);
  112882. });
  112883. };
  112884. /**
  112885. * Removes all the elements in the container from the scene
  112886. * @param container contains the elements to remove
  112887. */
  112888. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  112889. var _this = this;
  112890. if (!container.effectLayers) {
  112891. return;
  112892. }
  112893. container.effectLayers.forEach(function (o) {
  112894. _this.scene.removeEffectLayer(o);
  112895. });
  112896. };
  112897. /**
  112898. * Disposes the component and the associated ressources.
  112899. */
  112900. EffectLayerSceneComponent.prototype.dispose = function () {
  112901. var layers = this.scene.effectLayers;
  112902. while (layers.length) {
  112903. layers[0].dispose();
  112904. }
  112905. };
  112906. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  112907. var layers = this.scene.effectLayers;
  112908. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  112909. var layer = layers_3[_i];
  112910. if (!layer.hasMesh(mesh)) {
  112911. continue;
  112912. }
  112913. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  112914. var subMesh = _b[_a];
  112915. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  112916. return false;
  112917. }
  112918. }
  112919. }
  112920. return true;
  112921. };
  112922. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  112923. this._renderEffects = false;
  112924. this._needStencil = false;
  112925. var layers = this.scene.effectLayers;
  112926. if (layers && layers.length > 0) {
  112927. this._previousStencilState = this._engine.getStencilBuffer();
  112928. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  112929. var effectLayer = layers_4[_i];
  112930. if (effectLayer.shouldRender() &&
  112931. (!effectLayer.camera ||
  112932. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  112933. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  112934. this._renderEffects = true;
  112935. this._needStencil = this._needStencil || effectLayer.needStencil();
  112936. var renderTarget = effectLayer._mainTexture;
  112937. if (renderTarget._shouldRender()) {
  112938. this.scene.incrementRenderId();
  112939. renderTarget.render(false, false);
  112940. }
  112941. }
  112942. }
  112943. this.scene.incrementRenderId();
  112944. }
  112945. };
  112946. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  112947. // Activate effect Layer stencil
  112948. if (this._needStencil) {
  112949. this._engine.setStencilBuffer(true);
  112950. }
  112951. };
  112952. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  112953. // Restore effect Layer stencil
  112954. if (this._needStencil) {
  112955. this._engine.setStencilBuffer(this._previousStencilState);
  112956. }
  112957. };
  112958. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  112959. if (this._renderEffects) {
  112960. this._engine.setDepthBuffer(false);
  112961. var layers = this.scene.effectLayers;
  112962. for (var i = 0; i < layers.length; i++) {
  112963. var effectLayer = layers[i];
  112964. if (effectLayer.renderingGroupId === renderingGroupId) {
  112965. if (effectLayer.shouldRender()) {
  112966. effectLayer.render();
  112967. }
  112968. }
  112969. }
  112970. this._engine.setDepthBuffer(true);
  112971. }
  112972. };
  112973. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  112974. if (this._renderEffects) {
  112975. this._draw(-1);
  112976. }
  112977. };
  112978. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  112979. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  112980. this._draw(index);
  112981. }
  112982. };
  112983. return EffectLayerSceneComponent;
  112984. }());
  112985. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  112986. })(BABYLON || (BABYLON = {}));
  112987. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  112988. var __assign = (this && this.__assign) || function () {
  112989. __assign = Object.assign || function(t) {
  112990. for (var s, i = 1, n = arguments.length; i < n; i++) {
  112991. s = arguments[i];
  112992. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  112993. t[p] = s[p];
  112994. }
  112995. return t;
  112996. };
  112997. return __assign.apply(this, arguments);
  112998. };
  112999. var BABYLON;
  113000. (function (BABYLON) {
  113001. /**
  113002. * The effect layer Helps adding post process effect blended with the main pass.
  113003. *
  113004. * This can be for instance use to generate glow or higlight effects on the scene.
  113005. *
  113006. * The effect layer class can not be used directly and is intented to inherited from to be
  113007. * customized per effects.
  113008. */
  113009. var EffectLayer = /** @class */ (function () {
  113010. /**
  113011. * Instantiates a new effect Layer and references it in the scene.
  113012. * @param name The name of the layer
  113013. * @param scene The scene to use the layer in
  113014. */
  113015. function EffectLayer(
  113016. /** The Friendly of the effect in the scene */
  113017. name, scene) {
  113018. this._vertexBuffers = {};
  113019. this._maxSize = 0;
  113020. this._mainTextureDesiredSize = { width: 0, height: 0 };
  113021. this._shouldRender = true;
  113022. this._postProcesses = [];
  113023. this._textures = [];
  113024. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  113025. /**
  113026. * The clear color of the texture used to generate the glow map.
  113027. */
  113028. this.neutralColor = new BABYLON.Color4();
  113029. /**
  113030. * Specifies wether the highlight layer is enabled or not.
  113031. */
  113032. this.isEnabled = true;
  113033. /**
  113034. * An event triggered when the effect layer has been disposed.
  113035. */
  113036. this.onDisposeObservable = new BABYLON.Observable();
  113037. /**
  113038. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  113039. */
  113040. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  113041. /**
  113042. * An event triggered when the generated texture is being merged in the scene.
  113043. */
  113044. this.onBeforeComposeObservable = new BABYLON.Observable();
  113045. /**
  113046. * An event triggered when the generated texture has been merged in the scene.
  113047. */
  113048. this.onAfterComposeObservable = new BABYLON.Observable();
  113049. /**
  113050. * An event triggered when the efffect layer changes its size.
  113051. */
  113052. this.onSizeChangedObservable = new BABYLON.Observable();
  113053. this.name = name;
  113054. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  113055. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  113056. if (!component) {
  113057. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  113058. this._scene._addComponent(component);
  113059. }
  113060. this._engine = this._scene.getEngine();
  113061. this._maxSize = this._engine.getCaps().maxTextureSize;
  113062. this._scene.effectLayers.push(this);
  113063. // Generate Buffers
  113064. this._generateIndexBuffer();
  113065. this._genrateVertexBuffer();
  113066. }
  113067. Object.defineProperty(EffectLayer.prototype, "camera", {
  113068. /**
  113069. * Gets the camera attached to the layer.
  113070. */
  113071. get: function () {
  113072. return this._effectLayerOptions.camera;
  113073. },
  113074. enumerable: true,
  113075. configurable: true
  113076. });
  113077. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  113078. /**
  113079. * Gets the rendering group id the layer should render in.
  113080. */
  113081. get: function () {
  113082. return this._effectLayerOptions.renderingGroupId;
  113083. },
  113084. enumerable: true,
  113085. configurable: true
  113086. });
  113087. /**
  113088. * Initializes the effect layer with the required options.
  113089. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113090. */
  113091. EffectLayer.prototype._init = function (options) {
  113092. // Adapt options
  113093. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  113094. this._setMainTextureSize();
  113095. this._createMainTexture();
  113096. this._createTextureAndPostProcesses();
  113097. this._mergeEffect = this._createMergeEffect();
  113098. };
  113099. /**
  113100. * Generates the index buffer of the full screen quad blending to the main canvas.
  113101. */
  113102. EffectLayer.prototype._generateIndexBuffer = function () {
  113103. // Indices
  113104. var indices = [];
  113105. indices.push(0);
  113106. indices.push(1);
  113107. indices.push(2);
  113108. indices.push(0);
  113109. indices.push(2);
  113110. indices.push(3);
  113111. this._indexBuffer = this._engine.createIndexBuffer(indices);
  113112. };
  113113. /**
  113114. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113115. */
  113116. EffectLayer.prototype._genrateVertexBuffer = function () {
  113117. // VBO
  113118. var vertices = [];
  113119. vertices.push(1, 1);
  113120. vertices.push(-1, 1);
  113121. vertices.push(-1, -1);
  113122. vertices.push(1, -1);
  113123. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113124. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113125. };
  113126. /**
  113127. * Sets the main texture desired size which is the closest power of two
  113128. * of the engine canvas size.
  113129. */
  113130. EffectLayer.prototype._setMainTextureSize = function () {
  113131. if (this._effectLayerOptions.mainTextureFixedSize) {
  113132. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  113133. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  113134. }
  113135. else {
  113136. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  113137. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  113138. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  113139. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  113140. }
  113141. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  113142. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  113143. };
  113144. /**
  113145. * Creates the main texture for the effect layer.
  113146. */
  113147. EffectLayer.prototype._createMainTexture = function () {
  113148. var _this = this;
  113149. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  113150. width: this._mainTextureDesiredSize.width,
  113151. height: this._mainTextureDesiredSize.height
  113152. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113153. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  113154. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113155. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113156. this._mainTexture.anisotropicFilteringLevel = 1;
  113157. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113158. this._mainTexture.renderParticles = false;
  113159. this._mainTexture.renderList = null;
  113160. this._mainTexture.ignoreCameraViewport = true;
  113161. // Custom render function
  113162. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  113163. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  113164. var index;
  113165. var engine = _this._scene.getEngine();
  113166. if (depthOnlySubMeshes.length) {
  113167. engine.setColorWrite(false);
  113168. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  113169. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  113170. }
  113171. engine.setColorWrite(true);
  113172. }
  113173. for (index = 0; index < opaqueSubMeshes.length; index++) {
  113174. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  113175. }
  113176. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  113177. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  113178. }
  113179. for (index = 0; index < transparentSubMeshes.length; index++) {
  113180. _this._renderSubMesh(transparentSubMeshes.data[index]);
  113181. }
  113182. };
  113183. this._mainTexture.onClearObservable.add(function (engine) {
  113184. engine.clear(_this.neutralColor, true, true, true);
  113185. });
  113186. };
  113187. /**
  113188. * Checks for the readiness of the element composing the layer.
  113189. * @param subMesh the mesh to check for
  113190. * @param useInstances specify wether or not to use instances to render the mesh
  113191. * @param emissiveTexture the associated emissive texture used to generate the glow
  113192. * @return true if ready otherwise, false
  113193. */
  113194. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  113195. var material = subMesh.getMaterial();
  113196. if (!material) {
  113197. return false;
  113198. }
  113199. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  113200. return false;
  113201. }
  113202. var defines = [];
  113203. var attribs = [BABYLON.VertexBuffer.PositionKind];
  113204. var mesh = subMesh.getMesh();
  113205. var uv1 = false;
  113206. var uv2 = false;
  113207. // Alpha test
  113208. if (material && material.needAlphaTesting()) {
  113209. var alphaTexture = material.getAlphaTestTexture();
  113210. if (alphaTexture) {
  113211. defines.push("#define ALPHATEST");
  113212. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113213. alphaTexture.coordinatesIndex === 1) {
  113214. defines.push("#define DIFFUSEUV2");
  113215. uv2 = true;
  113216. }
  113217. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113218. defines.push("#define DIFFUSEUV1");
  113219. uv1 = true;
  113220. }
  113221. }
  113222. }
  113223. // Emissive
  113224. if (emissiveTexture) {
  113225. defines.push("#define EMISSIVE");
  113226. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113227. emissiveTexture.coordinatesIndex === 1) {
  113228. defines.push("#define EMISSIVEUV2");
  113229. uv2 = true;
  113230. }
  113231. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113232. defines.push("#define EMISSIVEUV1");
  113233. uv1 = true;
  113234. }
  113235. }
  113236. if (uv1) {
  113237. attribs.push(BABYLON.VertexBuffer.UVKind);
  113238. defines.push("#define UV1");
  113239. }
  113240. if (uv2) {
  113241. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  113242. defines.push("#define UV2");
  113243. }
  113244. // Bones
  113245. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  113246. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  113247. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  113248. if (mesh.numBoneInfluencers > 4) {
  113249. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  113250. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  113251. }
  113252. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  113253. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  113254. }
  113255. else {
  113256. defines.push("#define NUM_BONE_INFLUENCERS 0");
  113257. }
  113258. // Morph targets
  113259. var manager = mesh.morphTargetManager;
  113260. var morphInfluencers = 0;
  113261. if (manager) {
  113262. if (manager.numInfluencers > 0) {
  113263. defines.push("#define MORPHTARGETS");
  113264. morphInfluencers = manager.numInfluencers;
  113265. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  113266. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  113267. }
  113268. }
  113269. // Instances
  113270. if (useInstances) {
  113271. defines.push("#define INSTANCES");
  113272. attribs.push("world0");
  113273. attribs.push("world1");
  113274. attribs.push("world2");
  113275. attribs.push("world3");
  113276. }
  113277. // Get correct effect
  113278. var join = defines.join("\n");
  113279. if (this._cachedDefines !== join) {
  113280. this._cachedDefines = join;
  113281. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  113282. }
  113283. return this._effectLayerMapGenerationEffect.isReady();
  113284. };
  113285. /**
  113286. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113287. */
  113288. EffectLayer.prototype.render = function () {
  113289. var currentEffect = this._mergeEffect;
  113290. // Check
  113291. if (!currentEffect.isReady()) {
  113292. return;
  113293. }
  113294. for (var i = 0; i < this._postProcesses.length; i++) {
  113295. if (!this._postProcesses[i].isReady()) {
  113296. return;
  113297. }
  113298. }
  113299. var engine = this._scene.getEngine();
  113300. this.onBeforeComposeObservable.notifyObservers(this);
  113301. // Render
  113302. engine.enableEffect(currentEffect);
  113303. engine.setState(false);
  113304. // VBOs
  113305. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113306. // Cache
  113307. var previousAlphaMode = engine.getAlphaMode();
  113308. // Go Blend.
  113309. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  113310. // Blends the map on the main canvas.
  113311. this._internalRender(currentEffect);
  113312. // Restore Alpha
  113313. engine.setAlphaMode(previousAlphaMode);
  113314. this.onAfterComposeObservable.notifyObservers(this);
  113315. // Handle size changes.
  113316. var size = this._mainTexture.getSize();
  113317. this._setMainTextureSize();
  113318. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  113319. // Recreate RTT and post processes on size change.
  113320. this.onSizeChangedObservable.notifyObservers(this);
  113321. this._disposeTextureAndPostProcesses();
  113322. this._createMainTexture();
  113323. this._createTextureAndPostProcesses();
  113324. }
  113325. };
  113326. /**
  113327. * Determine if a given mesh will be used in the current effect.
  113328. * @param mesh mesh to test
  113329. * @returns true if the mesh will be used
  113330. */
  113331. EffectLayer.prototype.hasMesh = function (mesh) {
  113332. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  113333. return true;
  113334. }
  113335. return false;
  113336. };
  113337. /**
  113338. * Returns true if the layer contains information to display, otherwise false.
  113339. * @returns true if the glow layer should be rendered
  113340. */
  113341. EffectLayer.prototype.shouldRender = function () {
  113342. return this.isEnabled && this._shouldRender;
  113343. };
  113344. /**
  113345. * Returns true if the mesh should render, otherwise false.
  113346. * @param mesh The mesh to render
  113347. * @returns true if it should render otherwise false
  113348. */
  113349. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  113350. return true;
  113351. };
  113352. /**
  113353. * Returns true if the mesh should render, otherwise false.
  113354. * @param mesh The mesh to render
  113355. * @returns true if it should render otherwise false
  113356. */
  113357. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  113358. return true;
  113359. };
  113360. /**
  113361. * Renders the submesh passed in parameter to the generation map.
  113362. */
  113363. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  113364. var _this = this;
  113365. if (!this.shouldRender()) {
  113366. return;
  113367. }
  113368. var material = subMesh.getMaterial();
  113369. var mesh = subMesh.getRenderingMesh();
  113370. var scene = this._scene;
  113371. var engine = scene.getEngine();
  113372. if (!material) {
  113373. return;
  113374. }
  113375. // Do not block in blend mode.
  113376. if (material.needAlphaBlendingForMesh(mesh)) {
  113377. return;
  113378. }
  113379. // Culling
  113380. engine.setState(material.backFaceCulling);
  113381. // Managing instances
  113382. var batch = mesh._getInstancesRenderList(subMesh._id);
  113383. if (batch.mustReturn) {
  113384. return;
  113385. }
  113386. // Early Exit per mesh
  113387. if (!this._shouldRenderMesh(mesh)) {
  113388. return;
  113389. }
  113390. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  113391. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  113392. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  113393. engine.enableEffect(this._effectLayerMapGenerationEffect);
  113394. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  113395. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  113396. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  113397. // Alpha test
  113398. if (material && material.needAlphaTesting()) {
  113399. var alphaTexture = material.getAlphaTestTexture();
  113400. if (alphaTexture) {
  113401. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  113402. var textureMatrix = alphaTexture.getTextureMatrix();
  113403. if (textureMatrix) {
  113404. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  113405. }
  113406. }
  113407. }
  113408. // Glow emissive only
  113409. if (this._emissiveTextureAndColor.texture) {
  113410. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  113411. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  113412. }
  113413. // Bones
  113414. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  113415. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  113416. }
  113417. // Morph targets
  113418. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  113419. // Draw
  113420. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  113421. }
  113422. else {
  113423. // Need to reset refresh rate of the main map
  113424. this._mainTexture.resetRefreshCounter();
  113425. }
  113426. };
  113427. /**
  113428. * Rebuild the required buffers.
  113429. * @hidden Internal use only.
  113430. */
  113431. EffectLayer.prototype._rebuild = function () {
  113432. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113433. if (vb) {
  113434. vb._rebuild();
  113435. }
  113436. this._generateIndexBuffer();
  113437. };
  113438. /**
  113439. * Dispose only the render target textures and post process.
  113440. */
  113441. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  113442. this._mainTexture.dispose();
  113443. for (var i = 0; i < this._postProcesses.length; i++) {
  113444. if (this._postProcesses[i]) {
  113445. this._postProcesses[i].dispose();
  113446. }
  113447. }
  113448. this._postProcesses = [];
  113449. for (var i = 0; i < this._textures.length; i++) {
  113450. if (this._textures[i]) {
  113451. this._textures[i].dispose();
  113452. }
  113453. }
  113454. this._textures = [];
  113455. };
  113456. /**
  113457. * Dispose the highlight layer and free resources.
  113458. */
  113459. EffectLayer.prototype.dispose = function () {
  113460. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113461. if (vertexBuffer) {
  113462. vertexBuffer.dispose();
  113463. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113464. }
  113465. if (this._indexBuffer) {
  113466. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113467. this._indexBuffer = null;
  113468. }
  113469. // Clean textures and post processes
  113470. this._disposeTextureAndPostProcesses();
  113471. // Remove from scene
  113472. var index = this._scene.effectLayers.indexOf(this, 0);
  113473. if (index > -1) {
  113474. this._scene.effectLayers.splice(index, 1);
  113475. }
  113476. // Callback
  113477. this.onDisposeObservable.notifyObservers(this);
  113478. this.onDisposeObservable.clear();
  113479. this.onBeforeRenderMainTextureObservable.clear();
  113480. this.onBeforeComposeObservable.clear();
  113481. this.onAfterComposeObservable.clear();
  113482. this.onSizeChangedObservable.clear();
  113483. };
  113484. /**
  113485. * Gets the class name of the effect layer
  113486. * @returns the string with the class name of the effect layer
  113487. */
  113488. EffectLayer.prototype.getClassName = function () {
  113489. return "EffectLayer";
  113490. };
  113491. /**
  113492. * Creates an effect layer from parsed effect layer data
  113493. * @param parsedEffectLayer defines effect layer data
  113494. * @param scene defines the current scene
  113495. * @param rootUrl defines the root URL containing the effect layer information
  113496. * @returns a parsed effect Layer
  113497. */
  113498. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  113499. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  113500. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  113501. };
  113502. __decorate([
  113503. BABYLON.serialize()
  113504. ], EffectLayer.prototype, "name", void 0);
  113505. __decorate([
  113506. BABYLON.serializeAsColor4()
  113507. ], EffectLayer.prototype, "neutralColor", void 0);
  113508. __decorate([
  113509. BABYLON.serialize()
  113510. ], EffectLayer.prototype, "isEnabled", void 0);
  113511. __decorate([
  113512. BABYLON.serializeAsCameraReference()
  113513. ], EffectLayer.prototype, "camera", null);
  113514. __decorate([
  113515. BABYLON.serialize()
  113516. ], EffectLayer.prototype, "renderingGroupId", null);
  113517. return EffectLayer;
  113518. }());
  113519. BABYLON.EffectLayer = EffectLayer;
  113520. })(BABYLON || (BABYLON = {}));
  113521. //# sourceMappingURL=babylon.effectLayer.js.map
  113522. var BABYLON;
  113523. (function (BABYLON) {
  113524. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  113525. for (var index = 0; index < this.effectLayers.length; index++) {
  113526. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  113527. return this.effectLayers[index];
  113528. }
  113529. }
  113530. return null;
  113531. };
  113532. /**
  113533. * Special Glow Blur post process only blurring the alpha channel
  113534. * It enforces keeping the most luminous color in the color channel.
  113535. */
  113536. var GlowBlurPostProcess = /** @class */ (function (_super) {
  113537. __extends(GlowBlurPostProcess, _super);
  113538. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  113539. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  113540. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  113541. _this.direction = direction;
  113542. _this.kernel = kernel;
  113543. _this.onApplyObservable.add(function (effect) {
  113544. effect.setFloat2("screenSize", _this.width, _this.height);
  113545. effect.setVector2("direction", _this.direction);
  113546. effect.setFloat("blurWidth", _this.kernel);
  113547. });
  113548. return _this;
  113549. }
  113550. return GlowBlurPostProcess;
  113551. }(BABYLON.PostProcess));
  113552. /**
  113553. * The highlight layer Helps adding a glow effect around a mesh.
  113554. *
  113555. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113556. * glowy meshes to your scene.
  113557. *
  113558. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113559. */
  113560. var HighlightLayer = /** @class */ (function (_super) {
  113561. __extends(HighlightLayer, _super);
  113562. /**
  113563. * Instantiates a new highlight Layer and references it to the scene..
  113564. * @param name The name of the layer
  113565. * @param scene The scene to use the layer in
  113566. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113567. */
  113568. function HighlightLayer(name, scene, options) {
  113569. var _this = _super.call(this, name, scene) || this;
  113570. _this.name = name;
  113571. /**
  113572. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113573. */
  113574. _this.innerGlow = true;
  113575. /**
  113576. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113577. */
  113578. _this.outerGlow = true;
  113579. /**
  113580. * An event triggered when the highlight layer is being blurred.
  113581. */
  113582. _this.onBeforeBlurObservable = new BABYLON.Observable();
  113583. /**
  113584. * An event triggered when the highlight layer has been blurred.
  113585. */
  113586. _this.onAfterBlurObservable = new BABYLON.Observable();
  113587. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  113588. _this._meshes = {};
  113589. _this._excludedMeshes = {};
  113590. _this.neutralColor = HighlightLayer.NeutralColor;
  113591. // Warn on stencil
  113592. if (!_this._engine.isStencilEnable) {
  113593. 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 }");
  113594. }
  113595. // Adapt options
  113596. _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);
  113597. // Initialize the layer
  113598. _this._init({
  113599. alphaBlendingMode: _this._options.alphaBlendingMode,
  113600. camera: _this._options.camera,
  113601. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113602. mainTextureRatio: _this._options.mainTextureRatio,
  113603. renderingGroupId: _this._options.renderingGroupId
  113604. });
  113605. // Do not render as long as no meshes have been added
  113606. _this._shouldRender = false;
  113607. return _this;
  113608. }
  113609. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  113610. /**
  113611. * Gets the horizontal size of the blur.
  113612. */
  113613. get: function () {
  113614. return this._horizontalBlurPostprocess.kernel;
  113615. },
  113616. /**
  113617. * Specifies the horizontal size of the blur.
  113618. */
  113619. set: function (value) {
  113620. this._horizontalBlurPostprocess.kernel = value;
  113621. },
  113622. enumerable: true,
  113623. configurable: true
  113624. });
  113625. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  113626. /**
  113627. * Gets the vertical size of the blur.
  113628. */
  113629. get: function () {
  113630. return this._verticalBlurPostprocess.kernel;
  113631. },
  113632. /**
  113633. * Specifies the vertical size of the blur.
  113634. */
  113635. set: function (value) {
  113636. this._verticalBlurPostprocess.kernel = value;
  113637. },
  113638. enumerable: true,
  113639. configurable: true
  113640. });
  113641. /**
  113642. * Get the effect name of the layer.
  113643. * @return The effect name
  113644. */
  113645. HighlightLayer.prototype.getEffectName = function () {
  113646. return HighlightLayer.EffectName;
  113647. };
  113648. /**
  113649. * Create the merge effect. This is the shader use to blit the information back
  113650. * to the main canvas at the end of the scene rendering.
  113651. */
  113652. HighlightLayer.prototype._createMergeEffect = function () {
  113653. // Effect
  113654. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  113655. };
  113656. /**
  113657. * Creates the render target textures and post processes used in the highlight layer.
  113658. */
  113659. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  113660. var _this = this;
  113661. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  113662. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  113663. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113664. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113665. var textureType = 0;
  113666. if (this._engine.getCaps().textureHalfFloatRender) {
  113667. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113668. }
  113669. else {
  113670. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113671. }
  113672. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  113673. width: blurTextureWidth,
  113674. height: blurTextureHeight
  113675. }, this._scene, false, true, textureType);
  113676. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113677. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113678. this._blurTexture.anisotropicFilteringLevel = 16;
  113679. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  113680. this._blurTexture.renderParticles = false;
  113681. this._blurTexture.ignoreCameraViewport = true;
  113682. this._textures = [this._blurTexture];
  113683. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  113684. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113685. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  113686. effect.setTexture("textureSampler", _this._mainTexture);
  113687. });
  113688. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113689. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113690. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113691. });
  113692. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113693. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  113694. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113695. });
  113696. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113697. }
  113698. else {
  113699. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  113700. width: blurTextureWidth,
  113701. height: blurTextureHeight
  113702. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113703. this._horizontalBlurPostprocess.width = blurTextureWidth;
  113704. this._horizontalBlurPostprocess.height = blurTextureHeight;
  113705. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113706. effect.setTexture("textureSampler", _this._mainTexture);
  113707. });
  113708. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  113709. width: blurTextureWidth,
  113710. height: blurTextureHeight
  113711. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113712. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113713. }
  113714. this._mainTexture.onAfterUnbindObservable.add(function () {
  113715. _this.onBeforeBlurObservable.notifyObservers(_this);
  113716. var internalTexture = _this._blurTexture.getInternalTexture();
  113717. if (internalTexture) {
  113718. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  113719. }
  113720. _this.onAfterBlurObservable.notifyObservers(_this);
  113721. });
  113722. // Prevent autoClear.
  113723. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113724. };
  113725. /**
  113726. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113727. */
  113728. HighlightLayer.prototype.needStencil = function () {
  113729. return true;
  113730. };
  113731. /**
  113732. * Checks for the readiness of the element composing the layer.
  113733. * @param subMesh the mesh to check for
  113734. * @param useInstances specify wether or not to use instances to render the mesh
  113735. * @param emissiveTexture the associated emissive texture used to generate the glow
  113736. * @return true if ready otherwise, false
  113737. */
  113738. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  113739. var material = subMesh.getMaterial();
  113740. var mesh = subMesh.getRenderingMesh();
  113741. if (!material || !mesh || !this._meshes) {
  113742. return false;
  113743. }
  113744. var emissiveTexture = null;
  113745. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113746. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113747. emissiveTexture = material.emissiveTexture;
  113748. }
  113749. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113750. };
  113751. /**
  113752. * Implementation specific of rendering the generating effect on the main canvas.
  113753. * @param effect The effect used to render through
  113754. */
  113755. HighlightLayer.prototype._internalRender = function (effect) {
  113756. // Texture
  113757. effect.setTexture("textureSampler", this._blurTexture);
  113758. // Cache
  113759. var engine = this._engine;
  113760. var previousStencilBuffer = engine.getStencilBuffer();
  113761. var previousStencilFunction = engine.getStencilFunction();
  113762. var previousStencilMask = engine.getStencilMask();
  113763. var previousStencilOperationPass = engine.getStencilOperationPass();
  113764. var previousStencilOperationFail = engine.getStencilOperationFail();
  113765. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  113766. var previousStencilReference = engine.getStencilFunctionReference();
  113767. // Stencil operations
  113768. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  113769. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  113770. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  113771. // Draw order
  113772. engine.setStencilMask(0x00);
  113773. engine.setStencilBuffer(true);
  113774. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  113775. // 2 passes inner outer
  113776. if (this.outerGlow) {
  113777. effect.setFloat("offset", 0);
  113778. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  113779. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113780. }
  113781. if (this.innerGlow) {
  113782. effect.setFloat("offset", 1);
  113783. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  113784. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113785. }
  113786. // Restore Cache
  113787. engine.setStencilFunction(previousStencilFunction);
  113788. engine.setStencilMask(previousStencilMask);
  113789. engine.setStencilBuffer(previousStencilBuffer);
  113790. engine.setStencilOperationPass(previousStencilOperationPass);
  113791. engine.setStencilOperationFail(previousStencilOperationFail);
  113792. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  113793. engine.setStencilFunctionReference(previousStencilReference);
  113794. };
  113795. /**
  113796. * Returns true if the layer contains information to display, otherwise false.
  113797. */
  113798. HighlightLayer.prototype.shouldRender = function () {
  113799. if (_super.prototype.shouldRender.call(this)) {
  113800. return this._meshes ? true : false;
  113801. }
  113802. return false;
  113803. };
  113804. /**
  113805. * Returns true if the mesh should render, otherwise false.
  113806. * @param mesh The mesh to render
  113807. * @returns true if it should render otherwise false
  113808. */
  113809. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  113810. // Excluded Mesh
  113811. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  113812. return false;
  113813. }
  113814. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113815. return false;
  113816. }
  113817. return true;
  113818. };
  113819. /**
  113820. * Sets the required values for both the emissive texture and and the main color.
  113821. */
  113822. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113823. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113824. if (highlightLayerMesh) {
  113825. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  113826. }
  113827. else {
  113828. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113829. }
  113830. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113831. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113832. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  113833. }
  113834. else {
  113835. this._emissiveTextureAndColor.texture = null;
  113836. }
  113837. };
  113838. /**
  113839. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113840. * @param mesh The mesh to exclude from the highlight layer
  113841. */
  113842. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  113843. if (!this._excludedMeshes) {
  113844. return;
  113845. }
  113846. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113847. if (!meshExcluded) {
  113848. this._excludedMeshes[mesh.uniqueId] = {
  113849. mesh: mesh,
  113850. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  113851. mesh.getEngine().setStencilBuffer(false);
  113852. }),
  113853. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  113854. mesh.getEngine().setStencilBuffer(true);
  113855. }),
  113856. };
  113857. }
  113858. };
  113859. /**
  113860. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113861. * @param mesh The mesh to highlight
  113862. */
  113863. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  113864. if (!this._excludedMeshes) {
  113865. return;
  113866. }
  113867. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113868. if (meshExcluded) {
  113869. if (meshExcluded.beforeRender) {
  113870. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  113871. }
  113872. if (meshExcluded.afterRender) {
  113873. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  113874. }
  113875. }
  113876. this._excludedMeshes[mesh.uniqueId] = null;
  113877. };
  113878. /**
  113879. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113880. * @param mesh mesh to test
  113881. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113882. */
  113883. HighlightLayer.prototype.hasMesh = function (mesh) {
  113884. if (!this._meshes) {
  113885. return false;
  113886. }
  113887. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113888. return false;
  113889. }
  113890. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  113891. };
  113892. /**
  113893. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113894. * @param mesh The mesh to highlight
  113895. * @param color The color of the highlight
  113896. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113897. */
  113898. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  113899. var _this = this;
  113900. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  113901. if (!this._meshes) {
  113902. return;
  113903. }
  113904. var meshHighlight = this._meshes[mesh.uniqueId];
  113905. if (meshHighlight) {
  113906. meshHighlight.color = color;
  113907. }
  113908. else {
  113909. this._meshes[mesh.uniqueId] = {
  113910. mesh: mesh,
  113911. color: color,
  113912. // Lambda required for capture due to Observable this context
  113913. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  113914. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  113915. _this._defaultStencilReference(mesh);
  113916. }
  113917. else {
  113918. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  113919. }
  113920. }),
  113921. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  113922. glowEmissiveOnly: glowEmissiveOnly
  113923. };
  113924. mesh.onDisposeObservable.add(function () {
  113925. _this._disposeMesh(mesh);
  113926. });
  113927. }
  113928. this._shouldRender = true;
  113929. };
  113930. /**
  113931. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113932. * @param mesh The mesh to highlight
  113933. */
  113934. HighlightLayer.prototype.removeMesh = function (mesh) {
  113935. if (!this._meshes) {
  113936. return;
  113937. }
  113938. var meshHighlight = this._meshes[mesh.uniqueId];
  113939. if (meshHighlight) {
  113940. if (meshHighlight.observerHighlight) {
  113941. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113942. }
  113943. if (meshHighlight.observerDefault) {
  113944. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113945. }
  113946. delete this._meshes[mesh.uniqueId];
  113947. }
  113948. this._shouldRender = false;
  113949. for (var meshHighlightToCheck in this._meshes) {
  113950. if (this._meshes[meshHighlightToCheck]) {
  113951. this._shouldRender = true;
  113952. break;
  113953. }
  113954. }
  113955. };
  113956. /**
  113957. * Force the stencil to the normal expected value for none glowing parts
  113958. */
  113959. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  113960. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  113961. };
  113962. /**
  113963. * Free any resources and references associated to a mesh.
  113964. * Internal use
  113965. * @param mesh The mesh to free.
  113966. * @hidden
  113967. */
  113968. HighlightLayer.prototype._disposeMesh = function (mesh) {
  113969. this.removeMesh(mesh);
  113970. this.removeExcludedMesh(mesh);
  113971. };
  113972. /**
  113973. * Dispose the highlight layer and free resources.
  113974. */
  113975. HighlightLayer.prototype.dispose = function () {
  113976. if (this._meshes) {
  113977. // Clean mesh references
  113978. for (var id in this._meshes) {
  113979. var meshHighlight = this._meshes[id];
  113980. if (meshHighlight && meshHighlight.mesh) {
  113981. if (meshHighlight.observerHighlight) {
  113982. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113983. }
  113984. if (meshHighlight.observerDefault) {
  113985. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113986. }
  113987. }
  113988. }
  113989. this._meshes = null;
  113990. }
  113991. if (this._excludedMeshes) {
  113992. for (var id in this._excludedMeshes) {
  113993. var meshHighlight = this._excludedMeshes[id];
  113994. if (meshHighlight) {
  113995. if (meshHighlight.beforeRender) {
  113996. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  113997. }
  113998. if (meshHighlight.afterRender) {
  113999. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  114000. }
  114001. }
  114002. }
  114003. this._excludedMeshes = null;
  114004. }
  114005. _super.prototype.dispose.call(this);
  114006. };
  114007. /**
  114008. * Gets the class name of the effect layer
  114009. * @returns the string with the class name of the effect layer
  114010. */
  114011. HighlightLayer.prototype.getClassName = function () {
  114012. return "HighlightLayer";
  114013. };
  114014. /**
  114015. * Serializes this Highlight layer
  114016. * @returns a serialized Highlight layer object
  114017. */
  114018. HighlightLayer.prototype.serialize = function () {
  114019. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114020. serializationObject.customType = "BABYLON.HighlightLayer";
  114021. // Highlighted meshes
  114022. serializationObject.meshes = [];
  114023. if (this._meshes) {
  114024. for (var m in this._meshes) {
  114025. var mesh = this._meshes[m];
  114026. if (mesh) {
  114027. serializationObject.meshes.push({
  114028. glowEmissiveOnly: mesh.glowEmissiveOnly,
  114029. color: mesh.color.asArray(),
  114030. meshId: mesh.mesh.id
  114031. });
  114032. }
  114033. }
  114034. }
  114035. // Excluded meshes
  114036. serializationObject.excludedMeshes = [];
  114037. if (this._excludedMeshes) {
  114038. for (var e in this._excludedMeshes) {
  114039. var excludedMesh = this._excludedMeshes[e];
  114040. if (excludedMesh) {
  114041. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  114042. }
  114043. }
  114044. }
  114045. return serializationObject;
  114046. };
  114047. /**
  114048. * Creates a Highlight layer from parsed Highlight layer data
  114049. * @param parsedHightlightLayer defines the Highlight layer data
  114050. * @param scene defines the current scene
  114051. * @param rootUrl defines the root URL containing the Highlight layer information
  114052. * @returns a parsed Highlight layer
  114053. */
  114054. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  114055. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  114056. var index;
  114057. // Excluded meshes
  114058. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  114059. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  114060. if (mesh) {
  114061. hl.addExcludedMesh(mesh);
  114062. }
  114063. }
  114064. // Included meshes
  114065. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  114066. var highlightedMesh = parsedHightlightLayer.meshes[index];
  114067. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  114068. if (mesh) {
  114069. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  114070. }
  114071. }
  114072. return hl;
  114073. };
  114074. /**
  114075. * Effect Name of the highlight layer.
  114076. */
  114077. HighlightLayer.EffectName = "HighlightLayer";
  114078. /**
  114079. * The neutral color used during the preparation of the glow effect.
  114080. * This is black by default as the blend operation is a blend operation.
  114081. */
  114082. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  114083. /**
  114084. * Stencil value used for glowing meshes.
  114085. */
  114086. HighlightLayer.GlowingMeshStencilReference = 0x02;
  114087. /**
  114088. * Stencil value used for the other meshes in the scene.
  114089. */
  114090. HighlightLayer.NormalMeshStencilReference = 0x01;
  114091. __decorate([
  114092. BABYLON.serialize()
  114093. ], HighlightLayer.prototype, "innerGlow", void 0);
  114094. __decorate([
  114095. BABYLON.serialize()
  114096. ], HighlightLayer.prototype, "outerGlow", void 0);
  114097. __decorate([
  114098. BABYLON.serialize()
  114099. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  114100. __decorate([
  114101. BABYLON.serialize()
  114102. ], HighlightLayer.prototype, "blurVerticalSize", null);
  114103. __decorate([
  114104. BABYLON.serialize("options")
  114105. ], HighlightLayer.prototype, "_options", void 0);
  114106. return HighlightLayer;
  114107. }(BABYLON.EffectLayer));
  114108. BABYLON.HighlightLayer = HighlightLayer;
  114109. })(BABYLON || (BABYLON = {}));
  114110. //# sourceMappingURL=babylon.highlightLayer.js.map
  114111. var BABYLON;
  114112. (function (BABYLON) {
  114113. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  114114. for (var index = 0; index < this.effectLayers.length; index++) {
  114115. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  114116. return this.effectLayers[index];
  114117. }
  114118. }
  114119. return null;
  114120. };
  114121. /**
  114122. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114123. *
  114124. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114125. * glowy meshes to your scene.
  114126. *
  114127. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114128. */
  114129. var GlowLayer = /** @class */ (function (_super) {
  114130. __extends(GlowLayer, _super);
  114131. /**
  114132. * Instantiates a new glow Layer and references it to the scene.
  114133. * @param name The name of the layer
  114134. * @param scene The scene to use the layer in
  114135. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114136. */
  114137. function GlowLayer(name, scene, options) {
  114138. var _this = _super.call(this, name, scene) || this;
  114139. _this._intensity = 1.0;
  114140. _this._includedOnlyMeshes = [];
  114141. _this._excludedMeshes = [];
  114142. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  114143. // Adapt options
  114144. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  114145. // Initialize the layer
  114146. _this._init({
  114147. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  114148. camera: _this._options.camera,
  114149. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  114150. mainTextureRatio: _this._options.mainTextureRatio,
  114151. renderingGroupId: _this._options.renderingGroupId
  114152. });
  114153. return _this;
  114154. }
  114155. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  114156. /**
  114157. * Gets the kernel size of the blur.
  114158. */
  114159. get: function () {
  114160. return this._horizontalBlurPostprocess1.kernel;
  114161. },
  114162. /**
  114163. * Sets the kernel size of the blur.
  114164. */
  114165. set: function (value) {
  114166. this._horizontalBlurPostprocess1.kernel = value;
  114167. this._verticalBlurPostprocess1.kernel = value;
  114168. this._horizontalBlurPostprocess2.kernel = value;
  114169. this._verticalBlurPostprocess2.kernel = value;
  114170. },
  114171. enumerable: true,
  114172. configurable: true
  114173. });
  114174. Object.defineProperty(GlowLayer.prototype, "intensity", {
  114175. /**
  114176. * Gets the glow intensity.
  114177. */
  114178. get: function () {
  114179. return this._intensity;
  114180. },
  114181. /**
  114182. * Sets the glow intensity.
  114183. */
  114184. set: function (value) {
  114185. this._intensity = value;
  114186. },
  114187. enumerable: true,
  114188. configurable: true
  114189. });
  114190. /**
  114191. * Get the effect name of the layer.
  114192. * @return The effect name
  114193. */
  114194. GlowLayer.prototype.getEffectName = function () {
  114195. return GlowLayer.EffectName;
  114196. };
  114197. /**
  114198. * Create the merge effect. This is the shader use to blit the information back
  114199. * to the main canvas at the end of the scene rendering.
  114200. */
  114201. GlowLayer.prototype._createMergeEffect = function () {
  114202. // Effect
  114203. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  114204. };
  114205. /**
  114206. * Creates the render target textures and post processes used in the glow layer.
  114207. */
  114208. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  114209. var _this = this;
  114210. var blurTextureWidth = this._mainTextureDesiredSize.width;
  114211. var blurTextureHeight = this._mainTextureDesiredSize.height;
  114212. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  114213. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  114214. var textureType = 0;
  114215. if (this._engine.getCaps().textureHalfFloatRender) {
  114216. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  114217. }
  114218. else {
  114219. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114220. }
  114221. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  114222. width: blurTextureWidth,
  114223. height: blurTextureHeight
  114224. }, this._scene, false, true, textureType);
  114225. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114226. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114227. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114228. this._blurTexture1.renderParticles = false;
  114229. this._blurTexture1.ignoreCameraViewport = true;
  114230. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  114231. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  114232. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  114233. width: blurTextureWidth2,
  114234. height: blurTextureHeight2
  114235. }, this._scene, false, true, textureType);
  114236. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114237. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114238. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114239. this._blurTexture2.renderParticles = false;
  114240. this._blurTexture2.ignoreCameraViewport = true;
  114241. this._textures = [this._blurTexture1, this._blurTexture2];
  114242. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114243. width: blurTextureWidth,
  114244. height: blurTextureHeight
  114245. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114246. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  114247. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  114248. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  114249. effect.setTexture("textureSampler", _this._mainTexture);
  114250. });
  114251. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114252. width: blurTextureWidth,
  114253. height: blurTextureHeight
  114254. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114255. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114256. width: blurTextureWidth2,
  114257. height: blurTextureHeight2
  114258. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114259. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  114260. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  114261. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  114262. effect.setTexture("textureSampler", _this._blurTexture1);
  114263. });
  114264. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114265. width: blurTextureWidth2,
  114266. height: blurTextureHeight2
  114267. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114268. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114269. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  114270. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114271. this._mainTexture.samples = this._options.mainTextureSamples;
  114272. this._mainTexture.onAfterUnbindObservable.add(function () {
  114273. var internalTexture = _this._blurTexture1.getInternalTexture();
  114274. if (internalTexture) {
  114275. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  114276. internalTexture = _this._blurTexture2.getInternalTexture();
  114277. if (internalTexture) {
  114278. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  114279. }
  114280. }
  114281. });
  114282. // Prevent autoClear.
  114283. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  114284. };
  114285. /**
  114286. * Checks for the readiness of the element composing the layer.
  114287. * @param subMesh the mesh to check for
  114288. * @param useInstances specify wether or not to use instances to render the mesh
  114289. * @param emissiveTexture the associated emissive texture used to generate the glow
  114290. * @return true if ready otherwise, false
  114291. */
  114292. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  114293. var material = subMesh.getMaterial();
  114294. var mesh = subMesh.getRenderingMesh();
  114295. if (!material || !mesh) {
  114296. return false;
  114297. }
  114298. var emissiveTexture = material.emissiveTexture;
  114299. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  114300. };
  114301. /**
  114302. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114303. */
  114304. GlowLayer.prototype.needStencil = function () {
  114305. return false;
  114306. };
  114307. /**
  114308. * Implementation specific of rendering the generating effect on the main canvas.
  114309. * @param effect The effect used to render through
  114310. */
  114311. GlowLayer.prototype._internalRender = function (effect) {
  114312. // Texture
  114313. effect.setTexture("textureSampler", this._blurTexture1);
  114314. effect.setTexture("textureSampler2", this._blurTexture2);
  114315. effect.setFloat("offset", this._intensity);
  114316. // Cache
  114317. var engine = this._engine;
  114318. var previousStencilBuffer = engine.getStencilBuffer();
  114319. // Draw order
  114320. engine.setStencilBuffer(false);
  114321. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114322. // Draw order
  114323. engine.setStencilBuffer(previousStencilBuffer);
  114324. };
  114325. /**
  114326. * Sets the required values for both the emissive texture and and the main color.
  114327. */
  114328. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  114329. var textureLevel = 1.0;
  114330. if (this.customEmissiveTextureSelector) {
  114331. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  114332. }
  114333. else {
  114334. if (material) {
  114335. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  114336. if (this._emissiveTextureAndColor.texture) {
  114337. textureLevel = this._emissiveTextureAndColor.texture.level;
  114338. }
  114339. }
  114340. else {
  114341. this._emissiveTextureAndColor.texture = null;
  114342. }
  114343. }
  114344. if (this.customEmissiveColorSelector) {
  114345. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  114346. }
  114347. else {
  114348. if (material.emissiveColor) {
  114349. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  114350. }
  114351. else {
  114352. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  114353. }
  114354. }
  114355. };
  114356. /**
  114357. * Returns true if the mesh should render, otherwise false.
  114358. * @param mesh The mesh to render
  114359. * @returns true if it should render otherwise false
  114360. */
  114361. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  114362. return this.hasMesh(mesh);
  114363. };
  114364. /**
  114365. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114366. * @param mesh The mesh to exclude from the glow layer
  114367. */
  114368. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  114369. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  114370. this._excludedMeshes.push(mesh.uniqueId);
  114371. }
  114372. };
  114373. /**
  114374. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114375. * @param mesh The mesh to remove
  114376. */
  114377. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  114378. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  114379. if (index !== -1) {
  114380. this._excludedMeshes.splice(index, 1);
  114381. }
  114382. };
  114383. /**
  114384. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114385. * @param mesh The mesh to include in the glow layer
  114386. */
  114387. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  114388. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  114389. this._includedOnlyMeshes.push(mesh.uniqueId);
  114390. }
  114391. };
  114392. /**
  114393. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114394. * @param mesh The mesh to remove
  114395. */
  114396. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  114397. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  114398. if (index !== -1) {
  114399. this._includedOnlyMeshes.splice(index, 1);
  114400. }
  114401. };
  114402. /**
  114403. * Determine if a given mesh will be used in the glow layer
  114404. * @param mesh The mesh to test
  114405. * @returns true if the mesh will be highlighted by the current glow layer
  114406. */
  114407. GlowLayer.prototype.hasMesh = function (mesh) {
  114408. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114409. return false;
  114410. }
  114411. // Included Mesh
  114412. if (this._includedOnlyMeshes.length) {
  114413. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  114414. }
  114415. // Excluded Mesh
  114416. if (this._excludedMeshes.length) {
  114417. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  114418. }
  114419. return true;
  114420. };
  114421. /**
  114422. * Free any resources and references associated to a mesh.
  114423. * Internal use
  114424. * @param mesh The mesh to free.
  114425. * @hidden
  114426. */
  114427. GlowLayer.prototype._disposeMesh = function (mesh) {
  114428. this.removeIncludedOnlyMesh(mesh);
  114429. this.removeExcludedMesh(mesh);
  114430. };
  114431. /**
  114432. * Gets the class name of the effect layer
  114433. * @returns the string with the class name of the effect layer
  114434. */
  114435. GlowLayer.prototype.getClassName = function () {
  114436. return "GlowLayer";
  114437. };
  114438. /**
  114439. * Serializes this glow layer
  114440. * @returns a serialized glow layer object
  114441. */
  114442. GlowLayer.prototype.serialize = function () {
  114443. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114444. serializationObject.customType = "BABYLON.GlowLayer";
  114445. var index;
  114446. // Included meshes
  114447. serializationObject.includedMeshes = [];
  114448. if (this._includedOnlyMeshes.length) {
  114449. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  114450. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  114451. if (mesh) {
  114452. serializationObject.includedMeshes.push(mesh.id);
  114453. }
  114454. }
  114455. }
  114456. // Excluded meshes
  114457. serializationObject.excludedMeshes = [];
  114458. if (this._excludedMeshes.length) {
  114459. for (index = 0; index < this._excludedMeshes.length; index++) {
  114460. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  114461. if (mesh) {
  114462. serializationObject.excludedMeshes.push(mesh.id);
  114463. }
  114464. }
  114465. }
  114466. return serializationObject;
  114467. };
  114468. /**
  114469. * Creates a Glow Layer from parsed glow layer data
  114470. * @param parsedGlowLayer defines glow layer data
  114471. * @param scene defines the current scene
  114472. * @param rootUrl defines the root URL containing the glow layer information
  114473. * @returns a parsed Glow Layer
  114474. */
  114475. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  114476. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  114477. var index;
  114478. // Excluded meshes
  114479. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  114480. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  114481. if (mesh) {
  114482. gl.addExcludedMesh(mesh);
  114483. }
  114484. }
  114485. // Included meshes
  114486. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  114487. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  114488. if (mesh) {
  114489. gl.addIncludedOnlyMesh(mesh);
  114490. }
  114491. }
  114492. return gl;
  114493. };
  114494. /**
  114495. * Effect Name of the layer.
  114496. */
  114497. GlowLayer.EffectName = "GlowLayer";
  114498. /**
  114499. * The default blur kernel size used for the glow.
  114500. */
  114501. GlowLayer.DefaultBlurKernelSize = 32;
  114502. /**
  114503. * The default texture size ratio used for the glow.
  114504. */
  114505. GlowLayer.DefaultTextureRatio = 0.5;
  114506. __decorate([
  114507. BABYLON.serialize()
  114508. ], GlowLayer.prototype, "blurKernelSize", null);
  114509. __decorate([
  114510. BABYLON.serialize()
  114511. ], GlowLayer.prototype, "intensity", null);
  114512. __decorate([
  114513. BABYLON.serialize("options")
  114514. ], GlowLayer.prototype, "_options", void 0);
  114515. return GlowLayer;
  114516. }(BABYLON.EffectLayer));
  114517. BABYLON.GlowLayer = GlowLayer;
  114518. })(BABYLON || (BABYLON = {}));
  114519. //# sourceMappingURL=babylon.glowLayer.js.map
  114520. var BABYLON;
  114521. (function (BABYLON) {
  114522. /**
  114523. * Defines the list of states available for a task inside a AssetsManager
  114524. */
  114525. var AssetTaskState;
  114526. (function (AssetTaskState) {
  114527. /**
  114528. * Initialization
  114529. */
  114530. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  114531. /**
  114532. * Running
  114533. */
  114534. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  114535. /**
  114536. * Done
  114537. */
  114538. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  114539. /**
  114540. * Error
  114541. */
  114542. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  114543. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  114544. /**
  114545. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  114546. */
  114547. var AbstractAssetTask = /** @class */ (function () {
  114548. /**
  114549. * Creates a new AssetsManager
  114550. * @param name defines the name of the task
  114551. */
  114552. function AbstractAssetTask(
  114553. /**
  114554. * Task name
  114555. */ name) {
  114556. this.name = name;
  114557. this._isCompleted = false;
  114558. this._taskState = AssetTaskState.INIT;
  114559. }
  114560. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  114561. /**
  114562. * Get if the task is completed
  114563. */
  114564. get: function () {
  114565. return this._isCompleted;
  114566. },
  114567. enumerable: true,
  114568. configurable: true
  114569. });
  114570. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  114571. /**
  114572. * Gets the current state of the task
  114573. */
  114574. get: function () {
  114575. return this._taskState;
  114576. },
  114577. enumerable: true,
  114578. configurable: true
  114579. });
  114580. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  114581. /**
  114582. * Gets the current error object (if task is in error)
  114583. */
  114584. get: function () {
  114585. return this._errorObject;
  114586. },
  114587. enumerable: true,
  114588. configurable: true
  114589. });
  114590. /**
  114591. * Internal only
  114592. * @hidden
  114593. */
  114594. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  114595. if (this._errorObject) {
  114596. return;
  114597. }
  114598. this._errorObject = {
  114599. message: message,
  114600. exception: exception
  114601. };
  114602. };
  114603. /**
  114604. * Execute the current task
  114605. * @param scene defines the scene where you want your assets to be loaded
  114606. * @param onSuccess is a callback called when the task is successfully executed
  114607. * @param onError is a callback called if an error occurs
  114608. */
  114609. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114610. var _this = this;
  114611. this._taskState = AssetTaskState.RUNNING;
  114612. this.runTask(scene, function () {
  114613. _this.onDoneCallback(onSuccess, onError);
  114614. }, function (msg, exception) {
  114615. _this.onErrorCallback(onError, msg, exception);
  114616. });
  114617. };
  114618. /**
  114619. * Execute the current task
  114620. * @param scene defines the scene where you want your assets to be loaded
  114621. * @param onSuccess is a callback called when the task is successfully executed
  114622. * @param onError is a callback called if an error occurs
  114623. */
  114624. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114625. throw new Error("runTask is not implemented");
  114626. };
  114627. /**
  114628. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  114629. * This can be used with failed tasks that have the reason for failure fixed.
  114630. */
  114631. AbstractAssetTask.prototype.reset = function () {
  114632. this._taskState = AssetTaskState.INIT;
  114633. };
  114634. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  114635. this._taskState = AssetTaskState.ERROR;
  114636. this._errorObject = {
  114637. message: message,
  114638. exception: exception
  114639. };
  114640. if (this.onError) {
  114641. this.onError(this, message, exception);
  114642. }
  114643. onError();
  114644. };
  114645. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  114646. try {
  114647. this._taskState = AssetTaskState.DONE;
  114648. this._isCompleted = true;
  114649. if (this.onSuccess) {
  114650. this.onSuccess(this);
  114651. }
  114652. onSuccess();
  114653. }
  114654. catch (e) {
  114655. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  114656. }
  114657. };
  114658. return AbstractAssetTask;
  114659. }());
  114660. BABYLON.AbstractAssetTask = AbstractAssetTask;
  114661. /**
  114662. * Class used to share progress information about assets loading
  114663. */
  114664. var AssetsProgressEvent = /** @class */ (function () {
  114665. /**
  114666. * Creates a AssetsProgressEvent
  114667. * @param remainingCount defines the number of remaining tasks to process
  114668. * @param totalCount defines the total number of tasks
  114669. * @param task defines the task that was just processed
  114670. */
  114671. function AssetsProgressEvent(remainingCount, totalCount, task) {
  114672. this.remainingCount = remainingCount;
  114673. this.totalCount = totalCount;
  114674. this.task = task;
  114675. }
  114676. return AssetsProgressEvent;
  114677. }());
  114678. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  114679. /**
  114680. * Define a task used by AssetsManager to load meshes
  114681. */
  114682. var MeshAssetTask = /** @class */ (function (_super) {
  114683. __extends(MeshAssetTask, _super);
  114684. /**
  114685. * Creates a new MeshAssetTask
  114686. * @param name defines the name of the task
  114687. * @param meshesNames defines the list of mesh's names you want to load
  114688. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  114689. * @param sceneFilename defines the filename of the scene to load from
  114690. */
  114691. function MeshAssetTask(
  114692. /**
  114693. * Defines the name of the task
  114694. */
  114695. name,
  114696. /**
  114697. * Defines the list of mesh's names you want to load
  114698. */
  114699. meshesNames,
  114700. /**
  114701. * Defines the root url to use as a base to load your meshes and associated resources
  114702. */
  114703. rootUrl,
  114704. /**
  114705. * Defines the filename of the scene to load from
  114706. */
  114707. sceneFilename) {
  114708. var _this = _super.call(this, name) || this;
  114709. _this.name = name;
  114710. _this.meshesNames = meshesNames;
  114711. _this.rootUrl = rootUrl;
  114712. _this.sceneFilename = sceneFilename;
  114713. return _this;
  114714. }
  114715. /**
  114716. * Execute the current task
  114717. * @param scene defines the scene where you want your assets to be loaded
  114718. * @param onSuccess is a callback called when the task is successfully executed
  114719. * @param onError is a callback called if an error occurs
  114720. */
  114721. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114722. var _this = this;
  114723. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  114724. _this.loadedMeshes = meshes;
  114725. _this.loadedParticleSystems = particleSystems;
  114726. _this.loadedSkeletons = skeletons;
  114727. onSuccess();
  114728. }, null, function (scene, message, exception) {
  114729. onError(message, exception);
  114730. });
  114731. };
  114732. return MeshAssetTask;
  114733. }(AbstractAssetTask));
  114734. BABYLON.MeshAssetTask = MeshAssetTask;
  114735. /**
  114736. * Define a task used by AssetsManager to load text content
  114737. */
  114738. var TextFileAssetTask = /** @class */ (function (_super) {
  114739. __extends(TextFileAssetTask, _super);
  114740. /**
  114741. * Creates a new TextFileAssetTask object
  114742. * @param name defines the name of the task
  114743. * @param url defines the location of the file to load
  114744. */
  114745. function TextFileAssetTask(
  114746. /**
  114747. * Defines the name of the task
  114748. */
  114749. name,
  114750. /**
  114751. * Defines the location of the file to load
  114752. */
  114753. url) {
  114754. var _this = _super.call(this, name) || this;
  114755. _this.name = name;
  114756. _this.url = url;
  114757. return _this;
  114758. }
  114759. /**
  114760. * Execute the current task
  114761. * @param scene defines the scene where you want your assets to be loaded
  114762. * @param onSuccess is a callback called when the task is successfully executed
  114763. * @param onError is a callback called if an error occurs
  114764. */
  114765. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114766. var _this = this;
  114767. scene._loadFile(this.url, function (data) {
  114768. _this.text = data;
  114769. onSuccess();
  114770. }, undefined, false, false, function (request, exception) {
  114771. if (request) {
  114772. onError(request.status + " " + request.statusText, exception);
  114773. }
  114774. });
  114775. };
  114776. return TextFileAssetTask;
  114777. }(AbstractAssetTask));
  114778. BABYLON.TextFileAssetTask = TextFileAssetTask;
  114779. /**
  114780. * Define a task used by AssetsManager to load binary data
  114781. */
  114782. var BinaryFileAssetTask = /** @class */ (function (_super) {
  114783. __extends(BinaryFileAssetTask, _super);
  114784. /**
  114785. * Creates a new BinaryFileAssetTask object
  114786. * @param name defines the name of the new task
  114787. * @param url defines the location of the file to load
  114788. */
  114789. function BinaryFileAssetTask(
  114790. /**
  114791. * Defines the name of the task
  114792. */
  114793. name,
  114794. /**
  114795. * Defines the location of the file to load
  114796. */
  114797. url) {
  114798. var _this = _super.call(this, name) || this;
  114799. _this.name = name;
  114800. _this.url = url;
  114801. return _this;
  114802. }
  114803. /**
  114804. * Execute the current task
  114805. * @param scene defines the scene where you want your assets to be loaded
  114806. * @param onSuccess is a callback called when the task is successfully executed
  114807. * @param onError is a callback called if an error occurs
  114808. */
  114809. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114810. var _this = this;
  114811. scene._loadFile(this.url, function (data) {
  114812. _this.data = data;
  114813. onSuccess();
  114814. }, undefined, true, true, function (request, exception) {
  114815. if (request) {
  114816. onError(request.status + " " + request.statusText, exception);
  114817. }
  114818. });
  114819. };
  114820. return BinaryFileAssetTask;
  114821. }(AbstractAssetTask));
  114822. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  114823. /**
  114824. * Define a task used by AssetsManager to load images
  114825. */
  114826. var ImageAssetTask = /** @class */ (function (_super) {
  114827. __extends(ImageAssetTask, _super);
  114828. /**
  114829. * Creates a new ImageAssetTask
  114830. * @param name defines the name of the task
  114831. * @param url defines the location of the image to load
  114832. */
  114833. function ImageAssetTask(
  114834. /**
  114835. * Defines the name of the task
  114836. */
  114837. name,
  114838. /**
  114839. * Defines the location of the image to load
  114840. */
  114841. url) {
  114842. var _this = _super.call(this, name) || this;
  114843. _this.name = name;
  114844. _this.url = url;
  114845. return _this;
  114846. }
  114847. /**
  114848. * Execute the current task
  114849. * @param scene defines the scene where you want your assets to be loaded
  114850. * @param onSuccess is a callback called when the task is successfully executed
  114851. * @param onError is a callback called if an error occurs
  114852. */
  114853. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114854. var _this = this;
  114855. var img = new Image();
  114856. BABYLON.Tools.SetCorsBehavior(this.url, img);
  114857. img.onload = function () {
  114858. _this.image = img;
  114859. onSuccess();
  114860. };
  114861. img.onerror = function (err) {
  114862. onError("Error loading image", err);
  114863. };
  114864. img.src = this.url;
  114865. };
  114866. return ImageAssetTask;
  114867. }(AbstractAssetTask));
  114868. BABYLON.ImageAssetTask = ImageAssetTask;
  114869. /**
  114870. * Define a task used by AssetsManager to load 2D textures
  114871. */
  114872. var TextureAssetTask = /** @class */ (function (_super) {
  114873. __extends(TextureAssetTask, _super);
  114874. /**
  114875. * Creates a new TextureAssetTask object
  114876. * @param name defines the name of the task
  114877. * @param url defines the location of the file to load
  114878. * @param noMipmap defines if mipmap should not be generated (default is false)
  114879. * @param invertY defines if texture must be inverted on Y axis (default is false)
  114880. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114881. */
  114882. function TextureAssetTask(
  114883. /**
  114884. * Defines the name of the task
  114885. */
  114886. name,
  114887. /**
  114888. * Defines the location of the file to load
  114889. */
  114890. url,
  114891. /**
  114892. * Defines if mipmap should not be generated (default is false)
  114893. */
  114894. noMipmap,
  114895. /**
  114896. * Defines if texture must be inverted on Y axis (default is false)
  114897. */
  114898. invertY,
  114899. /**
  114900. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114901. */
  114902. samplingMode) {
  114903. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114904. var _this = _super.call(this, name) || this;
  114905. _this.name = name;
  114906. _this.url = url;
  114907. _this.noMipmap = noMipmap;
  114908. _this.invertY = invertY;
  114909. _this.samplingMode = samplingMode;
  114910. return _this;
  114911. }
  114912. /**
  114913. * Execute the current task
  114914. * @param scene defines the scene where you want your assets to be loaded
  114915. * @param onSuccess is a callback called when the task is successfully executed
  114916. * @param onError is a callback called if an error occurs
  114917. */
  114918. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114919. var onload = function () {
  114920. onSuccess();
  114921. };
  114922. var onerror = function (message, exception) {
  114923. onError(message, exception);
  114924. };
  114925. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  114926. };
  114927. return TextureAssetTask;
  114928. }(AbstractAssetTask));
  114929. BABYLON.TextureAssetTask = TextureAssetTask;
  114930. /**
  114931. * Define a task used by AssetsManager to load cube textures
  114932. */
  114933. var CubeTextureAssetTask = /** @class */ (function (_super) {
  114934. __extends(CubeTextureAssetTask, _super);
  114935. /**
  114936. * Creates a new CubeTextureAssetTask
  114937. * @param name defines the name of the task
  114938. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114939. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114940. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114941. * @param files defines the explicit list of files (undefined by default)
  114942. */
  114943. function CubeTextureAssetTask(
  114944. /**
  114945. * Defines the name of the task
  114946. */
  114947. name,
  114948. /**
  114949. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114950. */
  114951. url,
  114952. /**
  114953. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114954. */
  114955. extensions,
  114956. /**
  114957. * Defines if mipmaps should not be generated (default is false)
  114958. */
  114959. noMipmap,
  114960. /**
  114961. * Defines the explicit list of files (undefined by default)
  114962. */
  114963. files) {
  114964. var _this = _super.call(this, name) || this;
  114965. _this.name = name;
  114966. _this.url = url;
  114967. _this.extensions = extensions;
  114968. _this.noMipmap = noMipmap;
  114969. _this.files = files;
  114970. return _this;
  114971. }
  114972. /**
  114973. * Execute the current task
  114974. * @param scene defines the scene where you want your assets to be loaded
  114975. * @param onSuccess is a callback called when the task is successfully executed
  114976. * @param onError is a callback called if an error occurs
  114977. */
  114978. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114979. var onload = function () {
  114980. onSuccess();
  114981. };
  114982. var onerror = function (message, exception) {
  114983. onError(message, exception);
  114984. };
  114985. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  114986. };
  114987. return CubeTextureAssetTask;
  114988. }(AbstractAssetTask));
  114989. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  114990. /**
  114991. * Define a task used by AssetsManager to load HDR cube textures
  114992. */
  114993. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  114994. __extends(HDRCubeTextureAssetTask, _super);
  114995. /**
  114996. * Creates a new HDRCubeTextureAssetTask object
  114997. * @param name defines the name of the task
  114998. * @param url defines the location of the file to load
  114999. * @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.
  115000. * @param noMipmap defines if mipmaps should not be generated (default is false)
  115001. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  115002. * @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)
  115003. * @param reserved Internal use only
  115004. */
  115005. function HDRCubeTextureAssetTask(
  115006. /**
  115007. * Defines the name of the task
  115008. */
  115009. name,
  115010. /**
  115011. * Defines the location of the file to load
  115012. */
  115013. url,
  115014. /**
  115015. * Defines the desired size (the more it increases the longer the generation will be)
  115016. */
  115017. size,
  115018. /**
  115019. * Defines if mipmaps should not be generated (default is false)
  115020. */
  115021. noMipmap,
  115022. /**
  115023. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  115024. */
  115025. generateHarmonics,
  115026. /**
  115027. * 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)
  115028. */
  115029. gammaSpace,
  115030. /**
  115031. * Internal Use Only
  115032. */
  115033. reserved) {
  115034. if (noMipmap === void 0) { noMipmap = false; }
  115035. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115036. if (gammaSpace === void 0) { gammaSpace = false; }
  115037. if (reserved === void 0) { reserved = false; }
  115038. var _this = _super.call(this, name) || this;
  115039. _this.name = name;
  115040. _this.url = url;
  115041. _this.size = size;
  115042. _this.noMipmap = noMipmap;
  115043. _this.generateHarmonics = generateHarmonics;
  115044. _this.gammaSpace = gammaSpace;
  115045. _this.reserved = reserved;
  115046. return _this;
  115047. }
  115048. /**
  115049. * Execute the current task
  115050. * @param scene defines the scene where you want your assets to be loaded
  115051. * @param onSuccess is a callback called when the task is successfully executed
  115052. * @param onError is a callback called if an error occurs
  115053. */
  115054. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  115055. var onload = function () {
  115056. onSuccess();
  115057. };
  115058. var onerror = function (message, exception) {
  115059. onError(message, exception);
  115060. };
  115061. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  115062. };
  115063. return HDRCubeTextureAssetTask;
  115064. }(AbstractAssetTask));
  115065. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  115066. /**
  115067. * This class can be used to easily import assets into a scene
  115068. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  115069. */
  115070. var AssetsManager = /** @class */ (function () {
  115071. /**
  115072. * Creates a new AssetsManager
  115073. * @param scene defines the scene to work on
  115074. */
  115075. function AssetsManager(scene) {
  115076. this._isLoading = false;
  115077. this._tasks = new Array();
  115078. this._waitingTasksCount = 0;
  115079. this._totalTasksCount = 0;
  115080. /**
  115081. * Observable called when all tasks are processed
  115082. */
  115083. this.onTaskSuccessObservable = new BABYLON.Observable();
  115084. /**
  115085. * Observable called when a task had an error
  115086. */
  115087. this.onTaskErrorObservable = new BABYLON.Observable();
  115088. /**
  115089. * Observable called when a task is successful
  115090. */
  115091. this.onTasksDoneObservable = new BABYLON.Observable();
  115092. /**
  115093. * Observable called when a task is done (whatever the result is)
  115094. */
  115095. this.onProgressObservable = new BABYLON.Observable();
  115096. /**
  115097. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  115098. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  115099. */
  115100. this.useDefaultLoadingScreen = true;
  115101. this._scene = scene;
  115102. }
  115103. /**
  115104. * Add a MeshAssetTask to the list of active tasks
  115105. * @param taskName defines the name of the new task
  115106. * @param meshesNames defines the name of meshes to load
  115107. * @param rootUrl defines the root url to use to locate files
  115108. * @param sceneFilename defines the filename of the scene file
  115109. * @returns a new MeshAssetTask object
  115110. */
  115111. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  115112. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  115113. this._tasks.push(task);
  115114. return task;
  115115. };
  115116. /**
  115117. * Add a TextFileAssetTask to the list of active tasks
  115118. * @param taskName defines the name of the new task
  115119. * @param url defines the url of the file to load
  115120. * @returns a new TextFileAssetTask object
  115121. */
  115122. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  115123. var task = new TextFileAssetTask(taskName, url);
  115124. this._tasks.push(task);
  115125. return task;
  115126. };
  115127. /**
  115128. * Add a BinaryFileAssetTask to the list of active tasks
  115129. * @param taskName defines the name of the new task
  115130. * @param url defines the url of the file to load
  115131. * @returns a new BinaryFileAssetTask object
  115132. */
  115133. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  115134. var task = new BinaryFileAssetTask(taskName, url);
  115135. this._tasks.push(task);
  115136. return task;
  115137. };
  115138. /**
  115139. * Add a ImageAssetTask to the list of active tasks
  115140. * @param taskName defines the name of the new task
  115141. * @param url defines the url of the file to load
  115142. * @returns a new ImageAssetTask object
  115143. */
  115144. AssetsManager.prototype.addImageTask = function (taskName, url) {
  115145. var task = new ImageAssetTask(taskName, url);
  115146. this._tasks.push(task);
  115147. return task;
  115148. };
  115149. /**
  115150. * Add a TextureAssetTask to the list of active tasks
  115151. * @param taskName defines the name of the new task
  115152. * @param url defines the url of the file to load
  115153. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115154. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  115155. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  115156. * @returns a new TextureAssetTask object
  115157. */
  115158. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  115159. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115160. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  115161. this._tasks.push(task);
  115162. return task;
  115163. };
  115164. /**
  115165. * Add a CubeTextureAssetTask to the list of active tasks
  115166. * @param taskName defines the name of the new task
  115167. * @param url defines the url of the file to load
  115168. * @param extensions defines the extension to use to load the cube map (can be null)
  115169. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115170. * @param files defines the list of files to load (can be null)
  115171. * @returns a new CubeTextureAssetTask object
  115172. */
  115173. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  115174. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  115175. this._tasks.push(task);
  115176. return task;
  115177. };
  115178. /**
  115179. *
  115180. * Add a HDRCubeTextureAssetTask to the list of active tasks
  115181. * @param taskName defines the name of the new task
  115182. * @param url defines the url of the file to load
  115183. * @param size defines the size you want for the cubemap (can be null)
  115184. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115185. * @param generateHarmonics defines if you want to automatically generate (true by default)
  115186. * @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)
  115187. * @param reserved Internal use only
  115188. * @returns a new HDRCubeTextureAssetTask object
  115189. */
  115190. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  115191. if (noMipmap === void 0) { noMipmap = false; }
  115192. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115193. if (gammaSpace === void 0) { gammaSpace = false; }
  115194. if (reserved === void 0) { reserved = false; }
  115195. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  115196. this._tasks.push(task);
  115197. return task;
  115198. };
  115199. /**
  115200. * Remove a task from the assets manager.
  115201. * @param task the task to remove
  115202. */
  115203. AssetsManager.prototype.removeTask = function (task) {
  115204. var index = this._tasks.indexOf(task);
  115205. if (index > -1) {
  115206. this._tasks.splice(index, 1);
  115207. }
  115208. };
  115209. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  115210. this._waitingTasksCount--;
  115211. try {
  115212. if (this.onProgress) {
  115213. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  115214. }
  115215. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  115216. }
  115217. catch (e) {
  115218. BABYLON.Tools.Error("Error running progress callbacks.");
  115219. console.log(e);
  115220. }
  115221. if (this._waitingTasksCount === 0) {
  115222. try {
  115223. if (this.onFinish) {
  115224. this.onFinish(this._tasks);
  115225. }
  115226. // Let's remove successfull tasks
  115227. var currentTasks = this._tasks.slice();
  115228. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  115229. var task = currentTasks_1[_i];
  115230. if (task.taskState === AssetTaskState.DONE) {
  115231. var index = this._tasks.indexOf(task);
  115232. if (index > -1) {
  115233. this._tasks.splice(index, 1);
  115234. }
  115235. }
  115236. }
  115237. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115238. }
  115239. catch (e) {
  115240. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  115241. console.log(e);
  115242. }
  115243. this._isLoading = false;
  115244. this._scene.getEngine().hideLoadingUI();
  115245. }
  115246. };
  115247. AssetsManager.prototype._runTask = function (task) {
  115248. var _this = this;
  115249. var done = function () {
  115250. try {
  115251. if (_this.onTaskSuccess) {
  115252. _this.onTaskSuccess(task);
  115253. }
  115254. _this.onTaskSuccessObservable.notifyObservers(task);
  115255. _this._decreaseWaitingTasksCount(task);
  115256. }
  115257. catch (e) {
  115258. error("Error executing task success callbacks", e);
  115259. }
  115260. };
  115261. var error = function (message, exception) {
  115262. task._setErrorObject(message, exception);
  115263. if (_this.onTaskError) {
  115264. _this.onTaskError(task);
  115265. }
  115266. _this.onTaskErrorObservable.notifyObservers(task);
  115267. _this._decreaseWaitingTasksCount(task);
  115268. };
  115269. task.run(this._scene, done, error);
  115270. };
  115271. /**
  115272. * Reset the AssetsManager and remove all tasks
  115273. * @return the current instance of the AssetsManager
  115274. */
  115275. AssetsManager.prototype.reset = function () {
  115276. this._isLoading = false;
  115277. this._tasks = new Array();
  115278. return this;
  115279. };
  115280. /**
  115281. * Start the loading process
  115282. * @return the current instance of the AssetsManager
  115283. */
  115284. AssetsManager.prototype.load = function () {
  115285. if (this._isLoading) {
  115286. return this;
  115287. }
  115288. this._isLoading = true;
  115289. this._waitingTasksCount = this._tasks.length;
  115290. this._totalTasksCount = this._tasks.length;
  115291. if (this._waitingTasksCount === 0) {
  115292. this._isLoading = false;
  115293. if (this.onFinish) {
  115294. this.onFinish(this._tasks);
  115295. }
  115296. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115297. return this;
  115298. }
  115299. if (this.useDefaultLoadingScreen) {
  115300. this._scene.getEngine().displayLoadingUI();
  115301. }
  115302. for (var index = 0; index < this._tasks.length; index++) {
  115303. var task = this._tasks[index];
  115304. if (task.taskState === AssetTaskState.INIT) {
  115305. this._runTask(task);
  115306. }
  115307. }
  115308. return this;
  115309. };
  115310. return AssetsManager;
  115311. }());
  115312. BABYLON.AssetsManager = AssetsManager;
  115313. })(BABYLON || (BABYLON = {}));
  115314. //# sourceMappingURL=babylon.assetsManager.js.map
  115315. var BABYLON;
  115316. (function (BABYLON) {
  115317. var serializedGeometries = [];
  115318. var serializeGeometry = function (geometry, serializationGeometries) {
  115319. if (serializedGeometries[geometry.id]) {
  115320. return;
  115321. }
  115322. if (geometry.doNotSerialize) {
  115323. return;
  115324. }
  115325. if (geometry instanceof BABYLON.BoxGeometry) {
  115326. serializationGeometries.boxes.push(geometry.serialize());
  115327. }
  115328. else if (geometry instanceof BABYLON.SphereGeometry) {
  115329. serializationGeometries.spheres.push(geometry.serialize());
  115330. }
  115331. else if (geometry instanceof BABYLON.CylinderGeometry) {
  115332. serializationGeometries.cylinders.push(geometry.serialize());
  115333. }
  115334. else if (geometry instanceof BABYLON.TorusGeometry) {
  115335. serializationGeometries.toruses.push(geometry.serialize());
  115336. }
  115337. else if (geometry instanceof BABYLON.GroundGeometry) {
  115338. serializationGeometries.grounds.push(geometry.serialize());
  115339. }
  115340. else if (geometry instanceof BABYLON.Plane) {
  115341. serializationGeometries.planes.push(geometry.serialize());
  115342. }
  115343. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  115344. serializationGeometries.torusKnots.push(geometry.serialize());
  115345. }
  115346. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  115347. throw new Error("Unknown primitive type");
  115348. }
  115349. else {
  115350. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  115351. }
  115352. serializedGeometries[geometry.id] = true;
  115353. };
  115354. var serializeMesh = function (mesh, serializationScene) {
  115355. var serializationObject = {};
  115356. // Geometry
  115357. var geometry = mesh._geometry;
  115358. if (geometry) {
  115359. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  115360. // 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
  115361. serializeGeometry(geometry, serializationScene.geometries);
  115362. }
  115363. }
  115364. // Custom
  115365. if (mesh.serialize) {
  115366. mesh.serialize(serializationObject);
  115367. }
  115368. return serializationObject;
  115369. };
  115370. var finalizeSingleMesh = function (mesh, serializationObject) {
  115371. //only works if the mesh is already loaded
  115372. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115373. //serialize material
  115374. if (mesh.material) {
  115375. if (mesh.material instanceof BABYLON.MultiMaterial) {
  115376. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  115377. serializationObject.materials = serializationObject.materials || [];
  115378. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115379. serializationObject.multiMaterials.push(mesh.material.serialize());
  115380. var _loop_1 = function (submaterial) {
  115381. if (submaterial) {
  115382. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  115383. serializationObject.materials.push(submaterial.serialize());
  115384. }
  115385. }
  115386. };
  115387. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  115388. var submaterial = _a[_i];
  115389. _loop_1(submaterial);
  115390. }
  115391. }
  115392. }
  115393. else {
  115394. serializationObject.materials = serializationObject.materials || [];
  115395. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115396. serializationObject.materials.push(mesh.material.serialize());
  115397. }
  115398. }
  115399. }
  115400. //serialize geometry
  115401. var geometry = mesh._geometry;
  115402. if (geometry) {
  115403. if (!serializationObject.geometries) {
  115404. serializationObject.geometries = {};
  115405. serializationObject.geometries.boxes = [];
  115406. serializationObject.geometries.spheres = [];
  115407. serializationObject.geometries.cylinders = [];
  115408. serializationObject.geometries.toruses = [];
  115409. serializationObject.geometries.grounds = [];
  115410. serializationObject.geometries.planes = [];
  115411. serializationObject.geometries.torusKnots = [];
  115412. serializationObject.geometries.vertexData = [];
  115413. }
  115414. serializeGeometry(geometry, serializationObject.geometries);
  115415. }
  115416. // Skeletons
  115417. if (mesh.skeleton) {
  115418. serializationObject.skeletons = serializationObject.skeletons || [];
  115419. serializationObject.skeletons.push(mesh.skeleton.serialize());
  115420. }
  115421. //serialize the actual mesh
  115422. serializationObject.meshes = serializationObject.meshes || [];
  115423. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115424. }
  115425. };
  115426. /**
  115427. * Class used to serialize a scene into a string
  115428. */
  115429. var SceneSerializer = /** @class */ (function () {
  115430. function SceneSerializer() {
  115431. }
  115432. /**
  115433. * Clear cache used by a previous serialization
  115434. */
  115435. SceneSerializer.ClearCache = function () {
  115436. serializedGeometries = [];
  115437. };
  115438. /**
  115439. * Serialize a scene into a JSON compatible object
  115440. * @param scene defines the scene to serialize
  115441. * @returns a JSON compatible object
  115442. */
  115443. SceneSerializer.Serialize = function (scene) {
  115444. var serializationObject = {};
  115445. SceneSerializer.ClearCache();
  115446. // Scene
  115447. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  115448. serializationObject.autoClear = scene.autoClear;
  115449. serializationObject.clearColor = scene.clearColor.asArray();
  115450. serializationObject.ambientColor = scene.ambientColor.asArray();
  115451. serializationObject.gravity = scene.gravity.asArray();
  115452. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  115453. serializationObject.workerCollisions = scene.workerCollisions;
  115454. // Fog
  115455. if (scene.fogMode && scene.fogMode !== 0) {
  115456. serializationObject.fogMode = scene.fogMode;
  115457. serializationObject.fogColor = scene.fogColor.asArray();
  115458. serializationObject.fogStart = scene.fogStart;
  115459. serializationObject.fogEnd = scene.fogEnd;
  115460. serializationObject.fogDensity = scene.fogDensity;
  115461. }
  115462. //Physics
  115463. if (scene.isPhysicsEnabled()) {
  115464. var physicEngine = scene.getPhysicsEngine();
  115465. if (physicEngine) {
  115466. serializationObject.physicsEnabled = true;
  115467. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  115468. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  115469. }
  115470. }
  115471. // Metadata
  115472. if (scene.metadata) {
  115473. serializationObject.metadata = scene.metadata;
  115474. }
  115475. // Morph targets
  115476. serializationObject.morphTargetManagers = [];
  115477. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  115478. var abstractMesh = _a[_i];
  115479. var manager = abstractMesh.morphTargetManager;
  115480. if (manager) {
  115481. serializationObject.morphTargetManagers.push(manager.serialize());
  115482. }
  115483. }
  115484. // Lights
  115485. serializationObject.lights = [];
  115486. var index;
  115487. var light;
  115488. for (index = 0; index < scene.lights.length; index++) {
  115489. light = scene.lights[index];
  115490. if (!light.doNotSerialize) {
  115491. serializationObject.lights.push(light.serialize());
  115492. }
  115493. }
  115494. // Cameras
  115495. serializationObject.cameras = [];
  115496. for (index = 0; index < scene.cameras.length; index++) {
  115497. var camera = scene.cameras[index];
  115498. if (!camera.doNotSerialize) {
  115499. serializationObject.cameras.push(camera.serialize());
  115500. }
  115501. }
  115502. if (scene.activeCamera) {
  115503. serializationObject.activeCameraID = scene.activeCamera.id;
  115504. }
  115505. // Animations
  115506. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  115507. // Reflection probes
  115508. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  115509. serializationObject.reflectionProbes = [];
  115510. for (index = 0; index < scene.reflectionProbes.length; index++) {
  115511. var reflectionProbe = scene.reflectionProbes[index];
  115512. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  115513. }
  115514. }
  115515. // Materials
  115516. serializationObject.materials = [];
  115517. serializationObject.multiMaterials = [];
  115518. var material;
  115519. for (index = 0; index < scene.materials.length; index++) {
  115520. material = scene.materials[index];
  115521. if (!material.doNotSerialize) {
  115522. serializationObject.materials.push(material.serialize());
  115523. }
  115524. }
  115525. // MultiMaterials
  115526. serializationObject.multiMaterials = [];
  115527. for (index = 0; index < scene.multiMaterials.length; index++) {
  115528. var multiMaterial = scene.multiMaterials[index];
  115529. serializationObject.multiMaterials.push(multiMaterial.serialize());
  115530. }
  115531. // Environment texture
  115532. if (scene.environmentTexture) {
  115533. serializationObject.environmentTexture = scene.environmentTexture.name;
  115534. }
  115535. // Skeletons
  115536. serializationObject.skeletons = [];
  115537. for (index = 0; index < scene.skeletons.length; index++) {
  115538. var skeleton = scene.skeletons[index];
  115539. if (!skeleton.doNotSerialize) {
  115540. serializationObject.skeletons.push(skeleton.serialize());
  115541. }
  115542. }
  115543. // Transform nodes
  115544. serializationObject.transformNodes = [];
  115545. for (index = 0; index < scene.transformNodes.length; index++) {
  115546. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  115547. }
  115548. // Geometries
  115549. serializationObject.geometries = {};
  115550. serializationObject.geometries.boxes = [];
  115551. serializationObject.geometries.spheres = [];
  115552. serializationObject.geometries.cylinders = [];
  115553. serializationObject.geometries.toruses = [];
  115554. serializationObject.geometries.grounds = [];
  115555. serializationObject.geometries.planes = [];
  115556. serializationObject.geometries.torusKnots = [];
  115557. serializationObject.geometries.vertexData = [];
  115558. serializedGeometries = [];
  115559. var geometries = scene.getGeometries();
  115560. for (index = 0; index < geometries.length; index++) {
  115561. var geometry = geometries[index];
  115562. if (geometry.isReady()) {
  115563. serializeGeometry(geometry, serializationObject.geometries);
  115564. }
  115565. }
  115566. // Meshes
  115567. serializationObject.meshes = [];
  115568. for (index = 0; index < scene.meshes.length; index++) {
  115569. var abstractMesh = scene.meshes[index];
  115570. if (abstractMesh instanceof BABYLON.Mesh) {
  115571. var mesh = abstractMesh;
  115572. if (!mesh.doNotSerialize) {
  115573. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115574. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115575. }
  115576. }
  115577. }
  115578. }
  115579. // Particles Systems
  115580. serializationObject.particleSystems = [];
  115581. for (index = 0; index < scene.particleSystems.length; index++) {
  115582. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  115583. }
  115584. // Action Manager
  115585. if (scene.actionManager) {
  115586. serializationObject.actions = scene.actionManager.serialize("scene");
  115587. }
  115588. // Components
  115589. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  115590. var component = _c[_b];
  115591. component.serialize(serializationObject);
  115592. }
  115593. return serializationObject;
  115594. };
  115595. /**
  115596. * Serialize a mesh into a JSON compatible object
  115597. * @param toSerialize defines the mesh to serialize
  115598. * @param withParents defines if parents must be serialized as well
  115599. * @param withChildren defines if children must be serialized as well
  115600. * @returns a JSON compatible object
  115601. */
  115602. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  115603. if (withParents === void 0) { withParents = false; }
  115604. if (withChildren === void 0) { withChildren = false; }
  115605. var serializationObject = {};
  115606. SceneSerializer.ClearCache();
  115607. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  115608. if (withParents || withChildren) {
  115609. //deliberate for loop! not for each, appended should be processed as well.
  115610. for (var i = 0; i < toSerialize.length; ++i) {
  115611. if (withChildren) {
  115612. toSerialize[i].getDescendants().forEach(function (node) {
  115613. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  115614. toSerialize.push(node);
  115615. }
  115616. });
  115617. }
  115618. //make sure the array doesn't contain the object already
  115619. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  115620. toSerialize.push(toSerialize[i].parent);
  115621. }
  115622. }
  115623. }
  115624. toSerialize.forEach(function (mesh) {
  115625. finalizeSingleMesh(mesh, serializationObject);
  115626. });
  115627. return serializationObject;
  115628. };
  115629. return SceneSerializer;
  115630. }());
  115631. BABYLON.SceneSerializer = SceneSerializer;
  115632. })(BABYLON || (BABYLON = {}));
  115633. //# sourceMappingURL=babylon.sceneSerializer.js.map
  115634. var BABYLON;
  115635. (function (BABYLON) {
  115636. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  115637. if (!this.reflectionProbes) {
  115638. return -1;
  115639. }
  115640. var index = this.reflectionProbes.indexOf(toRemove);
  115641. if (index !== -1) {
  115642. this.reflectionProbes.splice(index, 1);
  115643. }
  115644. return index;
  115645. };
  115646. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  115647. if (!this.reflectionProbes) {
  115648. this.reflectionProbes = [];
  115649. }
  115650. this.reflectionProbes.push(newReflectionProbe);
  115651. };
  115652. /**
  115653. * Class used to generate realtime reflection / refraction cube textures
  115654. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115655. */
  115656. var ReflectionProbe = /** @class */ (function () {
  115657. /**
  115658. * Creates a new reflection probe
  115659. * @param name defines the name of the probe
  115660. * @param size defines the texture resolution (for each face)
  115661. * @param scene defines the hosting scene
  115662. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115663. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115664. */
  115665. function ReflectionProbe(
  115666. /** defines the name of the probe */
  115667. name, size, scene, generateMipMaps, useFloat) {
  115668. if (generateMipMaps === void 0) { generateMipMaps = true; }
  115669. if (useFloat === void 0) { useFloat = false; }
  115670. var _this = this;
  115671. this.name = name;
  115672. this._viewMatrix = BABYLON.Matrix.Identity();
  115673. this._target = BABYLON.Vector3.Zero();
  115674. this._add = BABYLON.Vector3.Zero();
  115675. this._invertYAxis = false;
  115676. /** Gets or sets probe position (center of the cube map) */
  115677. this.position = BABYLON.Vector3.Zero();
  115678. this._scene = scene;
  115679. // Create the scene field if not exist.
  115680. if (!this._scene.reflectionProbes) {
  115681. this._scene.reflectionProbes = new Array();
  115682. }
  115683. this._scene.reflectionProbes.push(this);
  115684. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  115685. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  115686. switch (faceIndex) {
  115687. case 0:
  115688. _this._add.copyFromFloats(1, 0, 0);
  115689. break;
  115690. case 1:
  115691. _this._add.copyFromFloats(-1, 0, 0);
  115692. break;
  115693. case 2:
  115694. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  115695. break;
  115696. case 3:
  115697. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  115698. break;
  115699. case 4:
  115700. _this._add.copyFromFloats(0, 0, 1);
  115701. break;
  115702. case 5:
  115703. _this._add.copyFromFloats(0, 0, -1);
  115704. break;
  115705. }
  115706. if (_this._attachedMesh) {
  115707. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  115708. }
  115709. _this.position.addToRef(_this._add, _this._target);
  115710. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  115711. if (scene.activeCamera) {
  115712. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  115713. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  115714. }
  115715. scene._forcedViewPosition = _this.position;
  115716. });
  115717. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  115718. scene._forcedViewPosition = null;
  115719. scene.updateTransformMatrix(true);
  115720. });
  115721. }
  115722. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  115723. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115724. get: function () {
  115725. return this._renderTargetTexture.samples;
  115726. },
  115727. set: function (value) {
  115728. this._renderTargetTexture.samples = value;
  115729. },
  115730. enumerable: true,
  115731. configurable: true
  115732. });
  115733. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  115734. /** Gets or sets the refresh rate to use (on every frame by default) */
  115735. get: function () {
  115736. return this._renderTargetTexture.refreshRate;
  115737. },
  115738. set: function (value) {
  115739. this._renderTargetTexture.refreshRate = value;
  115740. },
  115741. enumerable: true,
  115742. configurable: true
  115743. });
  115744. /**
  115745. * Gets the hosting scene
  115746. * @returns a Scene
  115747. */
  115748. ReflectionProbe.prototype.getScene = function () {
  115749. return this._scene;
  115750. };
  115751. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  115752. /** Gets the internal CubeTexture used to render to */
  115753. get: function () {
  115754. return this._renderTargetTexture;
  115755. },
  115756. enumerable: true,
  115757. configurable: true
  115758. });
  115759. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  115760. /** Gets the list of meshes to render */
  115761. get: function () {
  115762. return this._renderTargetTexture.renderList;
  115763. },
  115764. enumerable: true,
  115765. configurable: true
  115766. });
  115767. /**
  115768. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115769. * @param mesh defines the mesh to attach to
  115770. */
  115771. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  115772. this._attachedMesh = mesh;
  115773. };
  115774. /**
  115775. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115776. * @param renderingGroupId The rendering group id corresponding to its index
  115777. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115778. */
  115779. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  115780. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  115781. };
  115782. /**
  115783. * Clean all associated resources
  115784. */
  115785. ReflectionProbe.prototype.dispose = function () {
  115786. var index = this._scene.reflectionProbes.indexOf(this);
  115787. if (index !== -1) {
  115788. // Remove from the scene if found
  115789. this._scene.reflectionProbes.splice(index, 1);
  115790. }
  115791. if (this._renderTargetTexture) {
  115792. this._renderTargetTexture.dispose();
  115793. this._renderTargetTexture = null;
  115794. }
  115795. };
  115796. /**
  115797. * Converts the reflection probe information to a readable string for debug purpose.
  115798. * @param fullDetails Supports for multiple levels of logging within scene loading
  115799. * @returns the human readable reflection probe info
  115800. */
  115801. ReflectionProbe.prototype.toString = function (fullDetails) {
  115802. var ret = "Name: " + this.name;
  115803. if (fullDetails) {
  115804. ret += ", position: " + this.position.toString();
  115805. if (this._attachedMesh) {
  115806. ret += ", attached mesh: " + this._attachedMesh.name;
  115807. }
  115808. }
  115809. return ret;
  115810. };
  115811. /**
  115812. * Get the class name of the relfection probe.
  115813. * @returns "ReflectionProbe"
  115814. */
  115815. ReflectionProbe.prototype.getClassName = function () {
  115816. return "ReflectionProbe";
  115817. };
  115818. /**
  115819. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115820. * @returns The JSON representation of the texture
  115821. */
  115822. ReflectionProbe.prototype.serialize = function () {
  115823. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  115824. serializationObject.isReflectionProbe = true;
  115825. return serializationObject;
  115826. };
  115827. /**
  115828. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115829. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115830. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115831. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115832. * @returns The parsed reflection probe if successful
  115833. */
  115834. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  115835. var reflectionProbe = null;
  115836. if (scene.reflectionProbes) {
  115837. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  115838. var rp = scene.reflectionProbes[index];
  115839. if (rp.name === parsedReflectionProbe.name) {
  115840. reflectionProbe = rp;
  115841. break;
  115842. }
  115843. }
  115844. }
  115845. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  115846. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  115847. if (parsedReflectionProbe._attachedMesh) {
  115848. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  115849. }
  115850. return reflectionProbe;
  115851. };
  115852. __decorate([
  115853. BABYLON.serializeAsMeshReference()
  115854. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  115855. __decorate([
  115856. BABYLON.serializeAsVector3()
  115857. ], ReflectionProbe.prototype, "position", void 0);
  115858. return ReflectionProbe;
  115859. }());
  115860. BABYLON.ReflectionProbe = ReflectionProbe;
  115861. })(BABYLON || (BABYLON = {}));
  115862. //# sourceMappingURL=babylon.reflectionProbe.js.map
  115863. var BABYLON;
  115864. (function (BABYLON) {
  115865. /**
  115866. * Defines the layer scene component responsible to manage any layers
  115867. * in a given scene.
  115868. */
  115869. var LayerSceneComponent = /** @class */ (function () {
  115870. /**
  115871. * Creates a new instance of the component for the given scene
  115872. * @param scene Defines the scene to register the component in
  115873. */
  115874. function LayerSceneComponent(scene) {
  115875. /**
  115876. * The component name helpfull to identify the component in the list of scene components.
  115877. */
  115878. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  115879. this.scene = scene;
  115880. this._engine = scene.getEngine();
  115881. scene.layers = new Array();
  115882. }
  115883. /**
  115884. * Registers the component in a given scene
  115885. */
  115886. LayerSceneComponent.prototype.register = function () {
  115887. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  115888. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  115889. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  115890. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  115891. };
  115892. /**
  115893. * Rebuilds the elements related to this component in case of
  115894. * context lost for instance.
  115895. */
  115896. LayerSceneComponent.prototype.rebuild = function () {
  115897. var layers = this.scene.layers;
  115898. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  115899. var layer = layers_1[_i];
  115900. layer._rebuild();
  115901. }
  115902. };
  115903. /**
  115904. * Disposes the component and the associated ressources.
  115905. */
  115906. LayerSceneComponent.prototype.dispose = function () {
  115907. var layers = this.scene.layers;
  115908. while (layers.length) {
  115909. layers[0].dispose();
  115910. }
  115911. };
  115912. LayerSceneComponent.prototype._draw = function (predicate) {
  115913. var layers = this.scene.layers;
  115914. if (layers.length) {
  115915. this._engine.setDepthBuffer(false);
  115916. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  115917. var layer = layers_2[_i];
  115918. if (predicate(layer)) {
  115919. layer.render();
  115920. }
  115921. }
  115922. this._engine.setDepthBuffer(true);
  115923. }
  115924. };
  115925. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  115926. return !layer.renderOnlyInRenderTargetTextures &&
  115927. layer.isBackground === isBackground &&
  115928. ((layer.layerMask & cameraLayerMask) !== 0);
  115929. };
  115930. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  115931. var _this = this;
  115932. this._draw(function (layer) {
  115933. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  115934. });
  115935. };
  115936. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  115937. var _this = this;
  115938. this._draw(function (layer) {
  115939. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  115940. });
  115941. };
  115942. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  115943. return (layer.renderTargetTextures.length > 0) &&
  115944. layer.isBackground === isBackground &&
  115945. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  115946. ((layer.layerMask & cameraLayerMask) !== 0);
  115947. };
  115948. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  115949. var _this = this;
  115950. this._draw(function (layer) {
  115951. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  115952. });
  115953. };
  115954. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  115955. var _this = this;
  115956. this._draw(function (layer) {
  115957. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  115958. });
  115959. };
  115960. return LayerSceneComponent;
  115961. }());
  115962. BABYLON.LayerSceneComponent = LayerSceneComponent;
  115963. })(BABYLON || (BABYLON = {}));
  115964. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  115965. var BABYLON;
  115966. (function (BABYLON) {
  115967. /**
  115968. * This represents a full screen 2d layer.
  115969. * This can be useful to display a picture in the background of your scene for instance.
  115970. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115971. */
  115972. var Layer = /** @class */ (function () {
  115973. /**
  115974. * Instantiates a new layer.
  115975. * This represents a full screen 2d layer.
  115976. * This can be useful to display a picture in the background of your scene for instance.
  115977. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115978. * @param name Define the name of the layer in the scene
  115979. * @param imgUrl Define the url of the texture to display in the layer
  115980. * @param scene Define the scene the layer belongs to
  115981. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115982. * @param color Defines a color for the layer
  115983. */
  115984. function Layer(
  115985. /**
  115986. * Define the name of the layer.
  115987. */
  115988. name, imgUrl, scene, isBackground, color) {
  115989. this.name = name;
  115990. /**
  115991. * Define the scale of the layer in order to zoom in out of the texture.
  115992. */
  115993. this.scale = new BABYLON.Vector2(1, 1);
  115994. /**
  115995. * Define an offset for the layer in order to shift the texture.
  115996. */
  115997. this.offset = new BABYLON.Vector2(0, 0);
  115998. /**
  115999. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  116000. */
  116001. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  116002. /**
  116003. * Define a mask to restrict the layer to only some of the scene cameras.
  116004. */
  116005. this.layerMask = 0x0FFFFFFF;
  116006. /**
  116007. * Define the list of render target the layer is visible into.
  116008. */
  116009. this.renderTargetTextures = [];
  116010. /**
  116011. * Define if the layer is only used in renderTarget or if it also
  116012. * renders in the main frame buffer of the canvas.
  116013. */
  116014. this.renderOnlyInRenderTargetTextures = false;
  116015. this._vertexBuffers = {};
  116016. /**
  116017. * An event triggered when the layer is disposed.
  116018. */
  116019. this.onDisposeObservable = new BABYLON.Observable();
  116020. /**
  116021. * An event triggered before rendering the scene
  116022. */
  116023. this.onBeforeRenderObservable = new BABYLON.Observable();
  116024. /**
  116025. * An event triggered after rendering the scene
  116026. */
  116027. this.onAfterRenderObservable = new BABYLON.Observable();
  116028. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  116029. this.isBackground = isBackground === undefined ? true : isBackground;
  116030. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  116031. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  116032. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  116033. if (!layerComponent) {
  116034. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  116035. this._scene._addComponent(layerComponent);
  116036. }
  116037. this._scene.layers.push(this);
  116038. var engine = this._scene.getEngine();
  116039. // VBO
  116040. var vertices = [];
  116041. vertices.push(1, 1);
  116042. vertices.push(-1, 1);
  116043. vertices.push(-1, -1);
  116044. vertices.push(1, -1);
  116045. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  116046. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  116047. this._createIndexBuffer();
  116048. // Effects
  116049. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  116050. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  116051. }
  116052. Object.defineProperty(Layer.prototype, "onDispose", {
  116053. /**
  116054. * Back compatibility with callback before the onDisposeObservable existed.
  116055. * The set callback will be triggered when the layer has been disposed.
  116056. */
  116057. set: function (callback) {
  116058. if (this._onDisposeObserver) {
  116059. this.onDisposeObservable.remove(this._onDisposeObserver);
  116060. }
  116061. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  116062. },
  116063. enumerable: true,
  116064. configurable: true
  116065. });
  116066. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  116067. /**
  116068. * Back compatibility with callback before the onBeforeRenderObservable existed.
  116069. * The set callback will be triggered just before rendering the layer.
  116070. */
  116071. set: function (callback) {
  116072. if (this._onBeforeRenderObserver) {
  116073. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  116074. }
  116075. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  116076. },
  116077. enumerable: true,
  116078. configurable: true
  116079. });
  116080. Object.defineProperty(Layer.prototype, "onAfterRender", {
  116081. /**
  116082. * Back compatibility with callback before the onAfterRenderObservable existed.
  116083. * The set callback will be triggered just after rendering the layer.
  116084. */
  116085. set: function (callback) {
  116086. if (this._onAfterRenderObserver) {
  116087. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116088. }
  116089. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  116090. },
  116091. enumerable: true,
  116092. configurable: true
  116093. });
  116094. Layer.prototype._createIndexBuffer = function () {
  116095. var engine = this._scene.getEngine();
  116096. // Indices
  116097. var indices = [];
  116098. indices.push(0);
  116099. indices.push(1);
  116100. indices.push(2);
  116101. indices.push(0);
  116102. indices.push(2);
  116103. indices.push(3);
  116104. this._indexBuffer = engine.createIndexBuffer(indices);
  116105. };
  116106. /** @hidden */
  116107. Layer.prototype._rebuild = function () {
  116108. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116109. if (vb) {
  116110. vb._rebuild();
  116111. }
  116112. this._createIndexBuffer();
  116113. };
  116114. /**
  116115. * Renders the layer in the scene.
  116116. */
  116117. Layer.prototype.render = function () {
  116118. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  116119. // Check
  116120. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  116121. return;
  116122. }
  116123. var engine = this._scene.getEngine();
  116124. this.onBeforeRenderObservable.notifyObservers(this);
  116125. // Render
  116126. engine.enableEffect(currentEffect);
  116127. engine.setState(false);
  116128. // Texture
  116129. currentEffect.setTexture("textureSampler", this.texture);
  116130. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  116131. // Color
  116132. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  116133. // Scale / offset
  116134. currentEffect.setVector2("offset", this.offset);
  116135. currentEffect.setVector2("scale", this.scale);
  116136. // VBOs
  116137. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  116138. // Draw order
  116139. if (!this.alphaTest) {
  116140. engine.setAlphaMode(this.alphaBlendingMode);
  116141. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116142. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  116143. }
  116144. else {
  116145. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116146. }
  116147. this.onAfterRenderObservable.notifyObservers(this);
  116148. };
  116149. /**
  116150. * Disposes and releases the associated ressources.
  116151. */
  116152. Layer.prototype.dispose = function () {
  116153. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116154. if (vertexBuffer) {
  116155. vertexBuffer.dispose();
  116156. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  116157. }
  116158. if (this._indexBuffer) {
  116159. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  116160. this._indexBuffer = null;
  116161. }
  116162. if (this.texture) {
  116163. this.texture.dispose();
  116164. this.texture = null;
  116165. }
  116166. // Clean RTT list
  116167. this.renderTargetTextures = [];
  116168. // Remove from scene
  116169. var index = this._scene.layers.indexOf(this);
  116170. this._scene.layers.splice(index, 1);
  116171. // Callback
  116172. this.onDisposeObservable.notifyObservers(this);
  116173. this.onDisposeObservable.clear();
  116174. this.onAfterRenderObservable.clear();
  116175. this.onBeforeRenderObservable.clear();
  116176. };
  116177. return Layer;
  116178. }());
  116179. BABYLON.Layer = Layer;
  116180. })(BABYLON || (BABYLON = {}));
  116181. //# sourceMappingURL=babylon.layer.js.map
  116182. var BABYLON;
  116183. (function (BABYLON) {
  116184. /**
  116185. * Class used to host texture specific utilities
  116186. */
  116187. var TextureTools = /** @class */ (function () {
  116188. function TextureTools() {
  116189. }
  116190. /**
  116191. * Uses the GPU to create a copy texture rescaled at a given size
  116192. * @param texture Texture to copy from
  116193. * @param width defines the desired width
  116194. * @param height defines the desired height
  116195. * @param useBilinearMode defines if bilinear mode has to be used
  116196. * @return the generated texture
  116197. */
  116198. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  116199. if (useBilinearMode === void 0) { useBilinearMode = true; }
  116200. var scene = texture.getScene();
  116201. var engine = scene.getEngine();
  116202. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  116203. rtt.wrapU = texture.wrapU;
  116204. rtt.wrapV = texture.wrapV;
  116205. rtt.uOffset = texture.uOffset;
  116206. rtt.vOffset = texture.vOffset;
  116207. rtt.uScale = texture.uScale;
  116208. rtt.vScale = texture.vScale;
  116209. rtt.uAng = texture.uAng;
  116210. rtt.vAng = texture.vAng;
  116211. rtt.wAng = texture.wAng;
  116212. rtt.coordinatesIndex = texture.coordinatesIndex;
  116213. rtt.level = texture.level;
  116214. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  116215. rtt._texture.isReady = false;
  116216. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116217. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116218. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  116219. passPostProcess.getEffect().executeWhenCompiled(function () {
  116220. passPostProcess.onApply = function (effect) {
  116221. effect.setTexture("textureSampler", texture);
  116222. };
  116223. var internalTexture = rtt.getInternalTexture();
  116224. if (internalTexture) {
  116225. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  116226. engine.unBindFramebuffer(internalTexture);
  116227. rtt.disposeFramebufferObjects();
  116228. passPostProcess.dispose();
  116229. internalTexture.isReady = true;
  116230. }
  116231. });
  116232. return rtt;
  116233. };
  116234. /**
  116235. * Gets an environment BRDF texture for a given scene
  116236. * @param scene defines the hosting scene
  116237. * @returns the environment BRDF texture
  116238. */
  116239. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  116240. if (!scene._environmentBRDFTexture) {
  116241. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  116242. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116243. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116244. scene._environmentBRDFTexture = texture;
  116245. }
  116246. return scene._environmentBRDFTexture;
  116247. };
  116248. TextureTools._environmentBRDFBase64Texture = 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";
  116249. return TextureTools;
  116250. }());
  116251. BABYLON.TextureTools = TextureTools;
  116252. })(BABYLON || (BABYLON = {}));
  116253. //# sourceMappingURL=babylon.textureTools.js.map
  116254. var BABYLON;
  116255. (function (BABYLON) {
  116256. /**
  116257. * 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.
  116258. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  116259. */
  116260. var FramingBehavior = /** @class */ (function () {
  116261. function FramingBehavior() {
  116262. this._mode = FramingBehavior.FitFrustumSidesMode;
  116263. this._radiusScale = 1.0;
  116264. this._positionScale = 0.5;
  116265. this._defaultElevation = 0.3;
  116266. this._elevationReturnTime = 1500;
  116267. this._elevationReturnWaitTime = 1000;
  116268. this._zoomStopsAnimation = false;
  116269. this._framingTime = 1500;
  116270. /**
  116271. * Define if the behavior should automatically change the configured
  116272. * camera limits and sensibilities.
  116273. */
  116274. this.autoCorrectCameraLimitsAndSensibility = true;
  116275. this._isPointerDown = false;
  116276. this._lastInteractionTime = -Infinity;
  116277. // Framing control
  116278. this._animatables = new Array();
  116279. this._betaIsAnimating = false;
  116280. }
  116281. Object.defineProperty(FramingBehavior.prototype, "name", {
  116282. /**
  116283. * Gets the name of the behavior.
  116284. */
  116285. get: function () {
  116286. return "Framing";
  116287. },
  116288. enumerable: true,
  116289. configurable: true
  116290. });
  116291. Object.defineProperty(FramingBehavior.prototype, "mode", {
  116292. /**
  116293. * Gets current mode used by the behavior.
  116294. */
  116295. get: function () {
  116296. return this._mode;
  116297. },
  116298. /**
  116299. * Sets the current mode used by the behavior
  116300. */
  116301. set: function (mode) {
  116302. this._mode = mode;
  116303. },
  116304. enumerable: true,
  116305. configurable: true
  116306. });
  116307. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  116308. /**
  116309. * Gets the scale applied to the radius
  116310. */
  116311. get: function () {
  116312. return this._radiusScale;
  116313. },
  116314. /**
  116315. * Sets the scale applied to the radius (1 by default)
  116316. */
  116317. set: function (radius) {
  116318. this._radiusScale = radius;
  116319. },
  116320. enumerable: true,
  116321. configurable: true
  116322. });
  116323. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  116324. /**
  116325. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116326. */
  116327. get: function () {
  116328. return this._positionScale;
  116329. },
  116330. /**
  116331. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116332. */
  116333. set: function (scale) {
  116334. this._positionScale = scale;
  116335. },
  116336. enumerable: true,
  116337. configurable: true
  116338. });
  116339. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  116340. /**
  116341. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116342. * behaviour is triggered, in radians.
  116343. */
  116344. get: function () {
  116345. return this._defaultElevation;
  116346. },
  116347. /**
  116348. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116349. * behaviour is triggered, in radians.
  116350. */
  116351. set: function (elevation) {
  116352. this._defaultElevation = elevation;
  116353. },
  116354. enumerable: true,
  116355. configurable: true
  116356. });
  116357. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  116358. /**
  116359. * Gets the time (in milliseconds) taken to return to the default beta position.
  116360. * Negative value indicates camera should not return to default.
  116361. */
  116362. get: function () {
  116363. return this._elevationReturnTime;
  116364. },
  116365. /**
  116366. * Sets the time (in milliseconds) taken to return to the default beta position.
  116367. * Negative value indicates camera should not return to default.
  116368. */
  116369. set: function (speed) {
  116370. this._elevationReturnTime = speed;
  116371. },
  116372. enumerable: true,
  116373. configurable: true
  116374. });
  116375. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  116376. /**
  116377. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116378. */
  116379. get: function () {
  116380. return this._elevationReturnWaitTime;
  116381. },
  116382. /**
  116383. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116384. */
  116385. set: function (time) {
  116386. this._elevationReturnWaitTime = time;
  116387. },
  116388. enumerable: true,
  116389. configurable: true
  116390. });
  116391. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  116392. /**
  116393. * Gets the flag that indicates if user zooming should stop animation.
  116394. */
  116395. get: function () {
  116396. return this._zoomStopsAnimation;
  116397. },
  116398. /**
  116399. * Sets the flag that indicates if user zooming should stop animation.
  116400. */
  116401. set: function (flag) {
  116402. this._zoomStopsAnimation = flag;
  116403. },
  116404. enumerable: true,
  116405. configurable: true
  116406. });
  116407. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  116408. /**
  116409. * Gets the transition time when framing the mesh, in milliseconds
  116410. */
  116411. get: function () {
  116412. return this._framingTime;
  116413. },
  116414. /**
  116415. * Sets the transition time when framing the mesh, in milliseconds
  116416. */
  116417. set: function (time) {
  116418. this._framingTime = time;
  116419. },
  116420. enumerable: true,
  116421. configurable: true
  116422. });
  116423. /**
  116424. * Initializes the behavior.
  116425. */
  116426. FramingBehavior.prototype.init = function () {
  116427. // Do notihng
  116428. };
  116429. /**
  116430. * Attaches the behavior to its arc rotate camera.
  116431. * @param camera Defines the camera to attach the behavior to
  116432. */
  116433. FramingBehavior.prototype.attach = function (camera) {
  116434. var _this = this;
  116435. this._attachedCamera = camera;
  116436. var scene = this._attachedCamera.getScene();
  116437. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  116438. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116439. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116440. _this._isPointerDown = true;
  116441. return;
  116442. }
  116443. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116444. _this._isPointerDown = false;
  116445. }
  116446. });
  116447. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116448. if (mesh) {
  116449. _this.zoomOnMesh(mesh);
  116450. }
  116451. });
  116452. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116453. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116454. _this._applyUserInteraction();
  116455. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  116456. // back to the default position after a given timeout
  116457. _this._maintainCameraAboveGround();
  116458. });
  116459. };
  116460. /**
  116461. * Detaches the behavior from its current arc rotate camera.
  116462. */
  116463. FramingBehavior.prototype.detach = function () {
  116464. if (!this._attachedCamera) {
  116465. return;
  116466. }
  116467. var scene = this._attachedCamera.getScene();
  116468. if (this._onPrePointerObservableObserver) {
  116469. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116470. }
  116471. if (this._onAfterCheckInputsObserver) {
  116472. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116473. }
  116474. if (this._onMeshTargetChangedObserver) {
  116475. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116476. }
  116477. this._attachedCamera = null;
  116478. };
  116479. /**
  116480. * Targets the given mesh and updates zoom level accordingly.
  116481. * @param mesh The mesh to target.
  116482. * @param radius Optional. If a cached radius position already exists, overrides default.
  116483. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116484. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116485. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116486. */
  116487. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116488. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116489. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116490. mesh.computeWorldMatrix(true);
  116491. var boundingBox = mesh.getBoundingInfo().boundingBox;
  116492. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  116493. };
  116494. /**
  116495. * Targets the given mesh with its children and updates zoom level accordingly.
  116496. * @param mesh The mesh to target.
  116497. * @param radius Optional. If a cached radius position already exists, overrides default.
  116498. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116499. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116500. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116501. */
  116502. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116503. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116504. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116505. mesh.computeWorldMatrix(true);
  116506. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  116507. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  116508. };
  116509. /**
  116510. * Targets the given meshes with their children and updates zoom level accordingly.
  116511. * @param meshes The mesh to target.
  116512. * @param radius Optional. If a cached radius position already exists, overrides default.
  116513. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116514. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116515. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116516. */
  116517. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  116518. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116519. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116520. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  116521. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  116522. for (var i = 0; i < meshes.length; i++) {
  116523. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  116524. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  116525. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  116526. }
  116527. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  116528. };
  116529. /**
  116530. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  116531. * @param minimumWorld Determines the smaller position of the bounding box extend
  116532. * @param maximumWorld Determines the bigger position of the bounding box extend
  116533. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116534. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116535. */
  116536. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  116537. var _this = this;
  116538. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116539. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116540. var zoomTarget;
  116541. if (!this._attachedCamera) {
  116542. return;
  116543. }
  116544. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  116545. var bottom = minimumWorld.y;
  116546. var top = maximumWorld.y;
  116547. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  116548. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  116549. if (focusOnOriginXZ) {
  116550. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  116551. }
  116552. else {
  116553. var centerWorld = minimumWorld.add(radiusWorld);
  116554. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  116555. }
  116556. if (!this._vectorTransition) {
  116557. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  116558. }
  116559. this._betaIsAnimating = true;
  116560. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  116561. if (animatable) {
  116562. this._animatables.push(animatable);
  116563. }
  116564. // sets the radius and lower radius bounds
  116565. // Small delta ensures camera is not always at lower zoom limit.
  116566. var radius = 0;
  116567. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  116568. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116569. if (this.autoCorrectCameraLimitsAndSensibility) {
  116570. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  116571. }
  116572. radius = position;
  116573. }
  116574. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116575. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116576. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  116577. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  116578. }
  116579. }
  116580. // Set sensibilities
  116581. if (this.autoCorrectCameraLimitsAndSensibility) {
  116582. var extend = maximumWorld.subtract(minimumWorld).length();
  116583. this._attachedCamera.panningSensibility = 5000 / extend;
  116584. this._attachedCamera.wheelPrecision = 100 / radius;
  116585. }
  116586. // transition to new radius
  116587. if (!this._radiusTransition) {
  116588. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116589. }
  116590. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  116591. _this.stopAllAnimations();
  116592. if (onAnimationEnd) {
  116593. onAnimationEnd();
  116594. }
  116595. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  116596. _this._attachedCamera.storeState();
  116597. }
  116598. });
  116599. if (animatable) {
  116600. this._animatables.push(animatable);
  116601. }
  116602. };
  116603. /**
  116604. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  116605. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  116606. * frustum width.
  116607. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  116608. * to fully enclose the mesh in the viewing frustum.
  116609. */
  116610. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  116611. var size = maximumWorld.subtract(minimumWorld);
  116612. var boxVectorGlobalDiagonal = size.length();
  116613. var frustumSlope = this._getFrustumSlope();
  116614. // Formula for setting distance
  116615. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  116616. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  116617. // Horizon distance
  116618. var radius = radiusWithoutFraming * this._radiusScale;
  116619. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  116620. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  116621. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  116622. var camera = this._attachedCamera;
  116623. if (!camera) {
  116624. return 0;
  116625. }
  116626. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116627. // Don't exceed the requested limit
  116628. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  116629. }
  116630. // Don't exceed the upper radius limit
  116631. if (camera.upperRadiusLimit) {
  116632. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  116633. }
  116634. return distance;
  116635. };
  116636. /**
  116637. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  116638. * is automatically returned to its default position (expected to be above ground plane).
  116639. */
  116640. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  116641. var _this = this;
  116642. if (this._elevationReturnTime < 0) {
  116643. return;
  116644. }
  116645. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  116646. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  116647. var limitBeta = Math.PI * 0.5;
  116648. // Bring the camera back up if below the ground plane
  116649. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  116650. this._betaIsAnimating = true;
  116651. //Transition to new position
  116652. this.stopAllAnimations();
  116653. if (!this._betaTransition) {
  116654. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116655. }
  116656. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  116657. _this._clearAnimationLocks();
  116658. _this.stopAllAnimations();
  116659. });
  116660. if (animatabe) {
  116661. this._animatables.push(animatabe);
  116662. }
  116663. }
  116664. };
  116665. /**
  116666. * Returns the frustum slope based on the canvas ratio and camera FOV
  116667. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  116668. */
  116669. FramingBehavior.prototype._getFrustumSlope = function () {
  116670. // Calculate the viewport ratio
  116671. // Aspect Ratio is Height/Width.
  116672. var camera = this._attachedCamera;
  116673. if (!camera) {
  116674. return BABYLON.Vector2.Zero();
  116675. }
  116676. var engine = camera.getScene().getEngine();
  116677. var aspectRatio = engine.getAspectRatio(camera);
  116678. // Camera FOV is the vertical field of view (top-bottom) in radians.
  116679. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  116680. var frustumSlopeY = Math.tan(camera.fov / 2);
  116681. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  116682. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  116683. // along the forward vector.
  116684. var frustumSlopeX = frustumSlopeY * aspectRatio;
  116685. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  116686. };
  116687. /**
  116688. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  116689. */
  116690. FramingBehavior.prototype._clearAnimationLocks = function () {
  116691. this._betaIsAnimating = false;
  116692. };
  116693. /**
  116694. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116695. */
  116696. FramingBehavior.prototype._applyUserInteraction = function () {
  116697. if (this.isUserIsMoving) {
  116698. this._lastInteractionTime = BABYLON.Tools.Now;
  116699. this.stopAllAnimations();
  116700. this._clearAnimationLocks();
  116701. }
  116702. };
  116703. /**
  116704. * Stops and removes all animations that have been applied to the camera
  116705. */
  116706. FramingBehavior.prototype.stopAllAnimations = function () {
  116707. if (this._attachedCamera) {
  116708. this._attachedCamera.animations = [];
  116709. }
  116710. while (this._animatables.length) {
  116711. if (this._animatables[0]) {
  116712. this._animatables[0].onAnimationEnd = null;
  116713. this._animatables[0].stop();
  116714. }
  116715. this._animatables.shift();
  116716. }
  116717. };
  116718. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  116719. /**
  116720. * Gets a value indicating if the user is moving the camera
  116721. */
  116722. get: function () {
  116723. if (!this._attachedCamera) {
  116724. return false;
  116725. }
  116726. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116727. this._attachedCamera.inertialBetaOffset !== 0 ||
  116728. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116729. this._attachedCamera.inertialPanningX !== 0 ||
  116730. this._attachedCamera.inertialPanningY !== 0 ||
  116731. this._isPointerDown;
  116732. },
  116733. enumerable: true,
  116734. configurable: true
  116735. });
  116736. /**
  116737. * The easing function used by animations
  116738. */
  116739. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  116740. /**
  116741. * The easing mode used by animations
  116742. */
  116743. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  116744. // Statics
  116745. /**
  116746. * The camera can move all the way towards the mesh.
  116747. */
  116748. FramingBehavior.IgnoreBoundsSizeMode = 0;
  116749. /**
  116750. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  116751. */
  116752. FramingBehavior.FitFrustumSidesMode = 1;
  116753. return FramingBehavior;
  116754. }());
  116755. BABYLON.FramingBehavior = FramingBehavior;
  116756. })(BABYLON || (BABYLON = {}));
  116757. //# sourceMappingURL=babylon.framingBehavior.js.map
  116758. var BABYLON;
  116759. (function (BABYLON) {
  116760. /**
  116761. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  116762. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  116763. */
  116764. var BouncingBehavior = /** @class */ (function () {
  116765. function BouncingBehavior() {
  116766. /**
  116767. * The duration of the animation, in milliseconds
  116768. */
  116769. this.transitionDuration = 450;
  116770. /**
  116771. * Length of the distance animated by the transition when lower radius is reached
  116772. */
  116773. this.lowerRadiusTransitionRange = 2;
  116774. /**
  116775. * Length of the distance animated by the transition when upper radius is reached
  116776. */
  116777. this.upperRadiusTransitionRange = -2;
  116778. this._autoTransitionRange = false;
  116779. // Animations
  116780. this._radiusIsAnimating = false;
  116781. this._radiusBounceTransition = null;
  116782. this._animatables = new Array();
  116783. }
  116784. Object.defineProperty(BouncingBehavior.prototype, "name", {
  116785. /**
  116786. * Gets the name of the behavior.
  116787. */
  116788. get: function () {
  116789. return "Bouncing";
  116790. },
  116791. enumerable: true,
  116792. configurable: true
  116793. });
  116794. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  116795. /**
  116796. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116797. */
  116798. get: function () {
  116799. return this._autoTransitionRange;
  116800. },
  116801. /**
  116802. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116803. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  116804. */
  116805. set: function (value) {
  116806. var _this = this;
  116807. if (this._autoTransitionRange === value) {
  116808. return;
  116809. }
  116810. this._autoTransitionRange = value;
  116811. var camera = this._attachedCamera;
  116812. if (!camera) {
  116813. return;
  116814. }
  116815. if (value) {
  116816. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116817. if (!mesh) {
  116818. return;
  116819. }
  116820. mesh.computeWorldMatrix(true);
  116821. var diagonal = mesh.getBoundingInfo().diagonalLength;
  116822. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  116823. _this.upperRadiusTransitionRange = diagonal * 0.05;
  116824. });
  116825. }
  116826. else if (this._onMeshTargetChangedObserver) {
  116827. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116828. }
  116829. },
  116830. enumerable: true,
  116831. configurable: true
  116832. });
  116833. /**
  116834. * Initializes the behavior.
  116835. */
  116836. BouncingBehavior.prototype.init = function () {
  116837. // Do notihng
  116838. };
  116839. /**
  116840. * Attaches the behavior to its arc rotate camera.
  116841. * @param camera Defines the camera to attach the behavior to
  116842. */
  116843. BouncingBehavior.prototype.attach = function (camera) {
  116844. var _this = this;
  116845. this._attachedCamera = camera;
  116846. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116847. if (!_this._attachedCamera) {
  116848. return;
  116849. }
  116850. // Add the bounce animation to the lower radius limit
  116851. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  116852. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  116853. }
  116854. // Add the bounce animation to the upper radius limit
  116855. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  116856. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  116857. }
  116858. });
  116859. };
  116860. /**
  116861. * Detaches the behavior from its current arc rotate camera.
  116862. */
  116863. BouncingBehavior.prototype.detach = function () {
  116864. if (!this._attachedCamera) {
  116865. return;
  116866. }
  116867. if (this._onAfterCheckInputsObserver) {
  116868. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116869. }
  116870. if (this._onMeshTargetChangedObserver) {
  116871. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116872. }
  116873. this._attachedCamera = null;
  116874. };
  116875. /**
  116876. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  116877. * @param radiusLimit The limit to check against.
  116878. * @return Bool to indicate if at limit.
  116879. */
  116880. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  116881. if (!this._attachedCamera) {
  116882. return false;
  116883. }
  116884. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  116885. return true;
  116886. }
  116887. return false;
  116888. };
  116889. /**
  116890. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  116891. * @param radiusDelta The delta by which to animate to. Can be negative.
  116892. */
  116893. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  116894. var _this = this;
  116895. if (!this._attachedCamera) {
  116896. return;
  116897. }
  116898. if (!this._radiusBounceTransition) {
  116899. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  116900. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  116901. }
  116902. // Prevent zoom until bounce has completed
  116903. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  116904. this._attachedCamera.wheelPrecision = Infinity;
  116905. this._attachedCamera.inertialRadiusOffset = 0;
  116906. // Animate to the radius limit
  116907. this.stopAllAnimations();
  116908. this._radiusIsAnimating = true;
  116909. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  116910. if (animatable) {
  116911. this._animatables.push(animatable);
  116912. }
  116913. };
  116914. /**
  116915. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  116916. */
  116917. BouncingBehavior.prototype._clearAnimationLocks = function () {
  116918. this._radiusIsAnimating = false;
  116919. if (this._attachedCamera) {
  116920. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  116921. }
  116922. };
  116923. /**
  116924. * Stops and removes all animations that have been applied to the camera
  116925. */
  116926. BouncingBehavior.prototype.stopAllAnimations = function () {
  116927. if (this._attachedCamera) {
  116928. this._attachedCamera.animations = [];
  116929. }
  116930. while (this._animatables.length) {
  116931. this._animatables[0].onAnimationEnd = null;
  116932. this._animatables[0].stop();
  116933. this._animatables.shift();
  116934. }
  116935. };
  116936. /**
  116937. * The easing function used by animations
  116938. */
  116939. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  116940. /**
  116941. * The easing mode used by animations
  116942. */
  116943. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  116944. return BouncingBehavior;
  116945. }());
  116946. BABYLON.BouncingBehavior = BouncingBehavior;
  116947. })(BABYLON || (BABYLON = {}));
  116948. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  116949. var BABYLON;
  116950. (function (BABYLON) {
  116951. /**
  116952. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  116953. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  116954. */
  116955. var AutoRotationBehavior = /** @class */ (function () {
  116956. function AutoRotationBehavior() {
  116957. this._zoomStopsAnimation = false;
  116958. this._idleRotationSpeed = 0.05;
  116959. this._idleRotationWaitTime = 2000;
  116960. this._idleRotationSpinupTime = 2000;
  116961. this._isPointerDown = false;
  116962. this._lastFrameTime = null;
  116963. this._lastInteractionTime = -Infinity;
  116964. this._cameraRotationSpeed = 0;
  116965. this._lastFrameRadius = 0;
  116966. }
  116967. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  116968. /**
  116969. * Gets the name of the behavior.
  116970. */
  116971. get: function () {
  116972. return "AutoRotation";
  116973. },
  116974. enumerable: true,
  116975. configurable: true
  116976. });
  116977. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  116978. /**
  116979. * Gets the flag that indicates if user zooming should stop animation.
  116980. */
  116981. get: function () {
  116982. return this._zoomStopsAnimation;
  116983. },
  116984. /**
  116985. * Sets the flag that indicates if user zooming should stop animation.
  116986. */
  116987. set: function (flag) {
  116988. this._zoomStopsAnimation = flag;
  116989. },
  116990. enumerable: true,
  116991. configurable: true
  116992. });
  116993. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  116994. /**
  116995. * Gets the default speed at which the camera rotates around the model.
  116996. */
  116997. get: function () {
  116998. return this._idleRotationSpeed;
  116999. },
  117000. /**
  117001. * Sets the default speed at which the camera rotates around the model.
  117002. */
  117003. set: function (speed) {
  117004. this._idleRotationSpeed = speed;
  117005. },
  117006. enumerable: true,
  117007. configurable: true
  117008. });
  117009. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  117010. /**
  117011. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  117012. */
  117013. get: function () {
  117014. return this._idleRotationWaitTime;
  117015. },
  117016. /**
  117017. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  117018. */
  117019. set: function (time) {
  117020. this._idleRotationWaitTime = time;
  117021. },
  117022. enumerable: true,
  117023. configurable: true
  117024. });
  117025. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  117026. /**
  117027. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  117028. */
  117029. get: function () {
  117030. return this._idleRotationSpinupTime;
  117031. },
  117032. /**
  117033. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  117034. */
  117035. set: function (time) {
  117036. this._idleRotationSpinupTime = time;
  117037. },
  117038. enumerable: true,
  117039. configurable: true
  117040. });
  117041. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  117042. /**
  117043. * Gets a value indicating if the camera is currently rotating because of this behavior
  117044. */
  117045. get: function () {
  117046. return Math.abs(this._cameraRotationSpeed) > 0;
  117047. },
  117048. enumerable: true,
  117049. configurable: true
  117050. });
  117051. /**
  117052. * Initializes the behavior.
  117053. */
  117054. AutoRotationBehavior.prototype.init = function () {
  117055. // Do notihng
  117056. };
  117057. /**
  117058. * Attaches the behavior to its arc rotate camera.
  117059. * @param camera Defines the camera to attach the behavior to
  117060. */
  117061. AutoRotationBehavior.prototype.attach = function (camera) {
  117062. var _this = this;
  117063. this._attachedCamera = camera;
  117064. var scene = this._attachedCamera.getScene();
  117065. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  117066. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  117067. _this._isPointerDown = true;
  117068. return;
  117069. }
  117070. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  117071. _this._isPointerDown = false;
  117072. }
  117073. });
  117074. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  117075. var now = BABYLON.Tools.Now;
  117076. var dt = 0;
  117077. if (_this._lastFrameTime != null) {
  117078. dt = now - _this._lastFrameTime;
  117079. }
  117080. _this._lastFrameTime = now;
  117081. // Stop the animation if there is user interaction and the animation should stop for this interaction
  117082. _this._applyUserInteraction();
  117083. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  117084. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  117085. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  117086. // Step camera rotation by rotation speed
  117087. if (_this._attachedCamera) {
  117088. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  117089. }
  117090. });
  117091. };
  117092. /**
  117093. * Detaches the behavior from its current arc rotate camera.
  117094. */
  117095. AutoRotationBehavior.prototype.detach = function () {
  117096. if (!this._attachedCamera) {
  117097. return;
  117098. }
  117099. var scene = this._attachedCamera.getScene();
  117100. if (this._onPrePointerObservableObserver) {
  117101. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  117102. }
  117103. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117104. this._attachedCamera = null;
  117105. };
  117106. /**
  117107. * Returns true if user is scrolling.
  117108. * @return true if user is scrolling.
  117109. */
  117110. AutoRotationBehavior.prototype._userIsZooming = function () {
  117111. if (!this._attachedCamera) {
  117112. return false;
  117113. }
  117114. return this._attachedCamera.inertialRadiusOffset !== 0;
  117115. };
  117116. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  117117. if (!this._attachedCamera) {
  117118. return false;
  117119. }
  117120. var zoomHasHitLimit = false;
  117121. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  117122. zoomHasHitLimit = true;
  117123. }
  117124. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  117125. this._lastFrameRadius = this._attachedCamera.radius;
  117126. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  117127. };
  117128. /**
  117129. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  117130. */
  117131. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  117132. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  117133. this._lastInteractionTime = BABYLON.Tools.Now;
  117134. }
  117135. };
  117136. // Tools
  117137. AutoRotationBehavior.prototype._userIsMoving = function () {
  117138. if (!this._attachedCamera) {
  117139. return false;
  117140. }
  117141. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  117142. this._attachedCamera.inertialBetaOffset !== 0 ||
  117143. this._attachedCamera.inertialRadiusOffset !== 0 ||
  117144. this._attachedCamera.inertialPanningX !== 0 ||
  117145. this._attachedCamera.inertialPanningY !== 0 ||
  117146. this._isPointerDown;
  117147. };
  117148. return AutoRotationBehavior;
  117149. }());
  117150. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  117151. })(BABYLON || (BABYLON = {}));
  117152. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  117153. var BABYLON;
  117154. (function (BABYLON) {
  117155. /**
  117156. * Options to create the null engine
  117157. */
  117158. var NullEngineOptions = /** @class */ (function () {
  117159. function NullEngineOptions() {
  117160. /**
  117161. * Render width (Default: 512)
  117162. */
  117163. this.renderWidth = 512;
  117164. /**
  117165. * Render height (Default: 256)
  117166. */
  117167. this.renderHeight = 256;
  117168. /**
  117169. * Texture size (Default: 512)
  117170. */
  117171. this.textureSize = 512;
  117172. /**
  117173. * If delta time between frames should be constant
  117174. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117175. */
  117176. this.deterministicLockstep = false;
  117177. /**
  117178. * Maximum about of steps between frames (Default: 4)
  117179. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117180. */
  117181. this.lockstepMaxSteps = 4;
  117182. }
  117183. return NullEngineOptions;
  117184. }());
  117185. BABYLON.NullEngineOptions = NullEngineOptions;
  117186. /**
  117187. * The null engine class provides support for headless version of babylon.js.
  117188. * This can be used in server side scenario or for testing purposes
  117189. */
  117190. var NullEngine = /** @class */ (function (_super) {
  117191. __extends(NullEngine, _super);
  117192. function NullEngine(options) {
  117193. if (options === void 0) { options = new NullEngineOptions(); }
  117194. var _this = _super.call(this, null) || this;
  117195. if (options.deterministicLockstep === undefined) {
  117196. options.deterministicLockstep = false;
  117197. }
  117198. if (options.lockstepMaxSteps === undefined) {
  117199. options.lockstepMaxSteps = 4;
  117200. }
  117201. _this._options = options;
  117202. // Init caps
  117203. // We consider we are on a webgl1 capable device
  117204. _this._caps = new BABYLON.EngineCapabilities();
  117205. _this._caps.maxTexturesImageUnits = 16;
  117206. _this._caps.maxVertexTextureImageUnits = 16;
  117207. _this._caps.maxTextureSize = 512;
  117208. _this._caps.maxCubemapTextureSize = 512;
  117209. _this._caps.maxRenderTextureSize = 512;
  117210. _this._caps.maxVertexAttribs = 16;
  117211. _this._caps.maxVaryingVectors = 16;
  117212. _this._caps.maxFragmentUniformVectors = 16;
  117213. _this._caps.maxVertexUniformVectors = 16;
  117214. // Extensions
  117215. _this._caps.standardDerivatives = false;
  117216. _this._caps.astc = null;
  117217. _this._caps.s3tc = null;
  117218. _this._caps.pvrtc = null;
  117219. _this._caps.etc1 = null;
  117220. _this._caps.etc2 = null;
  117221. _this._caps.textureAnisotropicFilterExtension = null;
  117222. _this._caps.maxAnisotropy = 0;
  117223. _this._caps.uintIndices = false;
  117224. _this._caps.fragmentDepthSupported = false;
  117225. _this._caps.highPrecisionShaderSupported = true;
  117226. _this._caps.colorBufferFloat = false;
  117227. _this._caps.textureFloat = false;
  117228. _this._caps.textureFloatLinearFiltering = false;
  117229. _this._caps.textureFloatRender = false;
  117230. _this._caps.textureHalfFloat = false;
  117231. _this._caps.textureHalfFloatLinearFiltering = false;
  117232. _this._caps.textureHalfFloatRender = false;
  117233. _this._caps.textureLOD = false;
  117234. _this._caps.drawBuffersExtension = false;
  117235. _this._caps.depthTextureExtension = false;
  117236. _this._caps.vertexArrayObject = false;
  117237. _this._caps.instancedArrays = false;
  117238. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  117239. // Wrappers
  117240. if (typeof URL === "undefined") {
  117241. URL = {
  117242. createObjectURL: function () { },
  117243. revokeObjectURL: function () { }
  117244. };
  117245. }
  117246. if (typeof Blob === "undefined") {
  117247. Blob = function () { };
  117248. }
  117249. return _this;
  117250. }
  117251. /**
  117252. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117253. */
  117254. NullEngine.prototype.isDeterministicLockStep = function () {
  117255. return this._options.deterministicLockstep;
  117256. };
  117257. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  117258. NullEngine.prototype.getLockstepMaxSteps = function () {
  117259. return this._options.lockstepMaxSteps;
  117260. };
  117261. /**
  117262. * Sets hardware scaling, used to save performance if needed
  117263. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  117264. */
  117265. NullEngine.prototype.getHardwareScalingLevel = function () {
  117266. return 1.0;
  117267. };
  117268. NullEngine.prototype.createVertexBuffer = function (vertices) {
  117269. return {
  117270. capacity: 0,
  117271. references: 1,
  117272. is32Bits: false
  117273. };
  117274. };
  117275. NullEngine.prototype.createIndexBuffer = function (indices) {
  117276. return {
  117277. capacity: 0,
  117278. references: 1,
  117279. is32Bits: false
  117280. };
  117281. };
  117282. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  117283. if (stencil === void 0) { stencil = false; }
  117284. };
  117285. NullEngine.prototype.getRenderWidth = function (useScreen) {
  117286. if (useScreen === void 0) { useScreen = false; }
  117287. if (!useScreen && this._currentRenderTarget) {
  117288. return this._currentRenderTarget.width;
  117289. }
  117290. return this._options.renderWidth;
  117291. };
  117292. NullEngine.prototype.getRenderHeight = function (useScreen) {
  117293. if (useScreen === void 0) { useScreen = false; }
  117294. if (!useScreen && this._currentRenderTarget) {
  117295. return this._currentRenderTarget.height;
  117296. }
  117297. return this._options.renderHeight;
  117298. };
  117299. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  117300. this._cachedViewport = viewport;
  117301. };
  117302. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  117303. return {
  117304. transformFeedback: null,
  117305. __SPECTOR_rebuildProgram: null,
  117306. isParallelCompiled: false
  117307. };
  117308. };
  117309. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  117310. return [];
  117311. };
  117312. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  117313. return [];
  117314. };
  117315. NullEngine.prototype.bindSamplers = function (effect) {
  117316. this._currentEffect = null;
  117317. };
  117318. NullEngine.prototype.enableEffect = function (effect) {
  117319. this._currentEffect = effect;
  117320. if (effect.onBind) {
  117321. effect.onBind(effect);
  117322. }
  117323. if (effect._onBindObservable) {
  117324. effect._onBindObservable.notifyObservers(effect);
  117325. }
  117326. };
  117327. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  117328. if (zOffset === void 0) { zOffset = 0; }
  117329. if (reverseSide === void 0) { reverseSide = false; }
  117330. };
  117331. NullEngine.prototype.setIntArray = function (uniform, array) {
  117332. };
  117333. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  117334. };
  117335. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  117336. };
  117337. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  117338. };
  117339. NullEngine.prototype.setFloatArray = function (uniform, array) {
  117340. };
  117341. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  117342. };
  117343. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  117344. };
  117345. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  117346. };
  117347. NullEngine.prototype.setArray = function (uniform, array) {
  117348. };
  117349. NullEngine.prototype.setArray2 = function (uniform, array) {
  117350. };
  117351. NullEngine.prototype.setArray3 = function (uniform, array) {
  117352. };
  117353. NullEngine.prototype.setArray4 = function (uniform, array) {
  117354. };
  117355. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  117356. };
  117357. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  117358. };
  117359. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  117360. };
  117361. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  117362. };
  117363. NullEngine.prototype.setFloat = function (uniform, value) {
  117364. };
  117365. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  117366. };
  117367. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  117368. };
  117369. NullEngine.prototype.setBool = function (uniform, bool) {
  117370. };
  117371. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  117372. };
  117373. NullEngine.prototype.setColor3 = function (uniform, color3) {
  117374. };
  117375. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  117376. };
  117377. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  117378. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  117379. if (this._alphaMode === mode) {
  117380. return;
  117381. }
  117382. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  117383. if (!noDepthWriteChange) {
  117384. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  117385. }
  117386. this._alphaMode = mode;
  117387. };
  117388. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  117389. };
  117390. NullEngine.prototype.wipeCaches = function (bruteForce) {
  117391. if (this.preventCacheWipeBetweenFrames) {
  117392. return;
  117393. }
  117394. this.resetTextureCache();
  117395. this._currentEffect = null;
  117396. if (bruteForce) {
  117397. this._currentProgram = null;
  117398. this._stencilState.reset();
  117399. this._depthCullingState.reset();
  117400. this._alphaState.reset();
  117401. }
  117402. this._cachedVertexBuffers = null;
  117403. this._cachedIndexBuffer = null;
  117404. this._cachedEffectForVertexBuffers = null;
  117405. };
  117406. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  117407. };
  117408. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  117409. };
  117410. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  117411. };
  117412. /** @hidden */
  117413. NullEngine.prototype._createTexture = function () {
  117414. return {};
  117415. };
  117416. /** @hidden */
  117417. NullEngine.prototype._releaseTexture = function (texture) {
  117418. };
  117419. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  117420. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  117421. if (onLoad === void 0) { onLoad = null; }
  117422. if (onError === void 0) { onError = null; }
  117423. if (buffer === void 0) { buffer = null; }
  117424. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  117425. var url = String(urlArg);
  117426. texture.url = url;
  117427. texture.generateMipMaps = !noMipmap;
  117428. texture.samplingMode = samplingMode;
  117429. texture.invertY = invertY;
  117430. texture.baseWidth = this._options.textureSize;
  117431. texture.baseHeight = this._options.textureSize;
  117432. texture.width = this._options.textureSize;
  117433. texture.height = this._options.textureSize;
  117434. if (format) {
  117435. texture.format = format;
  117436. }
  117437. texture.isReady = true;
  117438. if (onLoad) {
  117439. onLoad();
  117440. }
  117441. this._internalTexturesCache.push(texture);
  117442. return texture;
  117443. };
  117444. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  117445. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  117446. if (options !== undefined && typeof options === "object") {
  117447. fullOptions.generateMipMaps = options.generateMipMaps;
  117448. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  117449. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  117450. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  117451. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  117452. }
  117453. else {
  117454. fullOptions.generateMipMaps = options;
  117455. fullOptions.generateDepthBuffer = true;
  117456. fullOptions.generateStencilBuffer = false;
  117457. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  117458. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  117459. }
  117460. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  117461. var width = size.width || size;
  117462. var height = size.height || size;
  117463. texture._depthStencilBuffer = {};
  117464. texture._framebuffer = {};
  117465. texture.baseWidth = width;
  117466. texture.baseHeight = height;
  117467. texture.width = width;
  117468. texture.height = height;
  117469. texture.isReady = true;
  117470. texture.samples = 1;
  117471. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  117472. texture.samplingMode = fullOptions.samplingMode;
  117473. texture.type = fullOptions.type;
  117474. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  117475. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  117476. this._internalTexturesCache.push(texture);
  117477. return texture;
  117478. };
  117479. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  117480. texture.samplingMode = samplingMode;
  117481. };
  117482. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  117483. if (this._currentRenderTarget) {
  117484. this.unBindFramebuffer(this._currentRenderTarget);
  117485. }
  117486. this._currentRenderTarget = texture;
  117487. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  117488. if (this._cachedViewport && !forceFullscreenViewport) {
  117489. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  117490. }
  117491. };
  117492. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  117493. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  117494. this._currentRenderTarget = null;
  117495. if (onBeforeUnbind) {
  117496. if (texture._MSAAFramebuffer) {
  117497. this._currentFramebuffer = texture._framebuffer;
  117498. }
  117499. onBeforeUnbind();
  117500. }
  117501. this._currentFramebuffer = null;
  117502. };
  117503. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  117504. var vbo = {
  117505. capacity: 1,
  117506. references: 1,
  117507. is32Bits: false
  117508. };
  117509. return vbo;
  117510. };
  117511. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  117512. if (premulAlpha === void 0) { premulAlpha = false; }
  117513. };
  117514. NullEngine.prototype.areAllEffectsReady = function () {
  117515. return true;
  117516. };
  117517. /**
  117518. * @hidden
  117519. * Get the current error code of the webGL context
  117520. * @returns the error code
  117521. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  117522. */
  117523. NullEngine.prototype.getError = function () {
  117524. return 0;
  117525. };
  117526. /** @hidden */
  117527. NullEngine.prototype._getUnpackAlignement = function () {
  117528. return 1;
  117529. };
  117530. /** @hidden */
  117531. NullEngine.prototype._unpackFlipY = function (value) {
  117532. };
  117533. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  117534. if (offset === void 0) { offset = 0; }
  117535. };
  117536. /**
  117537. * Updates a dynamic vertex buffer.
  117538. * @param vertexBuffer the vertex buffer to update
  117539. * @param data the data used to update the vertex buffer
  117540. * @param byteOffset the byte offset of the data (optional)
  117541. * @param byteLength the byte length of the data (optional)
  117542. */
  117543. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  117544. };
  117545. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  117546. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  117547. this._boundTexturesCache[this._activeChannel] = texture;
  117548. return true;
  117549. }
  117550. return false;
  117551. };
  117552. /** @hidden */
  117553. NullEngine.prototype._bindTexture = function (channel, texture) {
  117554. if (channel < 0) {
  117555. return;
  117556. }
  117557. this._bindTextureDirectly(0, texture);
  117558. };
  117559. /** @hidden */
  117560. NullEngine.prototype._releaseBuffer = function (buffer) {
  117561. buffer.references--;
  117562. if (buffer.references === 0) {
  117563. return true;
  117564. }
  117565. return false;
  117566. };
  117567. NullEngine.prototype.releaseEffects = function () {
  117568. };
  117569. NullEngine.prototype.displayLoadingUI = function () {
  117570. };
  117571. NullEngine.prototype.hideLoadingUI = function () {
  117572. };
  117573. /** @hidden */
  117574. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  117575. if (faceIndex === void 0) { faceIndex = 0; }
  117576. if (lod === void 0) { lod = 0; }
  117577. };
  117578. /** @hidden */
  117579. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  117580. if (faceIndex === void 0) { faceIndex = 0; }
  117581. if (lod === void 0) { lod = 0; }
  117582. };
  117583. /** @hidden */
  117584. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  117585. if (faceIndex === void 0) { faceIndex = 0; }
  117586. if (lod === void 0) { lod = 0; }
  117587. };
  117588. /** @hidden */
  117589. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  117590. if (faceIndex === void 0) { faceIndex = 0; }
  117591. if (lod === void 0) { lod = 0; }
  117592. };
  117593. return NullEngine;
  117594. }(BABYLON.Engine));
  117595. BABYLON.NullEngine = NullEngine;
  117596. })(BABYLON || (BABYLON = {}));
  117597. //# sourceMappingURL=babylon.nullEngine.js.map
  117598. var BABYLON;
  117599. (function (BABYLON) {
  117600. /**
  117601. * This class can be used to get instrumentation data from a Babylon engine
  117602. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117603. */
  117604. var EngineInstrumentation = /** @class */ (function () {
  117605. /**
  117606. * Instantiates a new engine instrumentation.
  117607. * This class can be used to get instrumentation data from a Babylon engine
  117608. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117609. * @param engine Defines the engine to instrument
  117610. */
  117611. function EngineInstrumentation(
  117612. /**
  117613. * Define the instrumented engine.
  117614. */
  117615. engine) {
  117616. this.engine = engine;
  117617. this._captureGPUFrameTime = false;
  117618. this._gpuFrameTime = new BABYLON.PerfCounter();
  117619. this._captureShaderCompilationTime = false;
  117620. this._shaderCompilationTime = new BABYLON.PerfCounter();
  117621. // Observers
  117622. this._onBeginFrameObserver = null;
  117623. this._onEndFrameObserver = null;
  117624. this._onBeforeShaderCompilationObserver = null;
  117625. this._onAfterShaderCompilationObserver = null;
  117626. }
  117627. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  117628. // Properties
  117629. /**
  117630. * Gets the perf counter used for GPU frame time
  117631. */
  117632. get: function () {
  117633. return this._gpuFrameTime;
  117634. },
  117635. enumerable: true,
  117636. configurable: true
  117637. });
  117638. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  117639. /**
  117640. * Gets the GPU frame time capture status
  117641. */
  117642. get: function () {
  117643. return this._captureGPUFrameTime;
  117644. },
  117645. /**
  117646. * Enable or disable the GPU frame time capture
  117647. */
  117648. set: function (value) {
  117649. var _this = this;
  117650. if (value === this._captureGPUFrameTime) {
  117651. return;
  117652. }
  117653. this._captureGPUFrameTime = value;
  117654. if (value) {
  117655. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  117656. if (!_this._gpuFrameTimeToken) {
  117657. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  117658. }
  117659. });
  117660. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  117661. if (!_this._gpuFrameTimeToken) {
  117662. return;
  117663. }
  117664. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  117665. if (time > -1) {
  117666. _this._gpuFrameTimeToken = null;
  117667. _this._gpuFrameTime.fetchNewFrame();
  117668. _this._gpuFrameTime.addCount(time, true);
  117669. }
  117670. });
  117671. }
  117672. else {
  117673. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117674. this._onBeginFrameObserver = null;
  117675. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117676. this._onEndFrameObserver = null;
  117677. }
  117678. },
  117679. enumerable: true,
  117680. configurable: true
  117681. });
  117682. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  117683. /**
  117684. * Gets the perf counter used for shader compilation time
  117685. */
  117686. get: function () {
  117687. return this._shaderCompilationTime;
  117688. },
  117689. enumerable: true,
  117690. configurable: true
  117691. });
  117692. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  117693. /**
  117694. * Gets the shader compilation time capture status
  117695. */
  117696. get: function () {
  117697. return this._captureShaderCompilationTime;
  117698. },
  117699. /**
  117700. * Enable or disable the shader compilation time capture
  117701. */
  117702. set: function (value) {
  117703. var _this = this;
  117704. if (value === this._captureShaderCompilationTime) {
  117705. return;
  117706. }
  117707. this._captureShaderCompilationTime = value;
  117708. if (value) {
  117709. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  117710. _this._shaderCompilationTime.fetchNewFrame();
  117711. _this._shaderCompilationTime.beginMonitoring();
  117712. });
  117713. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  117714. _this._shaderCompilationTime.endMonitoring();
  117715. });
  117716. }
  117717. else {
  117718. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117719. this._onBeforeShaderCompilationObserver = null;
  117720. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117721. this._onAfterShaderCompilationObserver = null;
  117722. }
  117723. },
  117724. enumerable: true,
  117725. configurable: true
  117726. });
  117727. /**
  117728. * Dispose and release associated resources.
  117729. */
  117730. EngineInstrumentation.prototype.dispose = function () {
  117731. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117732. this._onBeginFrameObserver = null;
  117733. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117734. this._onEndFrameObserver = null;
  117735. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117736. this._onBeforeShaderCompilationObserver = null;
  117737. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117738. this._onAfterShaderCompilationObserver = null;
  117739. this.engine = null;
  117740. };
  117741. return EngineInstrumentation;
  117742. }());
  117743. BABYLON.EngineInstrumentation = EngineInstrumentation;
  117744. })(BABYLON || (BABYLON = {}));
  117745. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  117746. var BABYLON;
  117747. (function (BABYLON) {
  117748. /**
  117749. * This class can be used to get instrumentation data from a Babylon engine
  117750. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117751. */
  117752. var SceneInstrumentation = /** @class */ (function () {
  117753. /**
  117754. * Instantiates a new scene instrumentation.
  117755. * This class can be used to get instrumentation data from a Babylon engine
  117756. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117757. * @param scene Defines the scene to instrument
  117758. */
  117759. function SceneInstrumentation(
  117760. /**
  117761. * Defines the scene to instrument
  117762. */
  117763. scene) {
  117764. var _this = this;
  117765. this.scene = scene;
  117766. this._captureActiveMeshesEvaluationTime = false;
  117767. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  117768. this._captureRenderTargetsRenderTime = false;
  117769. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  117770. this._captureFrameTime = false;
  117771. this._frameTime = new BABYLON.PerfCounter();
  117772. this._captureRenderTime = false;
  117773. this._renderTime = new BABYLON.PerfCounter();
  117774. this._captureInterFrameTime = false;
  117775. this._interFrameTime = new BABYLON.PerfCounter();
  117776. this._captureParticlesRenderTime = false;
  117777. this._particlesRenderTime = new BABYLON.PerfCounter();
  117778. this._captureSpritesRenderTime = false;
  117779. this._spritesRenderTime = new BABYLON.PerfCounter();
  117780. this._capturePhysicsTime = false;
  117781. this._physicsTime = new BABYLON.PerfCounter();
  117782. this._captureAnimationsTime = false;
  117783. this._animationsTime = new BABYLON.PerfCounter();
  117784. this._captureCameraRenderTime = false;
  117785. this._cameraRenderTime = new BABYLON.PerfCounter();
  117786. // Observers
  117787. this._onBeforeActiveMeshesEvaluationObserver = null;
  117788. this._onAfterActiveMeshesEvaluationObserver = null;
  117789. this._onBeforeRenderTargetsRenderObserver = null;
  117790. this._onAfterRenderTargetsRenderObserver = null;
  117791. this._onAfterRenderObserver = null;
  117792. this._onBeforeDrawPhaseObserver = null;
  117793. this._onAfterDrawPhaseObserver = null;
  117794. this._onBeforeAnimationsObserver = null;
  117795. this._onBeforeParticlesRenderingObserver = null;
  117796. this._onAfterParticlesRenderingObserver = null;
  117797. this._onBeforeSpritesRenderingObserver = null;
  117798. this._onAfterSpritesRenderingObserver = null;
  117799. this._onBeforePhysicsObserver = null;
  117800. this._onAfterPhysicsObserver = null;
  117801. this._onAfterAnimationsObserver = null;
  117802. this._onBeforeCameraRenderObserver = null;
  117803. this._onAfterCameraRenderObserver = null;
  117804. // Before render
  117805. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  117806. if (_this._captureActiveMeshesEvaluationTime) {
  117807. _this._activeMeshesEvaluationTime.fetchNewFrame();
  117808. }
  117809. if (_this._captureRenderTargetsRenderTime) {
  117810. _this._renderTargetsRenderTime.fetchNewFrame();
  117811. }
  117812. if (_this._captureFrameTime) {
  117813. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  117814. _this._frameTime.beginMonitoring();
  117815. }
  117816. if (_this._captureInterFrameTime) {
  117817. _this._interFrameTime.endMonitoring();
  117818. }
  117819. if (_this._captureParticlesRenderTime) {
  117820. _this._particlesRenderTime.fetchNewFrame();
  117821. }
  117822. if (_this._captureSpritesRenderTime) {
  117823. _this._spritesRenderTime.fetchNewFrame();
  117824. }
  117825. if (_this._captureAnimationsTime) {
  117826. _this._animationsTime.beginMonitoring();
  117827. }
  117828. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  117829. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  117830. });
  117831. // After render
  117832. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  117833. if (_this._captureFrameTime) {
  117834. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  117835. _this._frameTime.endMonitoring();
  117836. }
  117837. if (_this._captureRenderTime) {
  117838. _this._renderTime.endMonitoring(false);
  117839. }
  117840. if (_this._captureInterFrameTime) {
  117841. _this._interFrameTime.beginMonitoring();
  117842. }
  117843. });
  117844. }
  117845. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  117846. // Properties
  117847. /**
  117848. * Gets the perf counter used for active meshes evaluation time
  117849. */
  117850. get: function () {
  117851. return this._activeMeshesEvaluationTime;
  117852. },
  117853. enumerable: true,
  117854. configurable: true
  117855. });
  117856. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  117857. /**
  117858. * Gets the active meshes evaluation time capture status
  117859. */
  117860. get: function () {
  117861. return this._captureActiveMeshesEvaluationTime;
  117862. },
  117863. /**
  117864. * Enable or disable the active meshes evaluation time capture
  117865. */
  117866. set: function (value) {
  117867. var _this = this;
  117868. if (value === this._captureActiveMeshesEvaluationTime) {
  117869. return;
  117870. }
  117871. this._captureActiveMeshesEvaluationTime = value;
  117872. if (value) {
  117873. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  117874. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  117875. _this._activeMeshesEvaluationTime.beginMonitoring();
  117876. });
  117877. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  117878. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  117879. _this._activeMeshesEvaluationTime.endMonitoring();
  117880. });
  117881. }
  117882. else {
  117883. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117884. this._onBeforeActiveMeshesEvaluationObserver = null;
  117885. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117886. this._onAfterActiveMeshesEvaluationObserver = null;
  117887. }
  117888. },
  117889. enumerable: true,
  117890. configurable: true
  117891. });
  117892. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  117893. /**
  117894. * Gets the perf counter used for render targets render time
  117895. */
  117896. get: function () {
  117897. return this._renderTargetsRenderTime;
  117898. },
  117899. enumerable: true,
  117900. configurable: true
  117901. });
  117902. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  117903. /**
  117904. * Gets the render targets render time capture status
  117905. */
  117906. get: function () {
  117907. return this._captureRenderTargetsRenderTime;
  117908. },
  117909. /**
  117910. * Enable or disable the render targets render time capture
  117911. */
  117912. set: function (value) {
  117913. var _this = this;
  117914. if (value === this._captureRenderTargetsRenderTime) {
  117915. return;
  117916. }
  117917. this._captureRenderTargetsRenderTime = value;
  117918. if (value) {
  117919. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  117920. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  117921. _this._renderTargetsRenderTime.beginMonitoring();
  117922. });
  117923. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  117924. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  117925. _this._renderTargetsRenderTime.endMonitoring(false);
  117926. });
  117927. }
  117928. else {
  117929. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117930. this._onBeforeRenderTargetsRenderObserver = null;
  117931. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117932. this._onAfterRenderTargetsRenderObserver = null;
  117933. }
  117934. },
  117935. enumerable: true,
  117936. configurable: true
  117937. });
  117938. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  117939. /**
  117940. * Gets the perf counter used for particles render time
  117941. */
  117942. get: function () {
  117943. return this._particlesRenderTime;
  117944. },
  117945. enumerable: true,
  117946. configurable: true
  117947. });
  117948. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  117949. /**
  117950. * Gets the particles render time capture status
  117951. */
  117952. get: function () {
  117953. return this._captureParticlesRenderTime;
  117954. },
  117955. /**
  117956. * Enable or disable the particles render time capture
  117957. */
  117958. set: function (value) {
  117959. var _this = this;
  117960. if (value === this._captureParticlesRenderTime) {
  117961. return;
  117962. }
  117963. this._captureParticlesRenderTime = value;
  117964. if (value) {
  117965. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  117966. BABYLON.Tools.StartPerformanceCounter("Particles");
  117967. _this._particlesRenderTime.beginMonitoring();
  117968. });
  117969. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  117970. BABYLON.Tools.EndPerformanceCounter("Particles");
  117971. _this._particlesRenderTime.endMonitoring(false);
  117972. });
  117973. }
  117974. else {
  117975. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117976. this._onBeforeParticlesRenderingObserver = null;
  117977. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117978. this._onAfterParticlesRenderingObserver = null;
  117979. }
  117980. },
  117981. enumerable: true,
  117982. configurable: true
  117983. });
  117984. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  117985. /**
  117986. * Gets the perf counter used for sprites render time
  117987. */
  117988. get: function () {
  117989. return this._spritesRenderTime;
  117990. },
  117991. enumerable: true,
  117992. configurable: true
  117993. });
  117994. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  117995. /**
  117996. * Gets the sprites render time capture status
  117997. */
  117998. get: function () {
  117999. return this._captureSpritesRenderTime;
  118000. },
  118001. /**
  118002. * Enable or disable the sprites render time capture
  118003. */
  118004. set: function (value) {
  118005. var _this = this;
  118006. if (value === this._captureSpritesRenderTime) {
  118007. return;
  118008. }
  118009. this._captureSpritesRenderTime = value;
  118010. if (!this.scene.spriteManagers) {
  118011. return;
  118012. }
  118013. if (value) {
  118014. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  118015. BABYLON.Tools.StartPerformanceCounter("Sprites");
  118016. _this._spritesRenderTime.beginMonitoring();
  118017. });
  118018. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  118019. BABYLON.Tools.EndPerformanceCounter("Sprites");
  118020. _this._spritesRenderTime.endMonitoring(false);
  118021. });
  118022. }
  118023. else {
  118024. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118025. this._onBeforeSpritesRenderingObserver = null;
  118026. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118027. this._onAfterSpritesRenderingObserver = null;
  118028. }
  118029. },
  118030. enumerable: true,
  118031. configurable: true
  118032. });
  118033. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  118034. /**
  118035. * Gets the perf counter used for physics time
  118036. */
  118037. get: function () {
  118038. return this._physicsTime;
  118039. },
  118040. enumerable: true,
  118041. configurable: true
  118042. });
  118043. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  118044. /**
  118045. * Gets the physics time capture status
  118046. */
  118047. get: function () {
  118048. return this._capturePhysicsTime;
  118049. },
  118050. /**
  118051. * Enable or disable the physics time capture
  118052. */
  118053. set: function (value) {
  118054. var _this = this;
  118055. if (value === this._capturePhysicsTime) {
  118056. return;
  118057. }
  118058. if (!this.scene.onBeforePhysicsObservable) {
  118059. return;
  118060. }
  118061. this._capturePhysicsTime = value;
  118062. if (value) {
  118063. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  118064. BABYLON.Tools.StartPerformanceCounter("Physics");
  118065. _this._physicsTime.beginMonitoring();
  118066. });
  118067. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  118068. BABYLON.Tools.EndPerformanceCounter("Physics");
  118069. _this._physicsTime.endMonitoring();
  118070. });
  118071. }
  118072. else {
  118073. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118074. this._onBeforePhysicsObserver = null;
  118075. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118076. this._onAfterPhysicsObserver = null;
  118077. }
  118078. },
  118079. enumerable: true,
  118080. configurable: true
  118081. });
  118082. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  118083. /**
  118084. * Gets the perf counter used for animations time
  118085. */
  118086. get: function () {
  118087. return this._animationsTime;
  118088. },
  118089. enumerable: true,
  118090. configurable: true
  118091. });
  118092. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  118093. /**
  118094. * Gets the animations time capture status
  118095. */
  118096. get: function () {
  118097. return this._captureAnimationsTime;
  118098. },
  118099. /**
  118100. * Enable or disable the animations time capture
  118101. */
  118102. set: function (value) {
  118103. var _this = this;
  118104. if (value === this._captureAnimationsTime) {
  118105. return;
  118106. }
  118107. this._captureAnimationsTime = value;
  118108. if (value) {
  118109. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  118110. _this._animationsTime.endMonitoring();
  118111. });
  118112. }
  118113. else {
  118114. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118115. this._onAfterAnimationsObserver = null;
  118116. }
  118117. },
  118118. enumerable: true,
  118119. configurable: true
  118120. });
  118121. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  118122. /**
  118123. * Gets the perf counter used for frame time capture
  118124. */
  118125. get: function () {
  118126. return this._frameTime;
  118127. },
  118128. enumerable: true,
  118129. configurable: true
  118130. });
  118131. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  118132. /**
  118133. * Gets the frame time capture status
  118134. */
  118135. get: function () {
  118136. return this._captureFrameTime;
  118137. },
  118138. /**
  118139. * Enable or disable the frame time capture
  118140. */
  118141. set: function (value) {
  118142. this._captureFrameTime = value;
  118143. },
  118144. enumerable: true,
  118145. configurable: true
  118146. });
  118147. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  118148. /**
  118149. * Gets the perf counter used for inter-frames time capture
  118150. */
  118151. get: function () {
  118152. return this._interFrameTime;
  118153. },
  118154. enumerable: true,
  118155. configurable: true
  118156. });
  118157. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  118158. /**
  118159. * Gets the inter-frames time capture status
  118160. */
  118161. get: function () {
  118162. return this._captureInterFrameTime;
  118163. },
  118164. /**
  118165. * Enable or disable the inter-frames time capture
  118166. */
  118167. set: function (value) {
  118168. this._captureInterFrameTime = value;
  118169. },
  118170. enumerable: true,
  118171. configurable: true
  118172. });
  118173. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  118174. /**
  118175. * Gets the perf counter used for render time capture
  118176. */
  118177. get: function () {
  118178. return this._renderTime;
  118179. },
  118180. enumerable: true,
  118181. configurable: true
  118182. });
  118183. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  118184. /**
  118185. * Gets the render time capture status
  118186. */
  118187. get: function () {
  118188. return this._captureRenderTime;
  118189. },
  118190. /**
  118191. * Enable or disable the render time capture
  118192. */
  118193. set: function (value) {
  118194. var _this = this;
  118195. if (value === this._captureRenderTime) {
  118196. return;
  118197. }
  118198. this._captureRenderTime = value;
  118199. if (value) {
  118200. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  118201. _this._renderTime.beginMonitoring();
  118202. BABYLON.Tools.StartPerformanceCounter("Main render");
  118203. });
  118204. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  118205. _this._renderTime.endMonitoring(false);
  118206. BABYLON.Tools.EndPerformanceCounter("Main render");
  118207. });
  118208. }
  118209. else {
  118210. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118211. this._onBeforeDrawPhaseObserver = null;
  118212. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118213. this._onAfterDrawPhaseObserver = null;
  118214. }
  118215. },
  118216. enumerable: true,
  118217. configurable: true
  118218. });
  118219. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  118220. /**
  118221. * Gets the perf counter used for camera render time capture
  118222. */
  118223. get: function () {
  118224. return this._cameraRenderTime;
  118225. },
  118226. enumerable: true,
  118227. configurable: true
  118228. });
  118229. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  118230. /**
  118231. * Gets the camera render time capture status
  118232. */
  118233. get: function () {
  118234. return this._captureCameraRenderTime;
  118235. },
  118236. /**
  118237. * Enable or disable the camera render time capture
  118238. */
  118239. set: function (value) {
  118240. var _this = this;
  118241. if (value === this._captureCameraRenderTime) {
  118242. return;
  118243. }
  118244. this._captureCameraRenderTime = value;
  118245. if (value) {
  118246. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  118247. _this._cameraRenderTime.beginMonitoring();
  118248. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  118249. });
  118250. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  118251. _this._cameraRenderTime.endMonitoring(false);
  118252. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  118253. });
  118254. }
  118255. else {
  118256. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118257. this._onBeforeCameraRenderObserver = null;
  118258. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118259. this._onAfterCameraRenderObserver = null;
  118260. }
  118261. },
  118262. enumerable: true,
  118263. configurable: true
  118264. });
  118265. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  118266. /**
  118267. * Gets the perf counter used for draw calls
  118268. */
  118269. get: function () {
  118270. return this.scene.getEngine()._drawCalls;
  118271. },
  118272. enumerable: true,
  118273. configurable: true
  118274. });
  118275. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  118276. /**
  118277. * Gets the perf counter used for texture collisions
  118278. */
  118279. get: function () {
  118280. return this.scene.getEngine()._textureCollisions;
  118281. },
  118282. enumerable: true,
  118283. configurable: true
  118284. });
  118285. /**
  118286. * Dispose and release associated resources.
  118287. */
  118288. SceneInstrumentation.prototype.dispose = function () {
  118289. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  118290. this._onAfterRenderObserver = null;
  118291. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118292. this._onBeforeActiveMeshesEvaluationObserver = null;
  118293. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118294. this._onAfterActiveMeshesEvaluationObserver = null;
  118295. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118296. this._onBeforeRenderTargetsRenderObserver = null;
  118297. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118298. this._onAfterRenderTargetsRenderObserver = null;
  118299. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  118300. this._onBeforeAnimationsObserver = null;
  118301. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118302. this._onBeforeParticlesRenderingObserver = null;
  118303. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118304. this._onAfterParticlesRenderingObserver = null;
  118305. if (this._onBeforeSpritesRenderingObserver) {
  118306. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118307. this._onBeforeSpritesRenderingObserver = null;
  118308. }
  118309. if (this._onAfterSpritesRenderingObserver) {
  118310. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118311. this._onAfterSpritesRenderingObserver = null;
  118312. }
  118313. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118314. this._onBeforeDrawPhaseObserver = null;
  118315. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118316. this._onAfterDrawPhaseObserver = null;
  118317. if (this._onBeforePhysicsObserver) {
  118318. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118319. this._onBeforePhysicsObserver = null;
  118320. }
  118321. if (this._onAfterPhysicsObserver) {
  118322. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118323. this._onAfterPhysicsObserver = null;
  118324. }
  118325. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118326. this._onAfterAnimationsObserver = null;
  118327. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118328. this._onBeforeCameraRenderObserver = null;
  118329. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118330. this._onAfterCameraRenderObserver = null;
  118331. this.scene = null;
  118332. };
  118333. return SceneInstrumentation;
  118334. }());
  118335. BABYLON.SceneInstrumentation = SceneInstrumentation;
  118336. })(BABYLON || (BABYLON = {}));
  118337. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  118338. var BABYLON;
  118339. (function (BABYLON) {
  118340. /**
  118341. * @hidden
  118342. **/
  118343. var _TimeToken = /** @class */ (function () {
  118344. function _TimeToken() {
  118345. this._timeElapsedQueryEnded = false;
  118346. }
  118347. return _TimeToken;
  118348. }());
  118349. BABYLON._TimeToken = _TimeToken;
  118350. })(BABYLON || (BABYLON = {}));
  118351. //# sourceMappingURL=babylon.timeToken.js.map
  118352. var BABYLON;
  118353. (function (BABYLON) {
  118354. /**
  118355. * Background material defines definition.
  118356. * @hidden Mainly internal Use
  118357. */
  118358. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  118359. __extends(BackgroundMaterialDefines, _super);
  118360. /**
  118361. * Constructor of the defines.
  118362. */
  118363. function BackgroundMaterialDefines() {
  118364. var _this = _super.call(this) || this;
  118365. /**
  118366. * True if the diffuse texture is in use.
  118367. */
  118368. _this.DIFFUSE = false;
  118369. /**
  118370. * The direct UV channel to use.
  118371. */
  118372. _this.DIFFUSEDIRECTUV = 0;
  118373. /**
  118374. * True if the diffuse texture is in gamma space.
  118375. */
  118376. _this.GAMMADIFFUSE = false;
  118377. /**
  118378. * True if the diffuse texture has opacity in the alpha channel.
  118379. */
  118380. _this.DIFFUSEHASALPHA = false;
  118381. /**
  118382. * True if you want the material to fade to transparent at grazing angle.
  118383. */
  118384. _this.OPACITYFRESNEL = false;
  118385. /**
  118386. * True if an extra blur needs to be added in the reflection.
  118387. */
  118388. _this.REFLECTIONBLUR = false;
  118389. /**
  118390. * True if you want the material to fade to reflection at grazing angle.
  118391. */
  118392. _this.REFLECTIONFRESNEL = false;
  118393. /**
  118394. * True if you want the material to falloff as far as you move away from the scene center.
  118395. */
  118396. _this.REFLECTIONFALLOFF = false;
  118397. /**
  118398. * False if the current Webgl implementation does not support the texture lod extension.
  118399. */
  118400. _this.TEXTURELODSUPPORT = false;
  118401. /**
  118402. * True to ensure the data are premultiplied.
  118403. */
  118404. _this.PREMULTIPLYALPHA = false;
  118405. /**
  118406. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  118407. */
  118408. _this.USERGBCOLOR = false;
  118409. /**
  118410. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  118411. * stays aligned with the desired configuration.
  118412. */
  118413. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  118414. /**
  118415. * True to add noise in order to reduce the banding effect.
  118416. */
  118417. _this.NOISE = false;
  118418. /**
  118419. * is the reflection texture in BGR color scheme?
  118420. * Mainly used to solve a bug in ios10 video tag
  118421. */
  118422. _this.REFLECTIONBGR = false;
  118423. _this.IMAGEPROCESSING = false;
  118424. _this.VIGNETTE = false;
  118425. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  118426. _this.VIGNETTEBLENDMODEOPAQUE = false;
  118427. _this.TONEMAPPING = false;
  118428. _this.TONEMAPPING_ACES = false;
  118429. _this.CONTRAST = false;
  118430. _this.COLORCURVES = false;
  118431. _this.COLORGRADING = false;
  118432. _this.COLORGRADING3D = false;
  118433. _this.SAMPLER3DGREENDEPTH = false;
  118434. _this.SAMPLER3DBGRMAP = false;
  118435. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  118436. _this.EXPOSURE = false;
  118437. // Reflection.
  118438. _this.REFLECTION = false;
  118439. _this.REFLECTIONMAP_3D = false;
  118440. _this.REFLECTIONMAP_SPHERICAL = false;
  118441. _this.REFLECTIONMAP_PLANAR = false;
  118442. _this.REFLECTIONMAP_CUBIC = false;
  118443. _this.REFLECTIONMAP_PROJECTION = false;
  118444. _this.REFLECTIONMAP_SKYBOX = false;
  118445. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118446. _this.REFLECTIONMAP_EXPLICIT = false;
  118447. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118448. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118449. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118450. _this.INVERTCUBICMAP = false;
  118451. _this.REFLECTIONMAP_OPPOSITEZ = false;
  118452. _this.LODINREFLECTIONALPHA = false;
  118453. _this.GAMMAREFLECTION = false;
  118454. _this.RGBDREFLECTION = false;
  118455. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  118456. // Default BJS.
  118457. _this.MAINUV1 = false;
  118458. _this.MAINUV2 = false;
  118459. _this.UV1 = false;
  118460. _this.UV2 = false;
  118461. _this.CLIPPLANE = false;
  118462. _this.CLIPPLANE2 = false;
  118463. _this.CLIPPLANE3 = false;
  118464. _this.CLIPPLANE4 = false;
  118465. _this.POINTSIZE = false;
  118466. _this.FOG = false;
  118467. _this.NORMAL = false;
  118468. _this.NUM_BONE_INFLUENCERS = 0;
  118469. _this.BonesPerMesh = 0;
  118470. _this.INSTANCES = false;
  118471. _this.SHADOWFLOAT = false;
  118472. _this.rebuild();
  118473. return _this;
  118474. }
  118475. return BackgroundMaterialDefines;
  118476. }(BABYLON.MaterialDefines));
  118477. /**
  118478. * Background material used to create an efficient environement around your scene.
  118479. */
  118480. var BackgroundMaterial = /** @class */ (function (_super) {
  118481. __extends(BackgroundMaterial, _super);
  118482. /**
  118483. * Instantiates a Background Material in the given scene
  118484. * @param name The friendly name of the material
  118485. * @param scene The scene to add the material to
  118486. */
  118487. function BackgroundMaterial(name, scene) {
  118488. var _this = _super.call(this, name, scene) || this;
  118489. /**
  118490. * Key light Color (multiply against the environement texture)
  118491. */
  118492. _this.primaryColor = BABYLON.Color3.White();
  118493. _this._primaryColorShadowLevel = 0;
  118494. _this._primaryColorHighlightLevel = 0;
  118495. /**
  118496. * Reflection Texture used in the material.
  118497. * Should be author in a specific way for the best result (refer to the documentation).
  118498. */
  118499. _this.reflectionTexture = null;
  118500. /**
  118501. * Reflection Texture level of blur.
  118502. *
  118503. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  118504. * texture twice.
  118505. */
  118506. _this.reflectionBlur = 0;
  118507. /**
  118508. * Diffuse Texture used in the material.
  118509. * Should be author in a specific way for the best result (refer to the documentation).
  118510. */
  118511. _this.diffuseTexture = null;
  118512. _this._shadowLights = null;
  118513. /**
  118514. * Specify the list of lights casting shadow on the material.
  118515. * All scene shadow lights will be included if null.
  118516. */
  118517. _this.shadowLights = null;
  118518. /**
  118519. * Helps adjusting the shadow to a softer level if required.
  118520. * 0 means black shadows and 1 means no shadows.
  118521. */
  118522. _this.shadowLevel = 0;
  118523. /**
  118524. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  118525. * It is usually zero but might be interesting to modify according to your setup.
  118526. */
  118527. _this.sceneCenter = BABYLON.Vector3.Zero();
  118528. /**
  118529. * This helps specifying that the material is falling off to the sky box at grazing angle.
  118530. * This helps ensuring a nice transition when the camera goes under the ground.
  118531. */
  118532. _this.opacityFresnel = true;
  118533. /**
  118534. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  118535. * This helps adding a mirror texture on the ground.
  118536. */
  118537. _this.reflectionFresnel = false;
  118538. /**
  118539. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  118540. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  118541. */
  118542. _this.reflectionFalloffDistance = 0.0;
  118543. /**
  118544. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  118545. */
  118546. _this.reflectionAmount = 1.0;
  118547. /**
  118548. * This specifies the weight of the reflection at grazing angle.
  118549. */
  118550. _this.reflectionReflectance0 = 0.05;
  118551. /**
  118552. * This specifies the weight of the reflection at a perpendicular point of view.
  118553. */
  118554. _this.reflectionReflectance90 = 0.5;
  118555. /**
  118556. * Helps to directly use the maps channels instead of their level.
  118557. */
  118558. _this.useRGBColor = true;
  118559. /**
  118560. * This helps reducing the banding effect that could occur on the background.
  118561. */
  118562. _this.enableNoise = false;
  118563. _this._fovMultiplier = 1.0;
  118564. /**
  118565. * Enable the FOV adjustment feature controlled by fovMultiplier.
  118566. */
  118567. _this.useEquirectangularFOV = false;
  118568. _this._maxSimultaneousLights = 4;
  118569. /**
  118570. * Number of Simultaneous lights allowed on the material.
  118571. */
  118572. _this.maxSimultaneousLights = 4;
  118573. /**
  118574. * Keep track of the image processing observer to allow dispose and replace.
  118575. */
  118576. _this._imageProcessingObserver = null;
  118577. /**
  118578. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  118579. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  118580. */
  118581. _this.switchToBGR = false;
  118582. // Temp values kept as cache in the material.
  118583. _this._renderTargets = new BABYLON.SmartArray(16);
  118584. _this._reflectionControls = BABYLON.Vector4.Zero();
  118585. _this._white = BABYLON.Color3.White();
  118586. _this._primaryShadowColor = BABYLON.Color3.Black();
  118587. _this._primaryHighlightColor = BABYLON.Color3.Black();
  118588. // Setup the default processing configuration to the scene.
  118589. _this._attachImageProcessingConfiguration(null);
  118590. _this.getRenderTargetTextures = function () {
  118591. _this._renderTargets.reset();
  118592. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  118593. _this._renderTargets.push(_this._diffuseTexture);
  118594. }
  118595. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  118596. _this._renderTargets.push(_this._reflectionTexture);
  118597. }
  118598. return _this._renderTargets;
  118599. };
  118600. return _this;
  118601. }
  118602. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  118603. /**
  118604. * Experimental Internal Use Only.
  118605. *
  118606. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  118607. * This acts as a helper to set the primary color to a more "human friendly" value.
  118608. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  118609. * output color as close as possible from the chosen value.
  118610. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  118611. * part of lighting setup.)
  118612. */
  118613. get: function () {
  118614. return this.__perceptualColor;
  118615. },
  118616. set: function (value) {
  118617. this.__perceptualColor = value;
  118618. this._computePrimaryColorFromPerceptualColor();
  118619. this._markAllSubMeshesAsLightsDirty();
  118620. },
  118621. enumerable: true,
  118622. configurable: true
  118623. });
  118624. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  118625. /**
  118626. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  118627. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  118628. */
  118629. get: function () {
  118630. return this._primaryColorShadowLevel;
  118631. },
  118632. set: function (value) {
  118633. this._primaryColorShadowLevel = value;
  118634. this._computePrimaryColors();
  118635. this._markAllSubMeshesAsLightsDirty();
  118636. },
  118637. enumerable: true,
  118638. configurable: true
  118639. });
  118640. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  118641. /**
  118642. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  118643. * The primary color is used at the level chosen to define what the white area would look.
  118644. */
  118645. get: function () {
  118646. return this._primaryColorHighlightLevel;
  118647. },
  118648. set: function (value) {
  118649. this._primaryColorHighlightLevel = value;
  118650. this._computePrimaryColors();
  118651. this._markAllSubMeshesAsLightsDirty();
  118652. },
  118653. enumerable: true,
  118654. configurable: true
  118655. });
  118656. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  118657. /**
  118658. * Sets the reflection reflectance fresnel values according to the default standard
  118659. * empirically know to work well :-)
  118660. */
  118661. set: function (value) {
  118662. var reflectionWeight = value;
  118663. if (reflectionWeight < 0.5) {
  118664. reflectionWeight = reflectionWeight * 2.0;
  118665. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  118666. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  118667. }
  118668. else {
  118669. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  118670. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  118671. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  118672. }
  118673. },
  118674. enumerable: true,
  118675. configurable: true
  118676. });
  118677. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  118678. /**
  118679. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118680. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  118681. * Recommended to be keep at 1.0 except for special cases.
  118682. */
  118683. get: function () {
  118684. return this._fovMultiplier;
  118685. },
  118686. set: function (value) {
  118687. if (isNaN(value)) {
  118688. value = 1.0;
  118689. }
  118690. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  118691. },
  118692. enumerable: true,
  118693. configurable: true
  118694. });
  118695. /**
  118696. * Attaches a new image processing configuration to the PBR Material.
  118697. * @param configuration (if null the scene configuration will be use)
  118698. */
  118699. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  118700. var _this = this;
  118701. if (configuration === this._imageProcessingConfiguration) {
  118702. return;
  118703. }
  118704. // Detaches observer.
  118705. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118706. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118707. }
  118708. // Pick the scene configuration if needed.
  118709. if (!configuration) {
  118710. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  118711. }
  118712. else {
  118713. this._imageProcessingConfiguration = configuration;
  118714. }
  118715. // Attaches observer.
  118716. if (this._imageProcessingConfiguration) {
  118717. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  118718. _this._computePrimaryColorFromPerceptualColor();
  118719. _this._markAllSubMeshesAsImageProcessingDirty();
  118720. });
  118721. }
  118722. };
  118723. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  118724. /**
  118725. * Gets the image processing configuration used either in this material.
  118726. */
  118727. get: function () {
  118728. return this._imageProcessingConfiguration;
  118729. },
  118730. /**
  118731. * Sets the Default image processing configuration used either in the this material.
  118732. *
  118733. * If sets to null, the scene one is in use.
  118734. */
  118735. set: function (value) {
  118736. this._attachImageProcessingConfiguration(value);
  118737. // Ensure the effect will be rebuilt.
  118738. this._markAllSubMeshesAsTexturesDirty();
  118739. },
  118740. enumerable: true,
  118741. configurable: true
  118742. });
  118743. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  118744. /**
  118745. * Gets wether the color curves effect is enabled.
  118746. */
  118747. get: function () {
  118748. return this.imageProcessingConfiguration.colorCurvesEnabled;
  118749. },
  118750. /**
  118751. * Sets wether the color curves effect is enabled.
  118752. */
  118753. set: function (value) {
  118754. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  118755. },
  118756. enumerable: true,
  118757. configurable: true
  118758. });
  118759. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  118760. /**
  118761. * Gets wether the color grading effect is enabled.
  118762. */
  118763. get: function () {
  118764. return this.imageProcessingConfiguration.colorGradingEnabled;
  118765. },
  118766. /**
  118767. * Gets wether the color grading effect is enabled.
  118768. */
  118769. set: function (value) {
  118770. this.imageProcessingConfiguration.colorGradingEnabled = value;
  118771. },
  118772. enumerable: true,
  118773. configurable: true
  118774. });
  118775. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  118776. /**
  118777. * Gets wether tonemapping is enabled or not.
  118778. */
  118779. get: function () {
  118780. return this._imageProcessingConfiguration.toneMappingEnabled;
  118781. },
  118782. /**
  118783. * Sets wether tonemapping is enabled or not
  118784. */
  118785. set: function (value) {
  118786. this._imageProcessingConfiguration.toneMappingEnabled = value;
  118787. },
  118788. enumerable: true,
  118789. configurable: true
  118790. });
  118791. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  118792. /**
  118793. * The camera exposure used on this material.
  118794. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118795. * This corresponds to a photographic exposure.
  118796. */
  118797. get: function () {
  118798. return this._imageProcessingConfiguration.exposure;
  118799. },
  118800. /**
  118801. * The camera exposure used on this material.
  118802. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118803. * This corresponds to a photographic exposure.
  118804. */
  118805. set: function (value) {
  118806. this._imageProcessingConfiguration.exposure = value;
  118807. },
  118808. enumerable: true,
  118809. configurable: true
  118810. });
  118811. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  118812. /**
  118813. * Gets The camera contrast used on this material.
  118814. */
  118815. get: function () {
  118816. return this._imageProcessingConfiguration.contrast;
  118817. },
  118818. /**
  118819. * Sets The camera contrast used on this material.
  118820. */
  118821. set: function (value) {
  118822. this._imageProcessingConfiguration.contrast = value;
  118823. },
  118824. enumerable: true,
  118825. configurable: true
  118826. });
  118827. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  118828. /**
  118829. * Gets the Color Grading 2D Lookup Texture.
  118830. */
  118831. get: function () {
  118832. return this._imageProcessingConfiguration.colorGradingTexture;
  118833. },
  118834. /**
  118835. * Sets the Color Grading 2D Lookup Texture.
  118836. */
  118837. set: function (value) {
  118838. this.imageProcessingConfiguration.colorGradingTexture = value;
  118839. },
  118840. enumerable: true,
  118841. configurable: true
  118842. });
  118843. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  118844. /**
  118845. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118846. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118847. * 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;
  118848. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118849. */
  118850. get: function () {
  118851. return this.imageProcessingConfiguration.colorCurves;
  118852. },
  118853. /**
  118854. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118855. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118856. * 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;
  118857. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118858. */
  118859. set: function (value) {
  118860. this.imageProcessingConfiguration.colorCurves = value;
  118861. },
  118862. enumerable: true,
  118863. configurable: true
  118864. });
  118865. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  118866. /**
  118867. * Gets a boolean indicating that current material needs to register RTT
  118868. */
  118869. get: function () {
  118870. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118871. return true;
  118872. }
  118873. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118874. return true;
  118875. }
  118876. return false;
  118877. },
  118878. enumerable: true,
  118879. configurable: true
  118880. });
  118881. /**
  118882. * The entire material has been created in order to prevent overdraw.
  118883. * @returns false
  118884. */
  118885. BackgroundMaterial.prototype.needAlphaTesting = function () {
  118886. return true;
  118887. };
  118888. /**
  118889. * The entire material has been created in order to prevent overdraw.
  118890. * @returns true if blending is enable
  118891. */
  118892. BackgroundMaterial.prototype.needAlphaBlending = function () {
  118893. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  118894. };
  118895. /**
  118896. * Checks wether the material is ready to be rendered for a given mesh.
  118897. * @param mesh The mesh to render
  118898. * @param subMesh The submesh to check against
  118899. * @param useInstances Specify wether or not the material is used with instances
  118900. * @returns true if all the dependencies are ready (Textures, Effects...)
  118901. */
  118902. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  118903. var _this = this;
  118904. if (useInstances === void 0) { useInstances = false; }
  118905. if (subMesh.effect && this.isFrozen) {
  118906. if (this._wasPreviouslyReady) {
  118907. return true;
  118908. }
  118909. }
  118910. if (!subMesh._materialDefines) {
  118911. subMesh._materialDefines = new BackgroundMaterialDefines();
  118912. }
  118913. var scene = this.getScene();
  118914. var defines = subMesh._materialDefines;
  118915. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  118916. if (defines._renderId === scene.getRenderId()) {
  118917. return true;
  118918. }
  118919. }
  118920. var engine = scene.getEngine();
  118921. // Lights
  118922. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  118923. defines._needNormals = true;
  118924. // Textures
  118925. if (defines._areTexturesDirty) {
  118926. defines._needUVs = false;
  118927. if (scene.texturesEnabled) {
  118928. if (scene.getEngine().getCaps().textureLOD) {
  118929. defines.TEXTURELODSUPPORT = true;
  118930. }
  118931. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118932. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  118933. return false;
  118934. }
  118935. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  118936. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  118937. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  118938. defines.OPACITYFRESNEL = this._opacityFresnel;
  118939. }
  118940. else {
  118941. defines.DIFFUSE = false;
  118942. defines.DIFFUSEHASALPHA = false;
  118943. defines.GAMMADIFFUSE = false;
  118944. defines.OPACITYFRESNEL = false;
  118945. }
  118946. var reflectionTexture = this._reflectionTexture;
  118947. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118948. if (!reflectionTexture.isReadyOrNotBlocking()) {
  118949. return false;
  118950. }
  118951. defines.REFLECTION = true;
  118952. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  118953. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  118954. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  118955. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  118956. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  118957. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  118958. defines.REFLECTIONBGR = this.switchToBGR;
  118959. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  118960. defines.INVERTCUBICMAP = true;
  118961. }
  118962. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  118963. switch (reflectionTexture.coordinatesMode) {
  118964. case BABYLON.Texture.EXPLICIT_MODE:
  118965. defines.REFLECTIONMAP_EXPLICIT = true;
  118966. break;
  118967. case BABYLON.Texture.PLANAR_MODE:
  118968. defines.REFLECTIONMAP_PLANAR = true;
  118969. break;
  118970. case BABYLON.Texture.PROJECTION_MODE:
  118971. defines.REFLECTIONMAP_PROJECTION = true;
  118972. break;
  118973. case BABYLON.Texture.SKYBOX_MODE:
  118974. defines.REFLECTIONMAP_SKYBOX = true;
  118975. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  118976. break;
  118977. case BABYLON.Texture.SPHERICAL_MODE:
  118978. defines.REFLECTIONMAP_SPHERICAL = true;
  118979. break;
  118980. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  118981. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  118982. break;
  118983. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  118984. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  118985. break;
  118986. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  118987. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  118988. break;
  118989. case BABYLON.Texture.CUBIC_MODE:
  118990. case BABYLON.Texture.INVCUBIC_MODE:
  118991. default:
  118992. defines.REFLECTIONMAP_CUBIC = true;
  118993. break;
  118994. }
  118995. if (this.reflectionFresnel) {
  118996. defines.REFLECTIONFRESNEL = true;
  118997. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  118998. this._reflectionControls.x = this.reflectionAmount;
  118999. this._reflectionControls.y = this.reflectionReflectance0;
  119000. this._reflectionControls.z = this.reflectionReflectance90;
  119001. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  119002. }
  119003. else {
  119004. defines.REFLECTIONFRESNEL = false;
  119005. defines.REFLECTIONFALLOFF = false;
  119006. }
  119007. }
  119008. else {
  119009. defines.REFLECTION = false;
  119010. defines.REFLECTIONFRESNEL = false;
  119011. defines.REFLECTIONFALLOFF = false;
  119012. defines.REFLECTIONBLUR = false;
  119013. defines.REFLECTIONMAP_3D = false;
  119014. defines.REFLECTIONMAP_SPHERICAL = false;
  119015. defines.REFLECTIONMAP_PLANAR = false;
  119016. defines.REFLECTIONMAP_CUBIC = false;
  119017. defines.REFLECTIONMAP_PROJECTION = false;
  119018. defines.REFLECTIONMAP_SKYBOX = false;
  119019. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  119020. defines.REFLECTIONMAP_EXPLICIT = false;
  119021. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  119022. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  119023. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  119024. defines.INVERTCUBICMAP = false;
  119025. defines.REFLECTIONMAP_OPPOSITEZ = false;
  119026. defines.LODINREFLECTIONALPHA = false;
  119027. defines.GAMMAREFLECTION = false;
  119028. defines.RGBDREFLECTION = false;
  119029. }
  119030. }
  119031. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  119032. defines.USERGBCOLOR = this._useRGBColor;
  119033. defines.NOISE = this._enableNoise;
  119034. }
  119035. if (defines._areLightsDirty) {
  119036. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  119037. }
  119038. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  119039. if (!this._imageProcessingConfiguration.isReady()) {
  119040. return false;
  119041. }
  119042. this._imageProcessingConfiguration.prepareDefines(defines);
  119043. }
  119044. // Misc.
  119045. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  119046. // Values that need to be evaluated on every frame
  119047. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  119048. // Attribs
  119049. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  119050. if (mesh) {
  119051. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  119052. mesh.createNormals(true);
  119053. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  119054. }
  119055. }
  119056. }
  119057. // Get correct effect
  119058. if (defines.isDirty) {
  119059. defines.markAsProcessed();
  119060. scene.resetCachedMaterial();
  119061. // Fallbacks
  119062. var fallbacks = new BABYLON.EffectFallbacks();
  119063. if (defines.FOG) {
  119064. fallbacks.addFallback(0, "FOG");
  119065. }
  119066. if (defines.POINTSIZE) {
  119067. fallbacks.addFallback(1, "POINTSIZE");
  119068. }
  119069. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  119070. if (defines.NUM_BONE_INFLUENCERS > 0) {
  119071. fallbacks.addCPUSkinningFallback(0, mesh);
  119072. }
  119073. //Attributes
  119074. var attribs = [BABYLON.VertexBuffer.PositionKind];
  119075. if (defines.NORMAL) {
  119076. attribs.push(BABYLON.VertexBuffer.NormalKind);
  119077. }
  119078. if (defines.UV1) {
  119079. attribs.push(BABYLON.VertexBuffer.UVKind);
  119080. }
  119081. if (defines.UV2) {
  119082. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  119083. }
  119084. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  119085. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  119086. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  119087. "vFogInfos", "vFogColor", "pointSize",
  119088. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  119089. "vPrimaryColor", "vPrimaryColorShadow",
  119090. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  119091. "shadowLevel", "alpha",
  119092. "vBackgroundCenter", "vReflectionControl",
  119093. "vDiffuseInfos", "diffuseMatrix",
  119094. ];
  119095. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  119096. var uniformBuffers = ["Material", "Scene"];
  119097. if (BABYLON.ImageProcessingConfiguration) {
  119098. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  119099. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  119100. }
  119101. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  119102. uniformsNames: uniforms,
  119103. uniformBuffersNames: uniformBuffers,
  119104. samplers: samplers,
  119105. defines: defines,
  119106. maxSimultaneousLights: this._maxSimultaneousLights
  119107. });
  119108. var onCompiled = function (effect) {
  119109. if (_this.onCompiled) {
  119110. _this.onCompiled(effect);
  119111. }
  119112. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  119113. };
  119114. var join = defines.toString();
  119115. subMesh.setEffect(scene.getEngine().createEffect("background", {
  119116. attributes: attribs,
  119117. uniformsNames: uniforms,
  119118. uniformBuffersNames: uniformBuffers,
  119119. samplers: samplers,
  119120. defines: join,
  119121. fallbacks: fallbacks,
  119122. onCompiled: onCompiled,
  119123. onError: this.onError,
  119124. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  119125. }, engine), defines);
  119126. this.buildUniformLayout();
  119127. }
  119128. if (!subMesh.effect || !subMesh.effect.isReady()) {
  119129. return false;
  119130. }
  119131. defines._renderId = scene.getRenderId();
  119132. this._wasPreviouslyReady = true;
  119133. return true;
  119134. };
  119135. /**
  119136. * Compute the primary color according to the chosen perceptual color.
  119137. */
  119138. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  119139. if (!this.__perceptualColor) {
  119140. return;
  119141. }
  119142. this._primaryColor.copyFrom(this.__perceptualColor);
  119143. // Revert gamma space.
  119144. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  119145. // Revert image processing configuration.
  119146. if (this._imageProcessingConfiguration) {
  119147. // Revert Exposure.
  119148. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  119149. }
  119150. this._computePrimaryColors();
  119151. };
  119152. /**
  119153. * Compute the highlights and shadow colors according to their chosen levels.
  119154. */
  119155. BackgroundMaterial.prototype._computePrimaryColors = function () {
  119156. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  119157. return;
  119158. }
  119159. // Find the highlight color based on the configuration.
  119160. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  119161. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  119162. // Find the shadow color based on the configuration.
  119163. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  119164. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  119165. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  119166. };
  119167. /**
  119168. * Build the uniform buffer used in the material.
  119169. */
  119170. BackgroundMaterial.prototype.buildUniformLayout = function () {
  119171. // Order is important !
  119172. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  119173. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  119174. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  119175. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  119176. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  119177. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  119178. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  119179. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  119180. this._uniformBuffer.addUniform("pointSize", 1);
  119181. this._uniformBuffer.addUniform("shadowLevel", 1);
  119182. this._uniformBuffer.addUniform("alpha", 1);
  119183. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  119184. this._uniformBuffer.addUniform("vReflectionControl", 4);
  119185. this._uniformBuffer.create();
  119186. };
  119187. /**
  119188. * Unbind the material.
  119189. */
  119190. BackgroundMaterial.prototype.unbind = function () {
  119191. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119192. this._uniformBuffer.setTexture("diffuseSampler", null);
  119193. }
  119194. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119195. this._uniformBuffer.setTexture("reflectionSampler", null);
  119196. }
  119197. _super.prototype.unbind.call(this);
  119198. };
  119199. /**
  119200. * Bind only the world matrix to the material.
  119201. * @param world The world matrix to bind.
  119202. */
  119203. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  119204. this._activeEffect.setMatrix("world", world);
  119205. };
  119206. /**
  119207. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  119208. * @param world The world matrix to bind.
  119209. * @param subMesh The submesh to bind for.
  119210. */
  119211. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  119212. var scene = this.getScene();
  119213. var defines = subMesh._materialDefines;
  119214. if (!defines) {
  119215. return;
  119216. }
  119217. var effect = subMesh.effect;
  119218. if (!effect) {
  119219. return;
  119220. }
  119221. this._activeEffect = effect;
  119222. // Matrices
  119223. this.bindOnlyWorldMatrix(world);
  119224. // Bones
  119225. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  119226. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  119227. if (mustRebind) {
  119228. this._uniformBuffer.bindToEffect(effect, "Material");
  119229. this.bindViewProjection(effect);
  119230. var reflectionTexture = this._reflectionTexture;
  119231. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  119232. // Texture uniforms
  119233. if (scene.texturesEnabled) {
  119234. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119235. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  119236. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  119237. }
  119238. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119239. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  119240. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  119241. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  119242. }
  119243. }
  119244. if (this.shadowLevel > 0) {
  119245. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  119246. }
  119247. this._uniformBuffer.updateFloat("alpha", this.alpha);
  119248. // Point size
  119249. if (this.pointsCloud) {
  119250. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  119251. }
  119252. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  119253. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  119254. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  119255. }
  119256. else {
  119257. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  119258. }
  119259. }
  119260. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  119261. // Textures
  119262. if (scene.texturesEnabled) {
  119263. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119264. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  119265. }
  119266. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119267. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  119268. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119269. }
  119270. else if (!defines.REFLECTIONBLUR) {
  119271. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119272. }
  119273. else {
  119274. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  119275. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  119276. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  119277. }
  119278. if (defines.REFLECTIONFRESNEL) {
  119279. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  119280. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  119281. }
  119282. }
  119283. }
  119284. // Clip plane
  119285. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  119286. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  119287. }
  119288. if (mustRebind || !this.isFrozen) {
  119289. if (scene.lightsEnabled) {
  119290. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  119291. }
  119292. // View
  119293. this.bindView(effect);
  119294. // Fog
  119295. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  119296. // image processing
  119297. if (this._imageProcessingConfiguration) {
  119298. this._imageProcessingConfiguration.bind(this._activeEffect);
  119299. }
  119300. }
  119301. this._uniformBuffer.update();
  119302. this._afterBind(mesh, this._activeEffect);
  119303. };
  119304. /**
  119305. * Dispose the material.
  119306. * @param forceDisposeEffect Force disposal of the associated effect.
  119307. * @param forceDisposeTextures Force disposal of the associated textures.
  119308. */
  119309. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  119310. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  119311. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  119312. if (forceDisposeTextures) {
  119313. if (this.diffuseTexture) {
  119314. this.diffuseTexture.dispose();
  119315. }
  119316. if (this.reflectionTexture) {
  119317. this.reflectionTexture.dispose();
  119318. }
  119319. }
  119320. this._renderTargets.dispose();
  119321. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  119322. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  119323. }
  119324. _super.prototype.dispose.call(this, forceDisposeEffect);
  119325. };
  119326. /**
  119327. * Clones the material.
  119328. * @param name The cloned name.
  119329. * @returns The cloned material.
  119330. */
  119331. BackgroundMaterial.prototype.clone = function (name) {
  119332. var _this = this;
  119333. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  119334. };
  119335. /**
  119336. * Serializes the current material to its JSON representation.
  119337. * @returns The JSON representation.
  119338. */
  119339. BackgroundMaterial.prototype.serialize = function () {
  119340. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  119341. serializationObject.customType = "BABYLON.BackgroundMaterial";
  119342. return serializationObject;
  119343. };
  119344. /**
  119345. * Gets the class name of the material
  119346. * @returns "BackgroundMaterial"
  119347. */
  119348. BackgroundMaterial.prototype.getClassName = function () {
  119349. return "BackgroundMaterial";
  119350. };
  119351. /**
  119352. * Parse a JSON input to create back a background material.
  119353. * @param source The JSON data to parse
  119354. * @param scene The scene to create the parsed material in
  119355. * @param rootUrl The root url of the assets the material depends upon
  119356. * @returns the instantiated BackgroundMaterial.
  119357. */
  119358. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  119359. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  119360. };
  119361. /**
  119362. * Standard reflectance value at parallel view angle.
  119363. */
  119364. BackgroundMaterial.StandardReflectance0 = 0.05;
  119365. /**
  119366. * Standard reflectance value at grazing angle.
  119367. */
  119368. BackgroundMaterial.StandardReflectance90 = 0.5;
  119369. __decorate([
  119370. BABYLON.serializeAsColor3()
  119371. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  119372. __decorate([
  119373. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119374. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  119375. __decorate([
  119376. BABYLON.serializeAsColor3()
  119377. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  119378. __decorate([
  119379. BABYLON.serialize()
  119380. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  119381. __decorate([
  119382. BABYLON.serialize()
  119383. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  119384. __decorate([
  119385. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119386. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  119387. __decorate([
  119388. BABYLON.serializeAsTexture()
  119389. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  119390. __decorate([
  119391. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119392. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  119393. __decorate([
  119394. BABYLON.serialize()
  119395. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  119396. __decorate([
  119397. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119398. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  119399. __decorate([
  119400. BABYLON.serializeAsTexture()
  119401. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  119402. __decorate([
  119403. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119404. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  119405. __decorate([
  119406. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119407. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  119408. __decorate([
  119409. BABYLON.serialize()
  119410. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  119411. __decorate([
  119412. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119413. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  119414. __decorate([
  119415. BABYLON.serializeAsVector3()
  119416. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  119417. __decorate([
  119418. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119419. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  119420. __decorate([
  119421. BABYLON.serialize()
  119422. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  119423. __decorate([
  119424. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119425. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  119426. __decorate([
  119427. BABYLON.serialize()
  119428. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  119429. __decorate([
  119430. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119431. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  119432. __decorate([
  119433. BABYLON.serialize()
  119434. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  119435. __decorate([
  119436. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119437. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  119438. __decorate([
  119439. BABYLON.serialize()
  119440. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  119441. __decorate([
  119442. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119443. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  119444. __decorate([
  119445. BABYLON.serialize()
  119446. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  119447. __decorate([
  119448. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119449. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  119450. __decorate([
  119451. BABYLON.serialize()
  119452. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  119453. __decorate([
  119454. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119455. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  119456. __decorate([
  119457. BABYLON.serialize()
  119458. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  119459. __decorate([
  119460. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119461. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  119462. __decorate([
  119463. BABYLON.serialize()
  119464. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  119465. __decorate([
  119466. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119467. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  119468. __decorate([
  119469. BABYLON.serialize()
  119470. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  119471. __decorate([
  119472. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119473. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  119474. __decorate([
  119475. BABYLON.serializeAsImageProcessingConfiguration()
  119476. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  119477. return BackgroundMaterial;
  119478. }(BABYLON.PushMaterial));
  119479. BABYLON.BackgroundMaterial = BackgroundMaterial;
  119480. })(BABYLON || (BABYLON = {}));
  119481. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  119482. var __assign = (this && this.__assign) || function () {
  119483. __assign = Object.assign || function(t) {
  119484. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119485. s = arguments[i];
  119486. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119487. t[p] = s[p];
  119488. }
  119489. return t;
  119490. };
  119491. return __assign.apply(this, arguments);
  119492. };
  119493. var BABYLON;
  119494. (function (BABYLON) {
  119495. /**
  119496. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  119497. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  119498. * It also helps with the default setup of your imageProcessing configuration.
  119499. */
  119500. var EnvironmentHelper = /** @class */ (function () {
  119501. /**
  119502. * constructor
  119503. * @param options
  119504. * @param scene The scene to add the material to
  119505. */
  119506. function EnvironmentHelper(options, scene) {
  119507. var _this = this;
  119508. this._errorHandler = function (message, exception) {
  119509. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  119510. };
  119511. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  119512. this._scene = scene;
  119513. this.onErrorObservable = new BABYLON.Observable();
  119514. this._setupBackground();
  119515. this._setupImageProcessing();
  119516. }
  119517. /**
  119518. * Creates the default options for the helper.
  119519. */
  119520. EnvironmentHelper._getDefaultOptions = function () {
  119521. return {
  119522. createGround: true,
  119523. groundSize: 15,
  119524. groundTexture: this._groundTextureCDNUrl,
  119525. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119526. groundOpacity: 0.9,
  119527. enableGroundShadow: true,
  119528. groundShadowLevel: 0.5,
  119529. enableGroundMirror: false,
  119530. groundMirrorSizeRatio: 0.3,
  119531. groundMirrorBlurKernel: 64,
  119532. groundMirrorAmount: 1,
  119533. groundMirrorFresnelWeight: 1,
  119534. groundMirrorFallOffDistance: 0,
  119535. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  119536. groundYBias: 0.00001,
  119537. createSkybox: true,
  119538. skyboxSize: 20,
  119539. skyboxTexture: this._skyboxTextureCDNUrl,
  119540. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119541. backgroundYRotation: 0,
  119542. sizeAuto: true,
  119543. rootPosition: BABYLON.Vector3.Zero(),
  119544. setupImageProcessing: true,
  119545. environmentTexture: this._environmentTextureCDNUrl,
  119546. cameraExposure: 0.8,
  119547. cameraContrast: 1.2,
  119548. toneMappingEnabled: true,
  119549. };
  119550. };
  119551. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  119552. /**
  119553. * Gets the root mesh created by the helper.
  119554. */
  119555. get: function () {
  119556. return this._rootMesh;
  119557. },
  119558. enumerable: true,
  119559. configurable: true
  119560. });
  119561. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  119562. /**
  119563. * Gets the skybox created by the helper.
  119564. */
  119565. get: function () {
  119566. return this._skybox;
  119567. },
  119568. enumerable: true,
  119569. configurable: true
  119570. });
  119571. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  119572. /**
  119573. * Gets the skybox texture created by the helper.
  119574. */
  119575. get: function () {
  119576. return this._skyboxTexture;
  119577. },
  119578. enumerable: true,
  119579. configurable: true
  119580. });
  119581. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  119582. /**
  119583. * Gets the skybox material created by the helper.
  119584. */
  119585. get: function () {
  119586. return this._skyboxMaterial;
  119587. },
  119588. enumerable: true,
  119589. configurable: true
  119590. });
  119591. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  119592. /**
  119593. * Gets the ground mesh created by the helper.
  119594. */
  119595. get: function () {
  119596. return this._ground;
  119597. },
  119598. enumerable: true,
  119599. configurable: true
  119600. });
  119601. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  119602. /**
  119603. * Gets the ground texture created by the helper.
  119604. */
  119605. get: function () {
  119606. return this._groundTexture;
  119607. },
  119608. enumerable: true,
  119609. configurable: true
  119610. });
  119611. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  119612. /**
  119613. * Gets the ground mirror created by the helper.
  119614. */
  119615. get: function () {
  119616. return this._groundMirror;
  119617. },
  119618. enumerable: true,
  119619. configurable: true
  119620. });
  119621. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  119622. /**
  119623. * Gets the ground mirror render list to helps pushing the meshes
  119624. * you wish in the ground reflection.
  119625. */
  119626. get: function () {
  119627. if (this._groundMirror) {
  119628. return this._groundMirror.renderList;
  119629. }
  119630. return null;
  119631. },
  119632. enumerable: true,
  119633. configurable: true
  119634. });
  119635. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  119636. /**
  119637. * Gets the ground material created by the helper.
  119638. */
  119639. get: function () {
  119640. return this._groundMaterial;
  119641. },
  119642. enumerable: true,
  119643. configurable: true
  119644. });
  119645. /**
  119646. * Updates the background according to the new options
  119647. * @param options
  119648. */
  119649. EnvironmentHelper.prototype.updateOptions = function (options) {
  119650. var newOptions = __assign({}, this._options, options);
  119651. if (this._ground && !newOptions.createGround) {
  119652. this._ground.dispose();
  119653. this._ground = null;
  119654. }
  119655. if (this._groundMaterial && !newOptions.createGround) {
  119656. this._groundMaterial.dispose();
  119657. this._groundMaterial = null;
  119658. }
  119659. if (this._groundTexture) {
  119660. if (this._options.groundTexture != newOptions.groundTexture) {
  119661. this._groundTexture.dispose();
  119662. this._groundTexture = null;
  119663. }
  119664. }
  119665. if (this._skybox && !newOptions.createSkybox) {
  119666. this._skybox.dispose();
  119667. this._skybox = null;
  119668. }
  119669. if (this._skyboxMaterial && !newOptions.createSkybox) {
  119670. this._skyboxMaterial.dispose();
  119671. this._skyboxMaterial = null;
  119672. }
  119673. if (this._skyboxTexture) {
  119674. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  119675. this._skyboxTexture.dispose();
  119676. this._skyboxTexture = null;
  119677. }
  119678. }
  119679. if (this._groundMirror && !newOptions.enableGroundMirror) {
  119680. this._groundMirror.dispose();
  119681. this._groundMirror = null;
  119682. }
  119683. if (this._scene.environmentTexture) {
  119684. if (this._options.environmentTexture != newOptions.environmentTexture) {
  119685. this._scene.environmentTexture.dispose();
  119686. }
  119687. }
  119688. this._options = newOptions;
  119689. this._setupBackground();
  119690. this._setupImageProcessing();
  119691. };
  119692. /**
  119693. * Sets the primary color of all the available elements.
  119694. * @param color the main color to affect to the ground and the background
  119695. */
  119696. EnvironmentHelper.prototype.setMainColor = function (color) {
  119697. if (this.groundMaterial) {
  119698. this.groundMaterial.primaryColor = color;
  119699. }
  119700. if (this.skyboxMaterial) {
  119701. this.skyboxMaterial.primaryColor = color;
  119702. }
  119703. if (this.groundMirror) {
  119704. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  119705. }
  119706. };
  119707. /**
  119708. * Setup the image processing according to the specified options.
  119709. */
  119710. EnvironmentHelper.prototype._setupImageProcessing = function () {
  119711. if (this._options.setupImageProcessing) {
  119712. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  119713. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  119714. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  119715. this._setupEnvironmentTexture();
  119716. }
  119717. };
  119718. /**
  119719. * Setup the environment texture according to the specified options.
  119720. */
  119721. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  119722. if (this._scene.environmentTexture) {
  119723. return;
  119724. }
  119725. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  119726. this._scene.environmentTexture = this._options.environmentTexture;
  119727. return;
  119728. }
  119729. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  119730. this._scene.environmentTexture = environmentTexture;
  119731. };
  119732. /**
  119733. * Setup the background according to the specified options.
  119734. */
  119735. EnvironmentHelper.prototype._setupBackground = function () {
  119736. if (!this._rootMesh) {
  119737. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  119738. }
  119739. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  119740. var sceneSize = this._getSceneSize();
  119741. if (this._options.createGround) {
  119742. this._setupGround(sceneSize);
  119743. this._setupGroundMaterial();
  119744. this._setupGroundDiffuseTexture();
  119745. if (this._options.enableGroundMirror) {
  119746. this._setupGroundMirrorTexture(sceneSize);
  119747. }
  119748. this._setupMirrorInGroundMaterial();
  119749. }
  119750. if (this._options.createSkybox) {
  119751. this._setupSkybox(sceneSize);
  119752. this._setupSkyboxMaterial();
  119753. this._setupSkyboxReflectionTexture();
  119754. }
  119755. this._rootMesh.position.x = sceneSize.rootPosition.x;
  119756. this._rootMesh.position.z = sceneSize.rootPosition.z;
  119757. this._rootMesh.position.y = sceneSize.rootPosition.y;
  119758. };
  119759. /**
  119760. * Get the scene sizes according to the setup.
  119761. */
  119762. EnvironmentHelper.prototype._getSceneSize = function () {
  119763. var _this = this;
  119764. var groundSize = this._options.groundSize;
  119765. var skyboxSize = this._options.skyboxSize;
  119766. var rootPosition = this._options.rootPosition;
  119767. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  119768. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119769. }
  119770. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  119771. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  119772. });
  119773. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  119774. if (this._options.sizeAuto) {
  119775. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  119776. this._scene.activeCamera.upperRadiusLimit) {
  119777. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  119778. skyboxSize = groundSize;
  119779. }
  119780. var sceneDiagonalLenght = sceneDiagonal.length();
  119781. if (sceneDiagonalLenght > groundSize) {
  119782. groundSize = sceneDiagonalLenght * 2;
  119783. skyboxSize = groundSize;
  119784. }
  119785. // 10 % bigger.
  119786. groundSize *= 1.1;
  119787. skyboxSize *= 1.5;
  119788. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  119789. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  119790. }
  119791. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119792. };
  119793. /**
  119794. * Setup the ground according to the specified options.
  119795. */
  119796. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  119797. var _this = this;
  119798. if (!this._ground || this._ground.isDisposed()) {
  119799. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  119800. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  119801. this._ground.parent = this._rootMesh;
  119802. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  119803. }
  119804. this._ground.receiveShadows = this._options.enableGroundShadow;
  119805. };
  119806. /**
  119807. * Setup the ground material according to the specified options.
  119808. */
  119809. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  119810. if (!this._groundMaterial) {
  119811. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  119812. }
  119813. this._groundMaterial.alpha = this._options.groundOpacity;
  119814. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  119815. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  119816. this._groundMaterial.primaryColor = this._options.groundColor;
  119817. this._groundMaterial.useRGBColor = false;
  119818. this._groundMaterial.enableNoise = true;
  119819. if (this._ground) {
  119820. this._ground.material = this._groundMaterial;
  119821. }
  119822. };
  119823. /**
  119824. * Setup the ground diffuse texture according to the specified options.
  119825. */
  119826. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  119827. if (!this._groundMaterial) {
  119828. return;
  119829. }
  119830. if (this._groundTexture) {
  119831. return;
  119832. }
  119833. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  119834. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  119835. return;
  119836. }
  119837. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119838. diffuseTexture.gammaSpace = false;
  119839. diffuseTexture.hasAlpha = true;
  119840. this._groundMaterial.diffuseTexture = diffuseTexture;
  119841. };
  119842. /**
  119843. * Setup the ground mirror texture according to the specified options.
  119844. */
  119845. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  119846. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119847. if (!this._groundMirror) {
  119848. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  119849. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  119850. this._groundMirror.anisotropicFilteringLevel = 1;
  119851. this._groundMirror.wrapU = wrapping;
  119852. this._groundMirror.wrapV = wrapping;
  119853. this._groundMirror.gammaSpace = false;
  119854. if (this._groundMirror.renderList) {
  119855. for (var i = 0; i < this._scene.meshes.length; i++) {
  119856. var mesh = this._scene.meshes[i];
  119857. if (mesh !== this._ground &&
  119858. mesh !== this._skybox &&
  119859. mesh !== this._rootMesh) {
  119860. this._groundMirror.renderList.push(mesh);
  119861. }
  119862. }
  119863. }
  119864. }
  119865. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  119866. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  119867. };
  119868. /**
  119869. * Setup the ground to receive the mirror texture.
  119870. */
  119871. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  119872. if (this._groundMaterial) {
  119873. this._groundMaterial.reflectionTexture = this._groundMirror;
  119874. this._groundMaterial.reflectionFresnel = true;
  119875. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  119876. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  119877. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  119878. }
  119879. };
  119880. /**
  119881. * Setup the skybox according to the specified options.
  119882. */
  119883. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  119884. var _this = this;
  119885. if (!this._skybox || this._skybox.isDisposed()) {
  119886. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  119887. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  119888. }
  119889. this._skybox.parent = this._rootMesh;
  119890. };
  119891. /**
  119892. * Setup the skybox material according to the specified options.
  119893. */
  119894. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  119895. if (!this._skybox) {
  119896. return;
  119897. }
  119898. if (!this._skyboxMaterial) {
  119899. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  119900. }
  119901. this._skyboxMaterial.useRGBColor = false;
  119902. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  119903. this._skyboxMaterial.enableNoise = true;
  119904. this._skybox.material = this._skyboxMaterial;
  119905. };
  119906. /**
  119907. * Setup the skybox reflection texture according to the specified options.
  119908. */
  119909. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  119910. if (!this._skyboxMaterial) {
  119911. return;
  119912. }
  119913. if (this._skyboxTexture) {
  119914. return;
  119915. }
  119916. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  119917. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  119918. return;
  119919. }
  119920. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119921. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119922. this._skyboxTexture.gammaSpace = false;
  119923. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  119924. };
  119925. /**
  119926. * Dispose all the elements created by the Helper.
  119927. */
  119928. EnvironmentHelper.prototype.dispose = function () {
  119929. if (this._groundMaterial) {
  119930. this._groundMaterial.dispose(true, true);
  119931. }
  119932. if (this._skyboxMaterial) {
  119933. this._skyboxMaterial.dispose(true, true);
  119934. }
  119935. this._rootMesh.dispose(false);
  119936. };
  119937. /**
  119938. * Default ground texture URL.
  119939. */
  119940. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  119941. /**
  119942. * Default skybox texture URL.
  119943. */
  119944. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  119945. /**
  119946. * Default environment texture URL.
  119947. */
  119948. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  119949. return EnvironmentHelper;
  119950. }());
  119951. BABYLON.EnvironmentHelper = EnvironmentHelper;
  119952. })(BABYLON || (BABYLON = {}));
  119953. //# sourceMappingURL=babylon.environmentHelper.js.map
  119954. var BABYLON;
  119955. (function (BABYLON) {
  119956. /** Internal class used to store shapes for emitters */
  119957. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  119958. function ParticleSystemSetEmitterCreationOptions() {
  119959. }
  119960. return ParticleSystemSetEmitterCreationOptions;
  119961. }());
  119962. /**
  119963. * Represents a set of particle systems working together to create a specific effect
  119964. */
  119965. var ParticleSystemSet = /** @class */ (function () {
  119966. function ParticleSystemSet() {
  119967. /**
  119968. * Gets the particle system list
  119969. */
  119970. this.systems = new Array();
  119971. }
  119972. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  119973. /**
  119974. * Gets the emitter node used with this set
  119975. */
  119976. get: function () {
  119977. return this._emitterNode;
  119978. },
  119979. enumerable: true,
  119980. configurable: true
  119981. });
  119982. /**
  119983. * Creates a new emitter mesh as a sphere
  119984. * @param options defines the options used to create the sphere
  119985. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119986. * @param scene defines the hosting scene
  119987. */
  119988. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  119989. if (this._emitterNode) {
  119990. this._emitterNode.dispose();
  119991. }
  119992. this._emitterCreationOptions = {
  119993. kind: "Sphere",
  119994. options: options,
  119995. renderingGroupId: renderingGroupId
  119996. };
  119997. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  119998. emitterMesh.renderingGroupId = renderingGroupId;
  119999. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  120000. material.emissiveColor = options.color;
  120001. emitterMesh.material = material;
  120002. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120003. var system = _a[_i];
  120004. system.emitter = emitterMesh;
  120005. }
  120006. this._emitterNode = emitterMesh;
  120007. };
  120008. /**
  120009. * Starts all particle systems of the set
  120010. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120011. */
  120012. ParticleSystemSet.prototype.start = function (emitter) {
  120013. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120014. var system = _a[_i];
  120015. if (emitter) {
  120016. system.emitter = emitter;
  120017. }
  120018. system.start();
  120019. }
  120020. };
  120021. /**
  120022. * Release all associated resources
  120023. */
  120024. ParticleSystemSet.prototype.dispose = function () {
  120025. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120026. var system = _a[_i];
  120027. system.dispose();
  120028. }
  120029. this.systems = [];
  120030. if (this._emitterNode) {
  120031. this._emitterNode.dispose();
  120032. this._emitterNode = null;
  120033. }
  120034. };
  120035. /**
  120036. * Serialize the set into a JSON compatible object
  120037. * @returns a JSON compatible representation of the set
  120038. */
  120039. ParticleSystemSet.prototype.serialize = function () {
  120040. var result = {};
  120041. result.systems = [];
  120042. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120043. var system = _a[_i];
  120044. result.systems.push(system.serialize());
  120045. }
  120046. if (this._emitterNode) {
  120047. result.emitter = this._emitterCreationOptions;
  120048. }
  120049. return result;
  120050. };
  120051. /**
  120052. * Parse a new ParticleSystemSet from a serialized source
  120053. * @param data defines a JSON compatible representation of the set
  120054. * @param scene defines the hosting scene
  120055. * @param gpu defines if we want GPU particles or CPU particles
  120056. * @returns a new ParticleSystemSet
  120057. */
  120058. ParticleSystemSet.Parse = function (data, scene, gpu) {
  120059. if (gpu === void 0) { gpu = false; }
  120060. var result = new ParticleSystemSet();
  120061. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  120062. scene = scene || BABYLON.Engine.LastCreatedScene;
  120063. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  120064. var system = _a[_i];
  120065. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  120066. }
  120067. if (data.emitter) {
  120068. var options = data.emitter.options;
  120069. switch (data.emitter.kind) {
  120070. case "Sphere":
  120071. result.setEmitterAsSphere({
  120072. diameter: options.diameter,
  120073. segments: options.segments,
  120074. color: BABYLON.Color3.FromArray(options.color)
  120075. }, data.emitter.renderingGroupId, scene);
  120076. break;
  120077. }
  120078. }
  120079. return result;
  120080. };
  120081. return ParticleSystemSet;
  120082. }());
  120083. BABYLON.ParticleSystemSet = ParticleSystemSet;
  120084. })(BABYLON || (BABYLON = {}));
  120085. //# sourceMappingURL=babylon.particleSystemSet.js.map
  120086. var BABYLON;
  120087. (function (BABYLON) {
  120088. /**
  120089. * This class is made for on one-liner static method to help creating particle system set.
  120090. */
  120091. var ParticleHelper = /** @class */ (function () {
  120092. function ParticleHelper() {
  120093. }
  120094. /**
  120095. * Create a default particle system that you can tweak
  120096. * @param emitter defines the emitter to use
  120097. * @param capacity defines the system capacity (default is 500 particles)
  120098. * @param scene defines the hosting scene
  120099. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120100. * @returns the new Particle system
  120101. */
  120102. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  120103. if (capacity === void 0) { capacity = 500; }
  120104. if (useGPU === void 0) { useGPU = false; }
  120105. var system;
  120106. if (useGPU) {
  120107. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  120108. }
  120109. else {
  120110. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  120111. }
  120112. system.emitter = emitter;
  120113. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  120114. system.createConeEmitter(0.1, Math.PI / 4);
  120115. // Particle color
  120116. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120117. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120118. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  120119. // Particle Size
  120120. system.minSize = 0.1;
  120121. system.maxSize = 0.1;
  120122. // Emission speed
  120123. system.minEmitPower = 2;
  120124. system.maxEmitPower = 2;
  120125. // Update speed
  120126. system.updateSpeed = 1 / 60;
  120127. system.emitRate = 30;
  120128. return system;
  120129. };
  120130. /**
  120131. * This is the main static method (one-liner) of this helper to create different particle systems
  120132. * @param type This string represents the type to the particle system to create
  120133. * @param scene The scene where the particle system should live
  120134. * @param gpu If the system will use gpu
  120135. * @returns the ParticleSystemSet created
  120136. */
  120137. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  120138. if (gpu === void 0) { gpu = false; }
  120139. if (!scene) {
  120140. scene = BABYLON.Engine.LastCreatedScene;
  120141. }
  120142. var token = {};
  120143. scene._addPendingData(token);
  120144. return new Promise(function (resolve, reject) {
  120145. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  120146. scene._removePendingData(token);
  120147. return reject("Particle system with GPU is not supported.");
  120148. }
  120149. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  120150. scene._removePendingData(token);
  120151. var newData = JSON.parse(data.toString());
  120152. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  120153. }, undefined, undefined, undefined, function (req, exception) {
  120154. scene._removePendingData(token);
  120155. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  120156. });
  120157. });
  120158. };
  120159. /**
  120160. * Static function used to export a particle system to a ParticleSystemSet variable.
  120161. * Please note that the emitter shape is not exported
  120162. * @param systems defines the particle systems to export
  120163. * @returns the created particle system set
  120164. */
  120165. ParticleHelper.ExportSet = function (systems) {
  120166. var set = new BABYLON.ParticleSystemSet();
  120167. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  120168. var system = systems_1[_i];
  120169. set.systems.push(system);
  120170. }
  120171. return set;
  120172. };
  120173. /**
  120174. * Gets or sets base Assets URL
  120175. */
  120176. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  120177. return ParticleHelper;
  120178. }());
  120179. BABYLON.ParticleHelper = ParticleHelper;
  120180. })(BABYLON || (BABYLON = {}));
  120181. //# sourceMappingURL=babylon.particleHelper.js.map
  120182. var BABYLON;
  120183. (function (BABYLON) {
  120184. /**
  120185. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  120186. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  120187. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  120188. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120189. */
  120190. var VideoDome = /** @class */ (function (_super) {
  120191. __extends(VideoDome, _super);
  120192. /**
  120193. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  120194. * @param name Element's name, child elements will append suffixes for their own names.
  120195. * @param urlsOrVideo defines the url(s) or the video element to use
  120196. * @param options An object containing optional or exposed sub element properties
  120197. */
  120198. function VideoDome(name, urlsOrVideo, options, scene) {
  120199. var _this = _super.call(this, name, scene) || this;
  120200. _this._useDirectMapping = false;
  120201. // set defaults and manage values
  120202. name = name || "videoDome";
  120203. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120204. options.clickToPlay = Boolean(options.clickToPlay);
  120205. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  120206. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  120207. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120208. if (options.useDirectMapping === undefined) {
  120209. _this._useDirectMapping = true;
  120210. }
  120211. else {
  120212. _this._useDirectMapping = options.useDirectMapping;
  120213. }
  120214. _this._setReady(false);
  120215. // create
  120216. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  120217. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120218. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  120219. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120220. texture.onLoadObservable.addOnce(function () {
  120221. _this._setReady(true);
  120222. });
  120223. // configure material
  120224. material.useEquirectangularFOV = true;
  120225. material.fovMultiplier = 1.0;
  120226. material.opacityFresnel = false;
  120227. if (_this._useDirectMapping) {
  120228. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120229. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120230. material.diffuseTexture = texture;
  120231. }
  120232. else {
  120233. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120234. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120235. material.reflectionTexture = texture;
  120236. }
  120237. // configure mesh
  120238. _this._mesh.material = material;
  120239. _this._mesh.parent = _this;
  120240. // optional configuration
  120241. if (options.clickToPlay) {
  120242. scene.onPointerUp = function () {
  120243. _this._videoTexture.video.play();
  120244. };
  120245. }
  120246. return _this;
  120247. }
  120248. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  120249. /**
  120250. * Gets the video texture being displayed on the sphere
  120251. */
  120252. get: function () {
  120253. return this._videoTexture;
  120254. },
  120255. enumerable: true,
  120256. configurable: true
  120257. });
  120258. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  120259. /**
  120260. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120261. * Also see the options.resolution property.
  120262. */
  120263. get: function () {
  120264. return this._material.fovMultiplier;
  120265. },
  120266. set: function (value) {
  120267. this._material.fovMultiplier = value;
  120268. },
  120269. enumerable: true,
  120270. configurable: true
  120271. });
  120272. /**
  120273. * Releases resources associated with this node.
  120274. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120275. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120276. */
  120277. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120278. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120279. this._videoTexture.dispose();
  120280. this._mesh.dispose();
  120281. this._material.dispose();
  120282. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120283. };
  120284. return VideoDome;
  120285. }(BABYLON.TransformNode));
  120286. BABYLON.VideoDome = VideoDome;
  120287. })(BABYLON || (BABYLON = {}));
  120288. //# sourceMappingURL=babylon.videoDome.js.map
  120289. var BABYLON;
  120290. (function (BABYLON) {
  120291. /**
  120292. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  120293. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  120294. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  120295. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120296. */
  120297. var PhotoDome = /** @class */ (function (_super) {
  120298. __extends(PhotoDome, _super);
  120299. /**
  120300. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  120301. * @param name Element's name, child elements will append suffixes for their own names.
  120302. * @param urlsOfPhoto defines the url of the photo to display
  120303. * @param options defines an object containing optional or exposed sub element properties
  120304. * @param onError defines a callback called when an error occured while loading the texture
  120305. */
  120306. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  120307. if (onError === void 0) { onError = null; }
  120308. var _this = _super.call(this, name, scene) || this;
  120309. _this._useDirectMapping = false;
  120310. /**
  120311. * Observable raised when an error occured while loading the 360 image
  120312. */
  120313. _this.onLoadErrorObservable = new BABYLON.Observable();
  120314. // set defaults and manage values
  120315. name = name || "photoDome";
  120316. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120317. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120318. if (options.useDirectMapping === undefined) {
  120319. _this._useDirectMapping = true;
  120320. }
  120321. else {
  120322. _this._useDirectMapping = options.useDirectMapping;
  120323. }
  120324. _this._setReady(false);
  120325. // create
  120326. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120327. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120328. // configure material
  120329. material.opacityFresnel = false;
  120330. material.useEquirectangularFOV = true;
  120331. material.fovMultiplier = 1.0;
  120332. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  120333. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  120334. if (onError) {
  120335. onError(message, exception);
  120336. }
  120337. });
  120338. _this.photoTexture.onLoadObservable.addOnce(function () {
  120339. _this._setReady(true);
  120340. });
  120341. // configure mesh
  120342. _this._mesh.material = material;
  120343. _this._mesh.parent = _this;
  120344. return _this;
  120345. }
  120346. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  120347. /**
  120348. * Gets or sets the texture being displayed on the sphere
  120349. */
  120350. get: function () {
  120351. return this._photoTexture;
  120352. },
  120353. set: function (value) {
  120354. if (this._photoTexture === value) {
  120355. return;
  120356. }
  120357. this._photoTexture = value;
  120358. if (this._useDirectMapping) {
  120359. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120360. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120361. this._material.diffuseTexture = this._photoTexture;
  120362. }
  120363. else {
  120364. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120365. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120366. this._material.reflectionTexture = this._photoTexture;
  120367. }
  120368. },
  120369. enumerable: true,
  120370. configurable: true
  120371. });
  120372. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  120373. /**
  120374. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120375. * Also see the options.resolution property.
  120376. */
  120377. get: function () {
  120378. return this._material.fovMultiplier;
  120379. },
  120380. set: function (value) {
  120381. this._material.fovMultiplier = value;
  120382. },
  120383. enumerable: true,
  120384. configurable: true
  120385. });
  120386. /**
  120387. * Releases resources associated with this node.
  120388. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120389. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120390. */
  120391. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120392. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120393. this._photoTexture.dispose();
  120394. this._mesh.dispose();
  120395. this._material.dispose();
  120396. this.onLoadErrorObservable.clear();
  120397. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120398. };
  120399. return PhotoDome;
  120400. }(BABYLON.TransformNode));
  120401. BABYLON.PhotoDome = PhotoDome;
  120402. })(BABYLON || (BABYLON = {}));
  120403. //# sourceMappingURL=babylon.photoDome.js.map
  120404. var BABYLON;
  120405. (function (BABYLON) {
  120406. /** @hidden */
  120407. var _OcclusionDataStorage = /** @class */ (function () {
  120408. function _OcclusionDataStorage() {
  120409. /** @hidden */
  120410. this.occlusionInternalRetryCounter = 0;
  120411. /** @hidden */
  120412. this.isOcclusionQueryInProgress = false;
  120413. /** @hidden */
  120414. this.isOccluded = false;
  120415. /** @hidden */
  120416. this.occlusionRetryCount = -1;
  120417. /** @hidden */
  120418. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  120419. /** @hidden */
  120420. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  120421. }
  120422. return _OcclusionDataStorage;
  120423. }());
  120424. BABYLON.Engine.prototype.createQuery = function () {
  120425. return this._gl.createQuery();
  120426. };
  120427. BABYLON.Engine.prototype.deleteQuery = function (query) {
  120428. this._gl.deleteQuery(query);
  120429. return this;
  120430. };
  120431. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  120432. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  120433. };
  120434. BABYLON.Engine.prototype.getQueryResult = function (query) {
  120435. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  120436. };
  120437. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  120438. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120439. this._gl.beginQuery(glAlgorithm, query);
  120440. return this;
  120441. };
  120442. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  120443. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120444. this._gl.endQuery(glAlgorithm);
  120445. return this;
  120446. };
  120447. BABYLON.Engine.prototype._createTimeQuery = function () {
  120448. var timerQuery = this.getCaps().timerQuery;
  120449. if (timerQuery.createQueryEXT) {
  120450. return timerQuery.createQueryEXT();
  120451. }
  120452. return this.createQuery();
  120453. };
  120454. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  120455. var timerQuery = this.getCaps().timerQuery;
  120456. if (timerQuery.deleteQueryEXT) {
  120457. timerQuery.deleteQueryEXT(query);
  120458. return;
  120459. }
  120460. this.deleteQuery(query);
  120461. };
  120462. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  120463. var timerQuery = this.getCaps().timerQuery;
  120464. if (timerQuery.getQueryObjectEXT) {
  120465. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  120466. }
  120467. return this.getQueryResult(query);
  120468. };
  120469. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  120470. var timerQuery = this.getCaps().timerQuery;
  120471. if (timerQuery.getQueryObjectEXT) {
  120472. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  120473. }
  120474. return this.isQueryResultAvailable(query);
  120475. };
  120476. BABYLON.Engine.prototype.startTimeQuery = function () {
  120477. var caps = this.getCaps();
  120478. var timerQuery = caps.timerQuery;
  120479. if (!timerQuery) {
  120480. return null;
  120481. }
  120482. var token = new BABYLON._TimeToken();
  120483. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120484. if (caps.canUseTimestampForTimerQuery) {
  120485. token._startTimeQuery = this._createTimeQuery();
  120486. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  120487. }
  120488. else {
  120489. if (this._currentNonTimestampToken) {
  120490. return this._currentNonTimestampToken;
  120491. }
  120492. token._timeElapsedQuery = this._createTimeQuery();
  120493. if (timerQuery.beginQueryEXT) {
  120494. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120495. }
  120496. else {
  120497. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120498. }
  120499. this._currentNonTimestampToken = token;
  120500. }
  120501. return token;
  120502. };
  120503. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  120504. var caps = this.getCaps();
  120505. var timerQuery = caps.timerQuery;
  120506. if (!timerQuery || !token) {
  120507. return -1;
  120508. }
  120509. if (caps.canUseTimestampForTimerQuery) {
  120510. if (!token._startTimeQuery) {
  120511. return -1;
  120512. }
  120513. if (!token._endTimeQuery) {
  120514. token._endTimeQuery = this._createTimeQuery();
  120515. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  120516. }
  120517. }
  120518. else if (!token._timeElapsedQueryEnded) {
  120519. if (!token._timeElapsedQuery) {
  120520. return -1;
  120521. }
  120522. if (timerQuery.endQueryEXT) {
  120523. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  120524. }
  120525. else {
  120526. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  120527. }
  120528. token._timeElapsedQueryEnded = true;
  120529. }
  120530. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120531. var available = false;
  120532. if (token._endTimeQuery) {
  120533. available = this._getTimeQueryAvailability(token._endTimeQuery);
  120534. }
  120535. else if (token._timeElapsedQuery) {
  120536. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  120537. }
  120538. if (available && !disjoint) {
  120539. var result = 0;
  120540. if (caps.canUseTimestampForTimerQuery) {
  120541. if (!token._startTimeQuery || !token._endTimeQuery) {
  120542. return -1;
  120543. }
  120544. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  120545. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  120546. result = timeEnd - timeStart;
  120547. this._deleteTimeQuery(token._startTimeQuery);
  120548. this._deleteTimeQuery(token._endTimeQuery);
  120549. token._startTimeQuery = null;
  120550. token._endTimeQuery = null;
  120551. }
  120552. else {
  120553. if (!token._timeElapsedQuery) {
  120554. return -1;
  120555. }
  120556. result = this._getTimeQueryResult(token._timeElapsedQuery);
  120557. this._deleteTimeQuery(token._timeElapsedQuery);
  120558. token._timeElapsedQuery = null;
  120559. token._timeElapsedQueryEnded = false;
  120560. this._currentNonTimestampToken = null;
  120561. }
  120562. return result;
  120563. }
  120564. return -1;
  120565. };
  120566. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  120567. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  120568. };
  120569. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  120570. get: function () {
  120571. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  120572. },
  120573. enumerable: false,
  120574. configurable: true
  120575. });
  120576. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  120577. get: function () {
  120578. if (!this.__occlusionDataStorage) {
  120579. this.__occlusionDataStorage = new _OcclusionDataStorage();
  120580. }
  120581. return this.__occlusionDataStorage;
  120582. },
  120583. enumerable: false,
  120584. configurable: true
  120585. });
  120586. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  120587. get: function () {
  120588. return this._occlusionDataStorage.isOccluded;
  120589. },
  120590. set: function (value) {
  120591. this._occlusionDataStorage.isOccluded = value;
  120592. },
  120593. enumerable: true,
  120594. configurable: true
  120595. });
  120596. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  120597. get: function () {
  120598. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  120599. },
  120600. set: function (value) {
  120601. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  120602. },
  120603. enumerable: true,
  120604. configurable: true
  120605. });
  120606. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  120607. get: function () {
  120608. return this._occlusionDataStorage.occlusionType;
  120609. },
  120610. set: function (value) {
  120611. this._occlusionDataStorage.occlusionType = value;
  120612. },
  120613. enumerable: true,
  120614. configurable: true
  120615. });
  120616. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  120617. get: function () {
  120618. return this._occlusionDataStorage.occlusionRetryCount;
  120619. },
  120620. set: function (value) {
  120621. this._occlusionDataStorage.occlusionRetryCount = value;
  120622. },
  120623. enumerable: true,
  120624. configurable: true
  120625. });
  120626. // We also need to update AbstractMesh as there is a portion of the code there
  120627. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  120628. var dataStorage = this._occlusionDataStorage;
  120629. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  120630. dataStorage.isOccluded = false;
  120631. return false;
  120632. }
  120633. var engine = this.getEngine();
  120634. if (engine.webGLVersion < 2) {
  120635. dataStorage.isOccluded = false;
  120636. return false;
  120637. }
  120638. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  120639. dataStorage.isOccluded = false;
  120640. return false;
  120641. }
  120642. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  120643. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  120644. if (isOcclusionQueryAvailable) {
  120645. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  120646. dataStorage.isOcclusionQueryInProgress = false;
  120647. dataStorage.occlusionInternalRetryCounter = 0;
  120648. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  120649. }
  120650. else {
  120651. dataStorage.occlusionInternalRetryCounter++;
  120652. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  120653. dataStorage.isOcclusionQueryInProgress = false;
  120654. dataStorage.occlusionInternalRetryCounter = 0;
  120655. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  120656. // if strict continue the last state of the object.
  120657. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  120658. }
  120659. else {
  120660. return false;
  120661. }
  120662. }
  120663. }
  120664. var scene = this.getScene();
  120665. if (scene.getBoundingBoxRenderer) {
  120666. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  120667. if (!this._occlusionQuery) {
  120668. this._occlusionQuery = engine.createQuery();
  120669. }
  120670. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  120671. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  120672. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  120673. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  120674. }
  120675. return dataStorage.isOccluded;
  120676. };
  120677. })(BABYLON || (BABYLON = {}));
  120678. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  120679. var BABYLON;
  120680. (function (BABYLON) {
  120681. /**
  120682. * Class used to generate noise procedural textures
  120683. */
  120684. var NoiseProceduralTexture = /** @class */ (function (_super) {
  120685. __extends(NoiseProceduralTexture, _super);
  120686. /**
  120687. * Creates a new NoiseProceduralTexture
  120688. * @param name defines the name fo the texture
  120689. * @param size defines the size of the texture (default is 256)
  120690. * @param scene defines the hosting scene
  120691. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120692. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120693. */
  120694. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  120695. if (size === void 0) { size = 256; }
  120696. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  120697. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  120698. _this._time = 0;
  120699. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120700. _this.brightness = 0.2;
  120701. /** Defines the number of octaves to process */
  120702. _this.octaves = 3;
  120703. /** Defines the level of persistence (0.8 by default) */
  120704. _this.persistence = 0.8;
  120705. /** Gets or sets animation speed factor (default is 1) */
  120706. _this.animationSpeedFactor = 1;
  120707. _this.autoClear = false;
  120708. _this._updateShaderUniforms();
  120709. return _this;
  120710. }
  120711. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  120712. var scene = this.getScene();
  120713. if (!scene) {
  120714. return;
  120715. }
  120716. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  120717. this.setFloat("brightness", this.brightness);
  120718. this.setFloat("persistence", this.persistence);
  120719. this.setFloat("timeScale", this._time);
  120720. };
  120721. NoiseProceduralTexture.prototype._getDefines = function () {
  120722. return "#define OCTAVES " + (this.octaves | 0);
  120723. };
  120724. /** Generate the current state of the procedural texture */
  120725. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  120726. this._updateShaderUniforms();
  120727. _super.prototype.render.call(this, useCameraPostProcess);
  120728. };
  120729. /**
  120730. * Serializes this noise procedural texture
  120731. * @returns a serialized noise procedural texture object
  120732. */
  120733. NoiseProceduralTexture.prototype.serialize = function () {
  120734. var serializationObject = {};
  120735. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  120736. serializationObject.brightness = this.brightness;
  120737. serializationObject.octaves = this.octaves;
  120738. serializationObject.persistence = this.persistence;
  120739. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  120740. serializationObject.size = this.getSize().width;
  120741. serializationObject.generateMipMaps = this._generateMipMaps;
  120742. return serializationObject;
  120743. };
  120744. /**
  120745. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120746. * @param parsedTexture defines parsed texture data
  120747. * @param scene defines the current scene
  120748. * @param rootUrl defines the root URL containing noise procedural texture information
  120749. * @returns a parsed NoiseProceduralTexture
  120750. */
  120751. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  120752. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  120753. texture.brightness = parsedTexture.brightness;
  120754. texture.octaves = parsedTexture.octaves;
  120755. texture.persistence = parsedTexture.persistence;
  120756. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  120757. return texture;
  120758. };
  120759. return NoiseProceduralTexture;
  120760. }(BABYLON.ProceduralTexture));
  120761. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  120762. })(BABYLON || (BABYLON = {}));
  120763. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  120764. var __assign = (this && this.__assign) || function () {
  120765. __assign = Object.assign || function(t) {
  120766. for (var s, i = 1, n = arguments.length; i < n; i++) {
  120767. s = arguments[i];
  120768. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  120769. t[p] = s[p];
  120770. }
  120771. return t;
  120772. };
  120773. return __assign.apply(this, arguments);
  120774. };
  120775. var BABYLON;
  120776. (function (BABYLON) {
  120777. /**
  120778. * This can helps recording videos from BabylonJS.
  120779. * This is based on the available WebRTC functionalities of the browser.
  120780. *
  120781. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  120782. */
  120783. var VideoRecorder = /** @class */ (function () {
  120784. /**
  120785. * Create a new VideoCapture object which can help converting what you see in Babylon to
  120786. * a video file.
  120787. * @param engine Defines the BabylonJS Engine you wish to record
  120788. * @param options Defines options that can be used to customized the capture
  120789. */
  120790. function VideoRecorder(engine, options) {
  120791. if (options === void 0) { options = null; }
  120792. if (!VideoRecorder.IsSupported(engine)) {
  120793. throw "Your browser does not support recording so far.";
  120794. }
  120795. var canvas = engine.getRenderingCanvas();
  120796. if (!canvas) {
  120797. throw "The babylon engine must have a canvas to be recorded";
  120798. }
  120799. this._canvas = canvas;
  120800. this._canvas.isRecording = false;
  120801. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  120802. var stream = this._canvas.captureStream(this._options.fps);
  120803. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  120804. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  120805. this._mediaRecorder.onerror = this._handleError.bind(this);
  120806. this._mediaRecorder.onstop = this._handleStop.bind(this);
  120807. }
  120808. /**
  120809. * Returns wehther or not the VideoRecorder is available in your browser.
  120810. * @param engine Defines the Babylon Engine to check the support for
  120811. * @returns true if supported otherwise false
  120812. */
  120813. VideoRecorder.IsSupported = function (engine) {
  120814. var canvas = engine.getRenderingCanvas();
  120815. return (!!canvas && typeof canvas.captureStream === "function");
  120816. };
  120817. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  120818. /**
  120819. * True wether a recording is already in progress.
  120820. */
  120821. get: function () {
  120822. return !!this._canvas && this._canvas.isRecording;
  120823. },
  120824. enumerable: true,
  120825. configurable: true
  120826. });
  120827. /**
  120828. * Stops the current recording before the default capture timeout passed in the startRecording
  120829. * functions.
  120830. */
  120831. VideoRecorder.prototype.stopRecording = function () {
  120832. if (!this._canvas || !this._mediaRecorder) {
  120833. return;
  120834. }
  120835. if (!this.isRecording) {
  120836. return;
  120837. }
  120838. this._canvas.isRecording = false;
  120839. this._mediaRecorder.stop();
  120840. };
  120841. /**
  120842. * Starts recording the canvas for a max duration specified in parameters.
  120843. * @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.
  120844. * @param maxDuration Defines the maximum recording time in seconds.
  120845. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  120846. * @return a promise callback at the end of the recording with the video data in Blob.
  120847. */
  120848. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  120849. var _this = this;
  120850. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  120851. if (maxDuration === void 0) { maxDuration = 7; }
  120852. if (!this._canvas || !this._mediaRecorder) {
  120853. throw "Recorder has already been disposed";
  120854. }
  120855. if (this.isRecording) {
  120856. throw "Recording already in progress";
  120857. }
  120858. if (maxDuration > 0) {
  120859. setTimeout(function () {
  120860. _this.stopRecording();
  120861. }, maxDuration * 1000);
  120862. }
  120863. this._fileName = fileName;
  120864. this._recordedChunks = [];
  120865. this._resolve = null;
  120866. this._reject = null;
  120867. this._canvas.isRecording = true;
  120868. this._mediaRecorder.start(this._options.recordChunckSize);
  120869. return new Promise(function (resolve, reject) {
  120870. _this._resolve = resolve;
  120871. _this._reject = reject;
  120872. });
  120873. };
  120874. /**
  120875. * Releases internal resources used during the recording.
  120876. */
  120877. VideoRecorder.prototype.dispose = function () {
  120878. this._canvas = null;
  120879. this._mediaRecorder = null;
  120880. this._recordedChunks = [];
  120881. this._fileName = null;
  120882. this._resolve = null;
  120883. this._reject = null;
  120884. };
  120885. VideoRecorder.prototype._handleDataAvailable = function (event) {
  120886. if (event.data.size > 0) {
  120887. this._recordedChunks.push(event.data);
  120888. }
  120889. };
  120890. VideoRecorder.prototype._handleError = function (event) {
  120891. this.stopRecording();
  120892. if (this._reject) {
  120893. this._reject(event.error);
  120894. }
  120895. else {
  120896. throw new event.error();
  120897. }
  120898. };
  120899. VideoRecorder.prototype._handleStop = function () {
  120900. this.stopRecording();
  120901. var superBuffer = new Blob(this._recordedChunks);
  120902. if (this._resolve) {
  120903. this._resolve(superBuffer);
  120904. }
  120905. window.URL.createObjectURL(superBuffer);
  120906. if (this._fileName) {
  120907. BABYLON.Tools.Download(superBuffer, this._fileName);
  120908. }
  120909. };
  120910. VideoRecorder._defaultOptions = {
  120911. mimeType: "video/webm",
  120912. fps: 25,
  120913. recordChunckSize: 3000
  120914. };
  120915. return VideoRecorder;
  120916. }());
  120917. BABYLON.VideoRecorder = VideoRecorder;
  120918. })(BABYLON || (BABYLON = {}));
  120919. //# sourceMappingURL=babylon.videoRecorder.js.map
  120920. var BABYLON;
  120921. (function (BABYLON) {
  120922. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  120923. if (replace === void 0) { replace = false; }
  120924. // Dispose existing light in replace mode.
  120925. if (replace) {
  120926. if (this.lights) {
  120927. for (var i = 0; i < this.lights.length; i++) {
  120928. this.lights[i].dispose();
  120929. }
  120930. }
  120931. }
  120932. // Light
  120933. if (this.lights.length === 0) {
  120934. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  120935. }
  120936. };
  120937. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  120938. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120939. if (replace === void 0) { replace = false; }
  120940. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120941. // Dispose existing camera in replace mode.
  120942. if (replace) {
  120943. if (this.activeCamera) {
  120944. this.activeCamera.dispose();
  120945. this.activeCamera = null;
  120946. }
  120947. }
  120948. // Camera
  120949. if (!this.activeCamera) {
  120950. var worldExtends = this.getWorldExtends();
  120951. var worldSize = worldExtends.max.subtract(worldExtends.min);
  120952. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  120953. var camera;
  120954. var radius = worldSize.length() * 1.5;
  120955. // empty scene scenario!
  120956. if (!isFinite(radius)) {
  120957. radius = 1;
  120958. worldCenter.copyFromFloats(0, 0, 0);
  120959. }
  120960. if (createArcRotateCamera) {
  120961. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  120962. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  120963. arcRotateCamera.wheelPrecision = 100 / radius;
  120964. camera = arcRotateCamera;
  120965. }
  120966. else {
  120967. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  120968. freeCamera.setTarget(worldCenter);
  120969. camera = freeCamera;
  120970. }
  120971. camera.minZ = radius * 0.01;
  120972. camera.maxZ = radius * 1000;
  120973. camera.speed = radius * 0.2;
  120974. this.activeCamera = camera;
  120975. var canvas = this.getEngine().getRenderingCanvas();
  120976. if (attachCameraControls && canvas) {
  120977. camera.attachControl(canvas);
  120978. }
  120979. }
  120980. };
  120981. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  120982. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120983. if (replace === void 0) { replace = false; }
  120984. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120985. this.createDefaultLight(replace);
  120986. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  120987. };
  120988. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  120989. if (pbr === void 0) { pbr = false; }
  120990. if (scale === void 0) { scale = 1000; }
  120991. if (blur === void 0) { blur = 0; }
  120992. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  120993. if (!environmentTexture) {
  120994. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  120995. return null;
  120996. }
  120997. if (setGlobalEnvTexture) {
  120998. if (environmentTexture) {
  120999. this.environmentTexture = environmentTexture;
  121000. }
  121001. }
  121002. // Skybox
  121003. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  121004. if (pbr) {
  121005. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  121006. hdrSkyboxMaterial.backFaceCulling = false;
  121007. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  121008. if (hdrSkyboxMaterial.reflectionTexture) {
  121009. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  121010. }
  121011. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  121012. hdrSkyboxMaterial.disableLighting = true;
  121013. hdrSkyboxMaterial.twoSidedLighting = true;
  121014. hdrSkybox.infiniteDistance = true;
  121015. hdrSkybox.material = hdrSkyboxMaterial;
  121016. }
  121017. else {
  121018. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  121019. skyboxMaterial.backFaceCulling = false;
  121020. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  121021. if (skyboxMaterial.reflectionTexture) {
  121022. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  121023. }
  121024. skyboxMaterial.disableLighting = true;
  121025. hdrSkybox.infiniteDistance = true;
  121026. hdrSkybox.material = skyboxMaterial;
  121027. }
  121028. hdrSkybox.isPickable = false;
  121029. return hdrSkybox;
  121030. };
  121031. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  121032. if (BABYLON.EnvironmentHelper) {
  121033. return new BABYLON.EnvironmentHelper(options, this);
  121034. }
  121035. return null;
  121036. };
  121037. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  121038. if (webVROptions === void 0) { webVROptions = {}; }
  121039. return new BABYLON.VRExperienceHelper(this, webVROptions);
  121040. };
  121041. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  121042. var _this = this;
  121043. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  121044. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  121045. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  121046. .then(function (ui) {
  121047. new BABYLON.WebXRInput(helper);
  121048. return helper;
  121049. });
  121050. });
  121051. };
  121052. })(BABYLON || (BABYLON = {}));
  121053. //# sourceMappingURL=babylon.sceneHelpers.js.map
  121054. 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"};
  121055. 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};"};
  121056. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  121057. globalObject["BABYLON"] = BABYLON;
  121058. //backwards compatibility
  121059. if(typeof earcut !== 'undefined') {
  121060. globalObject["Earcut"] = {
  121061. earcut: earcut
  121062. };
  121063. }
  121064. return BABYLON;
  121065. });